title
stringlengths
5
100
content
stringlengths
10
791k
instructions
stringlengths
0
8.7k
Neon Factory #Neon #Factory #Platformer
@Stage\n\nwhen flag clicked\nbroadcast (Run Platformer v)\n\nwhen I receive [run platformer v]\nforever\n play sound [Unstoppable by Sia 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]\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 (neon ground v)?> then\n change y by (2)\n if <touching (neon ground v)?> then\n change y by (2)\n end\n if <touching (neon ground v)?> then\n change y by (2)\n if <touching (neon ground v)?> then\n change y by (2)\n if <touching (neon ground v)?> then\n change y by (2)\n if <touching (neon 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 (neon 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 (neon 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 (neon acid v)?>> then\n Death\n end\n if <(y position) < [-180]> then\n Death\n end\n if <touching (bouncy v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [run platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset - Setup\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (30)\nclear graphic effects\nswitch costume to (1 v)\nset size to (80) %\nshow\n\ndefine Death\nset [dead? v] to [1]\nrepeat (25)\n turn right (5) degrees\n change [ghost v] effect by (4)\n change size by (-4)\nend\nReset - Setup\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\n@Neon ground\n\nwhen flag clicked\nhide\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [secret v]\nswitch costume to (shh..secret v)\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Ground shine\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [secret v]\nswitch costume to (shh..secret v)\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [secret v]\nswitch costume to (shh..secret v)\n\n@Spikes shine\n\nwhen flag clicked\nhide\n\nwhen I receive [secret v]\nswitch costume to (shh..secret v)\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Letterground2\n\nwhen flag clicked\nhide\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [secret v]\nswitch costume to (shh..secret v)\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Neon acid\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\nwhen I receive [skip v]\nnext costume\n\nwhen I receive [run platformer v]\nshow\nforever\n switch costume to (Level)\nend\n\n@bouncy\n\nwhen flag clicked\nhide\ngo to x: (-31) y: (-157)\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n go to x: (-136) y: (-70)\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 hide\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n show\n go to x: (-34) y: (-97)\n if <touching (player v)?> then\n Bouncy Animation\n end\n end\n if <(Level) = [12]> 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@Thumbnail\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\nwhen [timer v] > (0)\nforever\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nset size to (100) %\nset [brightness v] effect to (0)\ngo to x: (-3) y: (0)\nshow\n\nwhen this sprite clicked\nbroadcast (Skip v)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\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 [timer v] > (0)\nforever\n if <<(Level) = [13]> or <(Level) = [14]>> then\n hide\n else\n show\n end\nend\n\n
Part 2 is out! Check it out- https://scratch.mit.edu/projects/660091965/\n◉◉◉◉◉◉◉◉◉◉INSTRUCTIONS◉◉◉◉◉◉◉◉◉◉\n⫸Arrow keys to move\n⫸ Don't touch spikes or neon acid\n⫸Bounce on the trampolines\n⫸Walk on the neon ground XD\n⫸ Smash the ♥ and ⭐ :D\n⫸ No Advertisement\n◉◉◉◉◉◉◉◉◉◉◉◉◉FACTS◉◉◉◉◉◉◉◉◉◉◉◉\n⫸ I named this Neon Factory because it is neon and has acid and factory-type background.\n⫸ A sequel\n\nPropose this to be featured here- https://scratch.mit.edu/studios/28715018/\n\n\n\n\n\n\n\nCatchup my top projects on this studio- https://scratch.mit.edu/studios/31066693/
Water Hunt - A Platformer || v1.8.5
@Stage\n\nwhen flag clicked\nhide variable [waters v]\nhide variable [time v]\n\nwhen flag clicked\nset [.scene- effect v] to [0]\nset [cursed water v] to [0]\n\nwhen I receive [start game v]\nset [cursed water v] to [0]\n\nwhen flag clicked\nset [-acceleration v] to [1.5]\nset [-jump force v] to [12]\n\nwhen I receive [start game v]\nforever\n set [jump force v] to (-jump force)\n set [acceleration v] to (-acceleration)\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (intro start 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 of Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Celling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet v)\nend\nif <touching (jump through v)?> then\n if <(-.jump through) < [1]> then\n change y by (-6)\n if <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet 2 v)\n end\n if <<touching (jump through v)?> and <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n set [touching v] to [1]\n else\n set [-.jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [-.jump through v] to [0]\nend\nswitch costume to (hit costume)\n\nwhen I receive [tick - 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\nShow Health (LIVES) of [5] offset y [30]\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [wall slide v] to [0]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [jump-sound-effect 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-sound-effect 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\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(moved) = [0]> then\n set [moved v] to [1]\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.95))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n 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) * (RESISTENCE))\nTeleport\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n if <(moved) = [0]> then\n set [moved v] to [1]\n end\nend\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\nset size to (40) %\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 if <<<key (q v) pressed?> and <<<(Waters) = [Waters: 11 / 11 🌊 👑]> or <(Waters) = [Waters: 10 / 10 👑]>> or <(Waters) = [Waters: 10 / 11 🌊]>>> and <(..can collect) = [1]>> then\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 of 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 [you-died-hd v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (5)\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]\nend\nif <(touching) > [0]> then\n broadcast (Lose Life v)\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 [special v]\nchange [color v] effect by (10)\n\nwhen I receive [diamond v]\nset [color v] effect to (80)\nrepeat (7)\n change [color v] effect by (5)\nend\nrepeat (10)\n change [color v] effect by (-5)\nend\nrepeat (3)\n change [color v] effect by (5)\nend\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump duration v] to [6]\nset [resistence v] to [0.8]\nset [jump force v] to (-jump force)\nset [acceleration v] to (-acceleration)\nbroadcast (reset game v)\nbroadcast (Setup v)\nset [lives v] to [5]\nset [spawn scene v] to [1]\nset [spawn y v] to [55]\nset [spawn x v] to [-150]\nReset and Begin Level\nclear graphic effects\nset size to (40) %\n\nwhen flag clicked\nhide variable [scene # v]\nhide variable [lives v]\nhide variable [waters v]\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\ndefine Teleport\nif <<(Waters) = [Waters: 11 / 11 🌊 👑]> and <(..can collect) = [1]>> then\n if <key (e v) pressed?> then\n move (100) steps\n set [speed x v] to [0]\n Teleport - Find Closest Space to (x position) (y position) max [1000]\n wait (0.2) seconds\n end\nend\n\ndefine Teleport - 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 <not <<<touching (level v)?> or <<touching (danger v)?> or <touching (platform v)?>>> or <touching (debugger v)?>>> 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 start as a clone\nforever\n go to (player v)\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [dash v]\nif <(direction) = [90]> then\n if <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [dash v] to [1]\n change [speed x v] by (25)\n else\n set [dash v] to [1]\n change [speed x v] by (20)\n end\nelse\n if <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [dash v] to [1]\n change [speed x v] by (-25)\n else\n set [dash v] to [1]\n change [speed x v] by (-20)\n end\nend\n\nwhen I receive [dash v]\nwait until <(speed x) = [0]>\nset [dash v] to [0]\n\nwhen I receive [dash v]\nclear graphic effects\nrepeat (4)\n change [brightness v] effect by (15)\nend\nwait (0.1) seconds\nrepeat (6)\n change [brightness v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [clear v]\nclear graphic effects\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nswitch costume to (hitbox feet v)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (85)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\nwhen flag clicked\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [start game v]\nforever\n if <(second) > [9]> then\n set [time v] to (join [Time: ] (join (minute) (join ['] (join (second) (join [.] (.))))))\n else\n set [time v] to (join [Time: ] (join (minute) (join ['] (join [0] (join (second) (join [.] (.)))))))\n end\nend\n\nwhen I receive [start game v]\nset [. v] to [0]\nset [second v] to [0]\nset [minute v] to [0]\nset [time v] to [0]\nforever\n if <(moved) = [1]> then\n if <<<(last) = [0]> or <(last) = [1]>> and <not <(last) = [2]>>> then\n if <not <(.) = [9]>> then\n change [. v] by (1)\n wait (0.05) seconds\n else\n broadcast (second v)\n set [. v] to [0]\n end\n end\n end\nend\n\nwhen I receive [second v]\nif <<<(last) = [0]> or <(last) = [1]>> and <not <(last) = [2]>>> then\n if <not <(second) = [59]>> then\n change [second v] by (1)\n else\n broadcast (minute v)\n set [second v] to [0]\n end\nend\n\nwhen I receive [minute v]\nif <<<(last) = [0]> or <(last) = [1]>> and <not <(last) = [2]>>> then\n change [minute v] by (1)\nend\n\nwhen flag clicked\nhide variable [time v]\nset [. v] to [0]\nset [second v] to [0]\nset [minute v] to [0]\nset [time v] to [0]\n\nwhen flag clicked\nset [..can collect v] to [0]\nforever\n if <<<(last) = [2]> and <not <(last) = [0]>>> and <not <(last) = [1]>>> then\n set [..can collect v] to [1]\n end\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [about to change scene v]\nerase all\n\n@Jump Through\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (85)\nchange y by (-15)\nstamp\nchange y by (15)\nclear graphic effects\n\nwhen flag clicked\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <<<<<(SCENE #) = [102]> or <(SCENE #) = [106]>> or <<(SCENE #) = [107]> or <(SCENE #) = [108]>>> or <(SCENE #) = [1]>> or <(SCENE #) = [0]>> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (90)) ))\n end\nelse\n go to x: (0) y: (0)\nend\n\ngo to x: (0) y: (0)\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\nerase all\nStamp Shadow\nStamp Outline\n\ndefine Stamp Shadow\n\nset [main story v] to [0]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <key (q v) pressed?> then\n set [ghost v] effect to (40)\n set [brightness v] effect to (-30)\n else\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\n else\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Platform\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [1]> then\n set [brightness v] effect to (40)\n Spawn [Platform 1] at [-1] [74] dir [90] turn [1.5] wait [5] go to x: [175] y: [74]\n set [brightness v] effect to (30)\n Spawn [Platform 1] at [58] [74] dir [90] turn [1.5] wait [5] go to x: [175] y: [74]\n set [brightness v] effect to (20)\n Spawn [Platform 1] at [114] [74] dir [90] turn [1.5] wait [5] go to x: [175] y: [74]\n set [brightness v] effect to (10)\n Spawn [Platform 1] at [175] [74] dir [90] turn [1.5] wait [5] go to x: [175] y: [74]\n set [brightness v] effect to (0)\nend\nif <(SCENE #) = [2]> then\n Spawn [Elevator] at [0] [258] dir [90] turn [] wait [] go to x: [] y: []\n go to [back v] layer\nend\nif <(SCENE #) = [5]> then\n Spawn [Key 1] at [94] [-12] dir [90] turn [] wait [] go to x: [] y: []\nend\nif <(SCENE #) = [6]> then\n Spawn [Platform 1] at [-33] [-35] dir [90] turn [] wait [] go to x: [] y: []\nend\nif <(SCENE #) = [110]> then\n Spawn [Key 2] at [-3] [73] dir [90] turn [] wait [] go to x: [] y: []\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Door at (x) (y) key (key name)\ngo to [back v] layer\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [open v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [close v]\n repeat (24)\n change y by (-4)\n end\n start sound [Door Crunch v]\n else\n start sound [locked-sound-effects-all-sounds\(1\) \(mp3cut v]\n end\n wait until <not <touching (player v)?>>\nend\n\ndefine Animate (x) (y) (x2) (y2) (time) (costume)\nswitch costume to (costume)\ngo to x: (x) y: (y)\nforever\n glide (time) secs to x: (x2) y: (y2)\n wait (1) seconds\n glide (time) secs to x: (x) y: (y)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees) wait (seconds) go to x: (-x) y: (-y)\nset [turn v] to (degrees)\nset [-wait v] to (seconds)\nset [-go to x v] to (-x)\nset [-go to y v] to (-y)\nset [-.normal x v] to (x)\nset [-.normal y v] to (y)\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 <(turn) > []> then\n show\n set rotation style [all around v]\n forever\n reset timer\n repeat until <<(timer) > (-wait)> and <(direction) = [90]>>\n turn right (turn) degrees\n end\n glide (3) secs to x: (-go to x) y: (-go to y)\n wait (2) seconds\n glide (3) secs to x: (-.normal x) y: (-.normal y)\n end\nend\nif <(SCENE #) = [1]> then\n show\n Animate [85] [73] [85] [73] [0] [Platform 1]\nend\nif <(SCENE #) = [2]> then\n show\n Animate [0] [258] [0] [2] [3] [Elevator]\n go to [back v] layer\nend\nif <(SCENE #) = [5]> then\n Door at [94] [-12] key [Key 1]\nend\nif <(SCENE #) = [110]> then\n Door at [3] [-129] key [Key 2]\nend\nif <(SCENE #) = [6]> then\n show\n Animate [-33] [-35] [-33] [94] [2] [Platform 1]\nend\n\ndefine Rotation Maths CCW (ccw)\nset [;dx v] to (([x position v] of [player v]) - (x position))\nset [;dy v] to (([y position v] of [player v]) - (y position))\nset [;sin v] to ([sin v] of (ccw) )\nset [;cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((;dx) * (;cos)) - ((;dy) * (;sin))) - (;dx))\nset [platform dy v] to ((((;dx) * (;sin)) + ((;dy) * (;cos))) - (;dy))\n\n@Collectable\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\nif <(costume [name v]) = [water]> then\n start sound [collect v]\n change [real waters v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [collect-item-sound-efects \(mp3cut v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to (x position)\n set [spawn y v] to ((y position) + (50))\n else\n if <(costume [name v]) = [Green Flag2]> then\n start sound [collect-item-sound-efects \(mp3cut v]\n set [last v] to [1]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to (x position)\n set [spawn y v] to ((y position) + (50))\n else\n if <(costume [name v]) = [Green Flag3]> then\n set [last v] to [2]\n start sound [collect-item-sound-efects \(mp3cut v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to (x position)\n set [spawn y v] to ((y position) + (50))\n else\n if <(costume [name v]) = [Sacred Water]> then\n start sound [zhonyas-sound-effect-league-of-legends v]\n change [sacred water v] by (1)\n else\n if <(costume [name v]) = [Cursed Water]> then\n start sound [cursed-horror-sound-effect v]\n change [cursed water v] by (1)\n delete all of [collected v]\n set [real waters v] to [0]\n set [huge water v] to [0]\n set [sacred water v] to [0]\n broadcast (locked v)\n broadcast (clear v)\n else\n start sound [collect-item-sound-efects \(mp3cut v]\n add (costume [name v]) to [collected v]\n end\n end\n end\n end\n end\nend\nif <(costume [name v]) = [Huge Water]> then\n set [huge water v] to [1]\n change [real waters v] by (1)\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nset [my scene v] to []\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [last v] to [0]\nset [real waters v] to [0]\nset [huge water v] to [0]\nset [sacred water v] to [0]\nhide\nPlace [water] scene [1] xy [-60] [100]\nPlace [water] scene [2] xy [130] [-115]\nPlace [water] scene [3] xy [-185] [-50]\nPlace [water] scene [3] xy [60] [70]\nPlace [water] scene [4] xy [-45] [130]\nPlace [water] scene [7] xy [-215] [-13]\nPlace [water] scene [8] xy [205] [155]\nPlace [water] scene [103] xy [190] [-60]\nPlace [water] scene [106] xy [-90] [-8]\nPlace [water] scene [108] xy [190] [-13]\nPlace [Key 1] scene [-98] xy [-40] [108]\nPlace [Key 2] scene [100] xy [86] [-76]\nPlace [Huge Water] scene [-98] xy [186] [-39]\nPlace [Green Flag] scene [101] xy [-3] [-47]\nPlace [Green Flag] scene [3] xy [49] [-46]\nPlace [Green Flag] scene [6] xy [-187] [87]\nPlace [Green Flag2] scene [107] xy [-134] [-59]\nPlace [Cursed Water] scene [110] xy [115] [-130]\nPlace [Sacred Water] scene [109] xy [210] [18]\nwait until <(last) = [1]>\nPlace [Green Flag3] scene [1] xy [-137] [-23]\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 start as a clone\nforever\n if <(SCENE #) = (my scene)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Huge Water) = [1]> and <not <(real waters) = [11]>>> then\n set [waters v] to (join [Waters:] (join [ ] (join (real waters) (join [ ] (join [/ 11] (join [ ] [🌊]))))))\n else\n if <<(Huge Water) = [0]> and <not <(real waters) = [10]>>> then\n set [waters v] to (join [Waters:] (join [ ] (join (real waters) (join [ ] [/ 10]))))\n else\n if <<(Huge Water) = [0]> and <(real waters) = [10]>> then\n set [waters v] to (join [Waters:] (join [ ] (join (real waters) (join [ ] (join [/ 10] (join [ ] [👑]))))))\n else\n if <<(Huge Water) = [1]> and <(real waters) = [11]>> then\n set [waters v] to (join [Waters:] (join [ ] (join (real waters) (join [ ] (join [/ 11] (join [ ] [🌊 👑]))))))\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I receive [start game v]\nwait until <<<(Waters) = [Waters: 11 / 11 🌊 👑]> and <(..can collect) = [1]>> and <(last) = [2]>>\nrepeat (10)\n set [lives v] to [5]\nend\n\nwhen I receive [start game v]\nset [moved v] to [0]\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nset [waters v] to [Waters: 11 / 11 🌊 👑]\nset [last v] to [2]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nforever\n if <<<(Waters) = [Waters: 11 / 11 🌊 👑]> and <(..can collect) = [1]>> and <(last) = [2]>> then\n broadcast (special v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<<<(Waters) = [Waters: 10 / 10 👑]> or <(Waters) = [Waters: 10 / 11 🌊]>> and <(..can collect) = [1]>> and <(last) = [2]>> then\n broadcast (diamond v)\n wait (0.5) seconds\n end\nend\n\n@Secret Place\n\nwhen flag clicked\nforever\n if <<(SCENE #) = [3]> and <touching (player v)?>> then\n show\n switch costume to (costume1 v)\n go to [back v] layer\n set [brightness v] effect to (-30)\n broadcast (effect v) and wait\n set [touching v] to [1]\n else\n if <(SCENE #) = [3]> then\n switch costume to (costume2 v)\n show\n go to [front v] layer\n clear graphic effects\n set [touching v] to [0]\n else\n if <not <(SCENE #) = [2]>> then\n clear graphic effects\n hide\n set [touching v] to [0]\n end\n end\n end\nend\n\nwhen I receive [effect v]\nif <(touching) = [0]> then\n set [ghost v] effect to (20)\n repeat (10)\n change [ghost v] effect by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <<(SCENE #) = [2]> and <touching (player v)?>> then\n show\n switch costume to (costume3 v)\n go to [back v] layer\n set [brightness v] effect to (-30)\n broadcast (effect v) and wait\n set [touching v] to [1]\n else\n if <(SCENE #) = [2]> then\n switch costume to (costume3 v)\n show\n go to [back v] layer\n clear graphic effects\n set [touching v] to [0]\n else\n if <not <(SCENE #) = [3]>> then\n clear graphic effects\n hide\n set [touching v] to [0]\n end\n end\n end\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Splash Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [start game v]\nforever\n Find True Costume\nend\n\ndefine Find True Costume\nif <(;unshow) = [0]> then\n if <(SCENE #) = [1]> then\n if <(;) = [0]> then\n go to x: (0) y: (0)\n switch costume to (scene1 v)\n go to [front v] layer\n show\n else\n switch costume to (last v)\n go to [front v] layer\n show\n end\n else\n if <(SCENE #) = [2]> then\n if <(;) = [0]> then\n go to x: (0) y: (0)\n switch costume to (scene2 v)\n go to [front v] layer\n show\n else\n switch costume to (last v)\n go to [front v] layer\n show\n end\n else\n if <(SCENE #) = [3]> then\n if <(;) = [0]> then\n go to x: (0) y: (0)\n switch costume to (scene3 v)\n go to [front v] layer\n show\n else\n switch costume to (last v)\n go to [front v] layer\n show\n end\n else\n if <(SCENE #) = [4]> then\n if <(;) = [0]> then\n go to x: (0) y: (0)\n switch costume to (scene4 v)\n go to [front v] layer\n show\n else\n switch costume to (last v)\n go to [front v] layer\n show\n end\n else\n if <<(SCENE #) = [5]> and <[collected v] contains [Key 1]?>> then\n if <(;) = [0]> then\n go to x: (0) y: (0)\n switch costume to (scene5 key v)\n go to [front v] layer\n show\n else\n switch costume to (last v)\n go to [front v] layer\n show\n end\n else\n if <<(SCENE #) = [5]> and <not <[collected v] contains [Key 1]?>>> then\n if <(;) = [0]> then\n go to x: (0) y: (0)\n switch costume to (scene5 no key v)\n go to [front v] layer\n show\n else\n switch costume to (last v)\n go to [front v] layer\n show\n end\n else\n if <(SCENE #) = [6]> then\n if <(;) = [0]> then\n go to x: (0) y: (0)\n switch costume to (scene6 v)\n go to [front v] layer\n show\n else\n switch costume to (last v)\n go to [front v] layer\n show\n end\n else\n if <(SCENE #) = [7]> then\n if <(;) = [0]> then\n go to x: (0) y: (0)\n switch costume to (scene7 v)\n go to [front v] layer\n show\n else\n switch costume to (last v)\n go to [front v] layer\n show\n end\n else\n if <(SCENE #) = [8]> then\n if <(;) = [0]> then\n go to x: (0) y: (0)\n switch costume to (scene8 v)\n go to [front v] layer\n show\n else\n switch costume to (last v)\n go to [front v] layer\n show\n end\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n hide\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nset [; v] to [0]\n\nwhen I receive [start game v]\nforever\n if <<(last) = [2]> and <not <(Waters) = [Waters: 11 / 11 🌊 👑]>>> then\n set [; v] to [1]\n else\n set [; v] to [0]\n end\nend\n\nwhen flag clicked\nset [; v] to [0]\n\nwhen I receive [start game v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Buttons\n\nwhen I receive [intro finished v]\nif <(.scene- effect) = [1]> then\n wait (0.1) seconds\n go to [front v] layer\n go to [front v] layer\n show\n set size to (10) %\n go to x: (110) y: (7)\n forever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n set [brightness v] effect to (5)\n else\n change size by ((0.2) * ((100) - (size)))\n set [brightness v] effect to (0)\n end\n end\nelse\n wait until <(.scene- effect) = [1]>\n wait (0.1) seconds\n go to [front v] layer\n go to [front v] layer\n show\n set size to (10) %\n go to x: (110) y: (7)\n forever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n set [brightness v] effect to (5)\n else\n change size by ((0.2) * ((100) - (size)))\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen this sprite clicked\nhide\nif <(main story) = [0]> then\n broadcast (story v)\nelse\n broadcast (Start Game v)\n set [sound v] to [1]\nend\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-75)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n set [brightness v] effect to (5)\n else\n change size by ((0.2) * ((100) - (size)))\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nset [intro done v] to [1]\nforever\n if <(main story) = [1]> then\n repeat until <(sound) = [0]>\n play sound [fnaf-sister-location-title-screen-sl-menu-music-five-nights-at-freddys v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nif <(intro) = [1]> then\n if <(.scene- effect) = [1]> then\n wait (0.1) seconds\n go to [front v] layer\n go to [front v] layer\n show\n set size to (10) %\n go to x: (110) y: (7)\n forever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n set [brightness v] effect to (5)\n else\n change size by ((0.2) * ((100) - (size)))\n set [brightness v] effect to (0)\n end\n end\n else\n wait until <(.scene- effect) = [1]>\n wait (0.1) seconds\n go to [front v] layer\n go to [front v] layer\n show\n set size to (10) %\n go to x: (110) y: (7)\n forever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n set [brightness v] effect to (5)\n else\n change size by ((0.2) * ((100) - (size)))\n set [brightness v] effect to (0)\n end\n end\n end\nelse\n hide\nend\nclear sound effects\nset volume to (100) %\n\nwhen I receive [start game v]\nforever\n go to [front v] layer\nend\n\n@Main Story\n\nwhen flag clicked\nhide\n\nwhen I receive [story v]\nstart sound [naruto-saddest-soundtracks-mix \(mp3cut v]\nbroadcast (can be skipped v)\nshow\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (1 v)\nset [brightness v] effect to (-100)\nrepeat (20)\n change [brightness v] effect by (5)\nend\nswitch costume to (1 v)\nwait (7) seconds\nset [-costume index v] to [2]\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\nwait (8) seconds\nset [-costume index v] to [3]\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\nwait (10) seconds\nset [-costume index v] to [4]\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\nwait (5) seconds\nset [-costume index v] to [5]\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nwait (7) seconds\nset [-costume index v] to [6]\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\nwait (8) seconds\nbroadcast (story skipped v)\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nrepeat until <(brightness effect) = [-100]>\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness effect v] to [-100]\nend\nswitch costume to (-costume index)\nwait (1) seconds\nrepeat until <(brightness effect) = [0]>\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness effect v] to [0]\nend\ndelete this clone\n\nwhen I receive [story skipped v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nclear graphic effects\nhide\nswitch costume to (1 v)\nstop all sounds\nset [main story v] to [1]\nbroadcast (Start Game v)\n\n@Main Menu\n\nwhen I receive [screen- effect v]\nset [.scene- effect v] to [0]\nset [brightness v] effect to (-100)\nwait (1) seconds\nrepeat (15)\n change [brightness v] effect by (13.33333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333)\nend\nwait (0.3) seconds\nrepeat (30)\n change [brightness v] effect by (-3.333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333)\nend\nset [.scene- effect v] to [1]\nbroadcast (done v)\n\nwhen I receive [intro finished v]\nshow\ngo to [front v] layer\nset [.scene- effect v] to [0]\nbroadcast (screen- effect v)\n\nwhen flag clicked\nset [intro done v] to [0]\nif <(intro) = [1]> then\n show\n go to [front v] layer\n set [.scene- effect v] to [0]\n broadcast (screen- effect v)\nelse\n hide\nend\n\nwhen I receive [story v]\nhide\n\nwhen I receive [start game v]\nhide\nstop all sounds\nset [music v] to [0]\n\nwhen flag clicked\nif <(intro) = [1]> then\n set [music v] to [1]\n repeat until <(music) = [0]>\n play sound [senna-the-redeemer-champion-theme-ft-the-crystal-method-league-of-legends v] until done\n end\nelse\n wait until <(intro) = [1]>\n broadcast (main menu music v)\nend\n\nwhen I receive [story v]\nhide\nstop all sounds\nset [music v] to [0]\n\nwhen I receive [main menu music v]\nset [music v] to [1]\nrepeat until <(music) = [0]>\n play sound [senna-the-redeemer-champion-theme-ft-the-crystal-method-league-of-legends v] until done\nend\n\nwhen I receive [start game v]\nset [lives v] to [5]\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nset [main story v] to [0]\nset [intro v] to [0]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [.scene- effect v] to [0]\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [0]> then\n Spawn [Grey] at [95] [115] dir [-90]\nend\nif <(SCENE #) = [101]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Grey] at [200] [-125] dir [-90]\n else\n Spawn [Grey] at [50] [-125] dir [90]\n end\nend\nif <(SCENE #) = [103]> then\n Spawn [Grey] at [200] [-125] dir [90]\nend\nif <(SCENE #) = [4]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Grey] at [220] [130] dir [-90]\n else\n Spawn [Grey] at [-205] [-15] dir [90]\n end\nend\nif <(SCENE #) = [5]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Grey] at [60] [-10] dir [-90]\n else\n Spawn [Grey] at [-85] [-10] dir [90]\n end\nend\nif <(SCENE #) = [-97]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Grey] at [-25] [-80] dir [-90]\n else\n Spawn [Grey] at [-225] [-80] dir [90]\n end\nend\nif <(SCENE #) = [6]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Grey] at [220] [90] dir [-90]\n else\n Spawn [Grey] at [80] [90] dir [90]\n end\nend\nif <(SCENE #) = [8]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Grey] at [205] [106] dir [90]\n else\n Spawn [Grey] at [-225] [100] dir [-90]\n end\nend\nif <(SCENE #) = [7]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Grey] at [-62] [90] dir [-90]\n else\n Spawn [Grey] at [-225] [90] dir [90]\n end\nend\nif <(SCENE #) = [7]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Grey] at [-65] [0] dir [-90]\n else\n Spawn [Grey] at [-220] [0] 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 (grey1 v)\n set rotation style [don't rotate v]\n Move Left - Right\n Move Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <<touching (level v)?> or <touching (jump through v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move Left - Right\nmove (2) steps\nrepeat (4)\n if <not <<<<touching (level v)?> or <touching (_edge_ v)?>> or <touching (safe zones v)?>> or <touching (platform v)?>>> then\n if <not <touching (jump through 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]> and <not <key (q v) pressed?>>> then\n broadcast (Player - Bounce v)\n start sound [minecraft-stray-death-sound-1-hour \(mp3cut v]\n set [enemy show v] to [0]\n switch costume to (grey squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (clear enemy v)\n delete this clone\nend\nif <<<key (q v) pressed?> and <<(Waters) = [Waters: 11 / 11 🌊 👑]> or <(Waters) = [Waters: 10 / 10 👑]>>> and <(..can collect) = [1]>> then\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\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <key (q v) pressed?> then\n set [ghost v] effect to (40)\n set [brightness v] effect to (-30)\n else\n if <(Enemy Show) = [1]> then\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\n end\n else\n if <(Enemy Show) = [1]> then\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nset [enemy show v] to [1]\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [clear enemy v]\nwait (0.01) seconds\nset [enemy show v] to [1]\n\n@Safe Zones\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Story Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(.clickable) = [1]> then\n if <not <(cursed water) = [1]>> then\n if <(Sacred Water) = [1]> then\n broadcast (Sacred Water End v)\n else\n broadcast (final story v)\n end\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nforever\n if <(last) = [2]> then\n if <<(Waters) = [Waters: 11 / 11 🌊 👑]> or <(Waters) = [Waters: 10 / 10 👑]>> then\n if <not <(cursed water) = [1]>> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n show\n go to x: (0) y: (0)\n set [.clickable v] to [1]\n else\n if <not <(cursed water) = [1]>> then\n set [.clickable v] to [0]\n hide\n else\n show\n go to [front v] layer\n end\n end\n else\n if <not <(cursed water) = [1]>> then\n set [.clickable v] to [0]\n hide\n else\n show\n go to [front v] layer\n end\n end\nend\n\n@Final Story\n\nwhen flag clicked\nhide\n\nwhen I receive [final story v]\nbroadcast (final story 2 v)\nforever\n play sound [boruto-episode-216-soundtrack-naruto-baryon-mode-epic-version v] until done\nend\n\nwhen I receive [final story 2 v]\nswitch costume to (1 v)\nshow\ngo to [front v] layer\ngo to [front v] layer\nhide variable [time v]\nhide variable [waters v]\ngo to [front v] layer\ngo to [front v] layer\nset [brightness v] effect to (-100)\nrepeat (20)\n change [brightness v] effect by (5)\nend\nswitch costume to (1 v)\nwait (5) seconds\nset [costume index v] to [2]\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\nwait (7) seconds\nset [costume index v] to [3]\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\nwait (7) seconds\nset [costume index v] to [4]\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\nwait (7) seconds\nset [costume index v] to [5]\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nwait (5) seconds\nset [costume index v] to [6]\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\nwait (5) seconds\nset [costume index v] to [7]\ncreate clone of (_myself_ v)\nswitch costume to (7 v)\n\nset [main story v] to [0]\nset [intro v] to [0]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nrepeat until <(brightness effect) = [-100]>\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [brightness effect v] to [-100]\nend\nswitch costume to (costume index)\nwait (1) seconds\nrepeat until <(brightness effect) = [0]>\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness effect v] to [0]\nend\ndelete this clone\n\n@How To Play\n\nwhen flag clicked\ngo to x: (0) y: (-17)\nhide\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\nswitch costume to (going right v)\nset [right v] to [1]\nwait (3) seconds\nswitch costume to (going left v)\nset [left v] to [1]\nwait (3) seconds\nswitch costume to (going up v)\nset [up v] to [1]\nwait (3) seconds\nswitch costume to (going down v)\nset [down v] to [1]\nwait (3) seconds\nswitch costume to (dash v)\nset [;dash v] to [1]\nwait (3) seconds\nhide\n\nwhen flag clicked\nset [real waters v] to [0]\nset [up v] to [0]\nset [down v] to [0]\nset [left v] to [0]\nset [right v] to [0]\nset [e v] to [0]\nset [q v] to [0]\nset [r v] to [0]\nset [;dash v] to [0]\nset [find space v] to [0]\n\nwhen I receive [start game v]\ngo to x: (0) y: (-17)\nforever\n go to [front v] layer\nend\n\nwhen I receive [start game v]\nforever\n wait until <<<(real waters) = [10]> or <(real waters) = [11]>> and <(last) = [2]>>\n wait (0.05) seconds\n if <(Find Space) = [0]> then\n set [find space v] to [1]\n show\n go to [front v] layer\n switch costume to (no damage v)\n set [q v] to [1]\n wait (3) seconds\n set [find space v] to [0]\n hide\n stop [this script v]\n else\n wait until <(Find Space) = [0]>\n set [find space v] to [1]\n show\n go to [front v] layer\n switch costume to (no damage v)\n set [q v] to [1]\n wait (3) seconds\n set [find space v] to [0]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start game v]\nforever\n wait until <<(Waters) = [Waters: 11 / 11 🌊 👑]> and <(last) = [2]>>\n if <(Find Space) = [0]> then\n set [find space v] to [1]\n show\n go to [front v] layer\n switch costume to (teleport v)\n set [e v] to [1]\n wait (3) seconds\n set [find space v] to [0]\n hide\n stop [this script v]\n else\n wait until <(Find Space) = [0]>\n set [find space v] to [1]\n show\n go to [front v] layer\n switch costume to (teleport v)\n set [e v] to [1]\n wait (3) seconds\n set [find space v] to [0]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Sacred Water End\n\nwhen flag clicked\nhide\n\nwhen I receive [sacred water end v]\nbroadcast (sacred water music v)\nclear graphic effects\nshow\ngo to [front v] layer\nhide variable [waters v]\nhide variable [time v]\nswitch costume to (kostüm 1 v)\nwait (4) seconds\nrepeat until <(costume [name v]) = [kostüm 16]>\n next costume\nend\nwait (4) seconds\nswitch costume to (kostüm 2 v)\nwait (3) seconds\nswitch costume to (kostüm 17 v)\nwait (6) seconds\nswitch costume to (kostüm 18 v)\nwait (8) seconds\nswitch costume to (kostüm 19 v)\nwait (8) seconds\nswitch costume to (costume1 v)\nwait (8) seconds\nbroadcast (final screen v)\n\nwhen I receive [final screen v]\nrepeat (100)\n change [brightness v] effect by (-1)\n wait (0.01) seconds\nend\nbroadcast (final screen v2.0 v)\n\nwhen I receive [sacred water music v]\nforever\n play sound [boruto-episode-216-soundtrack-naruto-baryon-mode-epic-version v] until done\nend\n\nwhen flag clicked\nset [sacred water v] to [0]\n\nwhen I receive [start game v]\nset [sacred water v] to [0]\n\n@Final Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [final screen v2.0 v]\nshow\nset [brightness v] effect to (-100)\ngo to [front v] layer\ngo to [front v] layer\nwait (2) seconds\nrepeat (100)\n change [brightness v] effect by (1)\nend\n\n@Logo\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\n go to x: (-200) y: (-140)\nend\n\n@Intro Background\n\nwhen I receive [backdrop v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (15) layers\nshow\n\nwhen I receive [intro finished v]\nhide\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\n@Intro\n\nwhen flag clicked\nif <(intro) = [0]> then\n broadcast (backdrop v)\n hide\n Reset\n set [waiting v] to [0]\n set [clonenumber v] to [0]\n set [sides v] to [0]\n set [value v] to [0]\n set [velocity v] to [0]\n create clone of (_myself_ v)\n switch costume to (name v)\n start sound [Electro-Light - Symbolism v]\n wait (1.82) seconds\n set [clonenumber v] to [1]\n set [i v] to [5]\n repeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\n end\n set [clonenumber v] to [2]\n wait (.3) seconds\n repeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\n end\n clear graphic effects\n switch costume to (name v)\n go [forward v] (99) layers\n go to [front v] layer\n set size to (0) %\n show\n repeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\n end\n create clone of (_myself_ v)\n wait until <touching color (#fbffe6)?>\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n set [velocity v] to [17]\n set [waiting v] to [1]\n set [clonenumber v] to [3]\n create clone of (_myself_ v)\n set [clonenumber v] to [4]\n create clone of (_myself_ v)\n set [waiting v] to [2]\n repeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\n end\n reset timer\n repeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\n end\n point in direction (90)\n set [value v] to [5]\n repeat (16)\n turn right (value) degrees\n change [value v] by (1)\n end\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n repeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n end\n hide\n broadcast (Intro End Animation v) and wait\n set [intro v] to [1]\n broadcast (Intro Finished v)\nelse\n broadcast (Intro Finished v)\nend\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [i v] to (i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nif <(intro) = [0]> then\n wait until <(waiting) = [2]>\n reset timer\n repeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\n end\nend\n\n@Score\n\nwhen I receive [start game v]\nwait (0.1) seconds\nsetup\n\nwhen I start as a clone\nshow\nforever\n change costume to (join [a] (letter (.index) of (real waters)))\n set x to ((((.index) - (0.5)) - ((length of (real waters)) / (2))) * ((size) / (5.88235294118)))\n change x by (-220)\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\ngo to x: (-232) y: (152)\nset [.index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change x by ((size) / (5.88235294118))\n change [.index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nwhen I receive [start game v]\ndelete this clone\n\n@Score &Time\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [final story v]\nhide\n\nwhen I receive [sacred water end v]\nhide\n\nwhen flag clicked\nforever\n if <not <(Huge Water) = [1]>> then\n switch costume to (game-base v)\n else\n switch costume to (game-base2 v)\n end\nend\n\n@Time - Minute\n\nwhen I receive [start game v]\nwait (0.1) seconds\nsetup\n\nwhen I start as a clone\nshow\nforever\n if <(minute) > [9]> then\n change costume to (join [a] (letter (.index) of (minute)))\n else\n change costume to (join [a] (letter (.index) of (join [0] (minute))))\n end\n if <(minute) > [9]> then\n set x to ((((.index) - (0.5)) - ((length of (minute)) / (2))) * ((size) / (5.88235294118)))\n else\n set x to ((((.index) - (0.5)) - ((length of (join [0] (minute))) / (2))) * ((size) / (5.88235294118)))\n end\n change x by (137)\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\ngo to x: (145) y: (152)\nset [.index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change x by ((size) / (5.88235294118))\n change [.index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nchange [minute v] by (-1)\n\nwhen I receive [start game v]\ndelete this clone\n\n@Time - Second\n\nwhen I receive [start game v]\nwait (0.1) seconds\nsetup\n\nwhen I start as a clone\nshow\nforever\n if <(second) > [9]> then\n change costume to (join [a] (letter (.index) of (second)))\n else\n change costume to (join [a] (letter (.index) of (join [0] (second))))\n end\n if <(second) > [9]> then\n set x to ((((.index) - (0.5)) - ((length of (second)) / (2))) * ((size) / (5.88235294118)))\n else\n set x to ((((.index) - (0.5)) - ((length of (join [0] (second))) / (2))) * ((size) / (5.88235294118)))\n end\n change x by (182)\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\ngo to x: (175) y: (152)\nset [.index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change x by ((size) / (5.88235294118))\n change [.index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nchange [second v] by (1)\n\nwhen I receive [start game v]\ndelete this clone\n\n@Time - .\n\nwhen I receive [start game v]\nwait (0.1) seconds\nsetup\n\nwhen I start as a clone\nshow\nforever\n change costume to (join [a] (letter (.index) of (.)))\n set x to ((((.index) - (0.5)) - ((length of (.)) / (2))) * ((size) / (5.88235294118)))\n change x by (213)\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\ngo to x: (175) y: (152)\nset [.index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change x by ((size) / (5.88235294118))\n change [.index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nchange [. v] by (1)\n\nwhen I receive [start game v]\ndelete this clone\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start game v]\nforever\n if <[collected v] contains [Key 1]?> then\n show\n else\n hide\n end\nend\n\n@Huge Water\n\nwhen flag clicked\nhide\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start game v]\nforever\n if <(Huge Water) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start game v]\nforever\n if <([costume # v] of [score &time v]) = [1]> then\n if <(real waters) = [10]> then\n show\n else\n hide\n end\n else\n if <(real waters) = [11]> then\n show\n else\n hide\n end\n end\nend\n\n@dash\n\nwhen I receive [start game v]\nforever\n if <key (b v) pressed?> then\n if <(.waiting) = [0]> then\n broadcast (dash v)\n set [.waiting v] to [20]\n end\n end\nend\n\nwhen I receive [final story v]\nstop [other scripts in sprite v]\n\nwhen I receive [sacred water end v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nforever\n if <not <(.waiting) = [0]>> then\n if <not <(.waiting) < [0]>> then\n change [.waiting v] by (-1)\n wait (0.03) seconds\n else\n set [.waiting v] to [0]\n end\n else\n set [.waiting v] to [0]\n end\nend\n\nwhen I receive [dash v]\nwait until <(dash) = [0]>\nbroadcast (clear v)\n\nwhen I receive [change scene v]\nset [dash v] to [0]\n\n@Debugger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nforever\n if <(SCENE #) = [110]> then\n show\n set [ghost v] effect to (100)\n else\n hide\n end\nend\n\n@Health Bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ngo to [front v] layer\nshow\nwait (0) seconds\ndelete this clone\n\n@Love and fave reminder\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen I receive [start game v]\ncheck\n\ndefine check\nhide\ngo to [front v] layer\nforever\n wait (pick random (15) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [can be skipped v]\nshow\nbroadcast (front v)\nset [ghost v] effect to (30)\nset [brightness v] effect to (-100)\nrepeat (13)\n change [brightness v] effect by (10)\nend\nset [-skip v] to [30]\nforever\n if <key (space v) pressed?> then\n repeat until <<(-Skip) = [0]> or <not <key (space v) pressed?>>>\n change [-skip v] by (-1)\n set [ghost v] effect to (-Skip)\n change [brightness v] effect by (-1)\n wait (0.166666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666666) seconds\n end\n if <(-Skip) = [0]> then\n broadcast (story skipped v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [front v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [story skipped v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nhide\n\n
OMG @griffpatch loved?!?!?\nAll Endings &Collactables: https://www.youtube.com/watch?v=Dz29l0o1GlM\n\n-- Click the green flag twice --\n\n|| Please play on TurboWarp if it is so laggy. ||\n\n♡ An instructive project reminding the importance of water! :D\n\nYou can learn the importance of water while playing this game :3 Also, we must save water or our world will be like in this game ♡\n\n===English===\n\nHello everyone!\nThis is my best project ever: Water Hunt! If you like my game, please like, favourite and follow me :) I hope you will enjoy it!\n\n===How To Play===\n+ W,A,S,D or Arrow Keys to move,\n\nYou must collect all of the checkpoints and go to the start as fast as you can to win the game :)\n\n===Special Movements===\n**Note: You must finish the game to use them**\n\n+ If you collected the Huge Water, press R for a high jump. !!! OUT OF USE !!!\n\n+ If you have collected all the waters (10/10 or higher) you will become immortal by pressing the Q key (you can die again when you release it)\n\n+ If you have collected all the waters and huge water (11 / 11) you will teleport by pressing the E key :) \n(Don't worry, you can't teleport inside the wall)\n\n===Versions===\nv1.8.5 / 06.06.2022\n- Added new floating platforms! Thank you @griffpatch !\nv1.8 / 03.06.2022\n- Added skipping feature to the main story, added cool effects to the stories and added a little secret detail :D\nv1.7 / 30.03.2022\n-Added a lot of features and removed the long jump.\nv1.6 / 25.03.2022\n-Added turning platforms and special water...\nv1.5 / 23.02.2022\n-Added more cool main menu, added Sacred Water end, some bugs fixed, enemy bug solved.\nv1.4 / 22.02.2022\n-Added instructions in the game and some bugs were fixed.\nv1.3 / 17.02.2022\n-Fixed some bugs and added some more notes.\nv1.2 / 17.02.2022\n-Added final story music.\nv1.1 / 16.02.2022\n-A bug founded and repaired\n\n===Notes===\n[!] This project is not finished, I will upgrade it. If you find any bugs, please write them in the comments. :3 I will fix them as soon as possible\n\n[!] Please be polite and don't spam, comment or share negative things, or I will close comments.\n\n*Tips: You don't have to collect all water to finish the game, but you have to collect them to see what happens at the last.\n*Fun Facts: There are 3094 blocks in the game.\n\n===Credits ★===\n-Code: @Itachi_Uchiha001 , @griffpatch\n-Art: @grfiffpatch , @Itachi_Uchiha001\n-Ideas: @Itachi_Uchiha001\n-Songs: Look at the inside of projects there are too many songs :)\n-Intro: @-TIC-\n\n\n// The project was shared on 16.02.2022 at 19:00 according to GMT+3 Turkey - Istanbul time.\n\n\n\n\n===Tags===\n#GameEmperors #Game #Water #Earth #Benibilirsiniz #Itachi_Uchiha001 #amongus #among #magic #platform #oyun #kedi #cat #fun #eglence #animasyon #animation #art #Emperor #Emperors #Astro_Kedi #teamseas #all #griffpatch@
100% Pen Platformer v2.0
@Stage\n\nwhen flag clicked\nask [What's your name?] and wait\nset [your name: v] to (answer)\nbroadcast (answered name v)\nstop [this script v]\n\n@Lag Reducer\n\n@RenderFigur1\n\ndefine Render\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tick v)\n\ndefine Draw Player // Width: (width) X: (x) Y: (y) Size: (size)\nset pen color to (#61ce1c)\nLine // X: ((x) - (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) + (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) - (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) + (width)) Size: (size)\n\ndefine Line // X: (x) Y: (y) X2: (x2) Y2: (y2) Size: (size)\nset pen size to (size)\npen up\ngo to x: ((x) - (Cam X)) y: ((y) - (Cam Y))\npen down\ngo to x: ((x2) - (Cam X)) y: ((y2) - (Cam Y))\npen up\n\ndefine Physics // Move Speed: (speed) Jump Height: (jump)\ngo to x: ((Player X) - (Cam X)) y: ((Player Y) - (Cam Y))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (10))> and <mouse down?>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) - (10))> and <mouse down?>>> then\n change [xvel v] by ((0) - (speed))\nend\nset [xvel v] to ((xvel) * (0.9))\nif <([abs v] of (xvel) ) > [0.9]> then\n Change X // Change: (round (xvel))\nend\nchange [yvel v] by (-2)\nif <(in air) < [6]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (x position)> and <mouse down?>>> then\n set [yvel v] to (jump)\n end\nend\nif <[collisions v] contains [b]?> then\n set [yvel v] to [30]\nend\nChange Y // Change: (yvel)\nif <<<[collisions v] contains [l]?> or <(Player Y) < [-300]>> or <(Player Y) > [800]>> then\n set [dead v] to [1]\nend\nchange [cam x v] by (((Player X) - (Cam X)) / (5))\nchange [cam y v] by (((Player Y) - (Cam Y)) / (5))\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [w]?> then\n set [win v] to [1]\nend\n\ndefine Change X // Change: (change)\nchange [player x v] by (change)\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [p]?> then\n repeat (8)\n change [player y v] by (1)\n Collisions // Width: (Collision Width)\n if <not <[collisions v] contains [p]?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-8)\n repeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n if <(change) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n end\nend\n\nwhen I receive [reset v]\nReset\n\ndefine Render Grid\nset pen color to (#171717)\nset pen size to (10)\ngo to x: (((-240) - (((Cam X) * (0.5)) mod (Grid Length))) + (() mod (Grid Length))) y: (-180)\nrepeat (13)\n pen down\n set y to (180)\n pen up\n change x by (40)\n set y to (-180)\nend\ngo to x: (-240) y: (((-180) - (((Cam Y) * (0.5)) mod (Grid Length))) + (() mod (Grid Length)))\nrepeat (10)\n pen down\n set x to (240)\n pen up\n change y by (40)\n set x to (-240)\nend\n\ndefine Draw Platform // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [p] to [platform-type v]\nset pen color to (#00a9ff)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#009dff)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Platforms\nDraw Platform // X: [2] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [182] Y: [0] Length: ((2) * (Grid Length)) Height: ((2) * (Grid Length))\nDraw Platform // X: [362] Y: [40] Length: ((2) * (Grid Length)) Height: ((3) * (Grid Length))\nDraw Platform // X: [800] Y: [120] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1120] Y: [-40] Length: ((4) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1860] Y: [-40] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [2120] Y: [-40] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [2300] Y: [100] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2100] Y: [150] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2300] Y: [250] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2100] Y: [350] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2300] Y: [450] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2500] Y: [450] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2780] Y: [450] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [-550] Y: [-40] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [-1000] Y: [-40] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [-1180] Y: [300] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [775] Y: [860] Length: ((49) * (Grid Length)) Height: ((1) * (Grid Length))\n\ndefine Change Y // Change: (change)\nif <(Reverse?) = [0]> then\n change [player y v] by (change)\nelse\n change [player y v] by ((0) - (change))\nend\nchange [in air v] by (1)\nCollisions // Width: (Collision Width)\nrepeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n set [yvel v] to [0]\n if <(Reverse?) = [1]> then\n if <((0) - (change)) > [0]> then\n change [player y v] by (-1)\n set [in air v] to [0]\n else\n change [player y v] by (1)\n end\n else\n if <(change) > [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 end\nend\n\ndefine Collisions // Width: (width)\ndelete all of [collisions v]\nset [i v] to [0]\nrepeat (length of [platform-x v])\n change [i v] by (1)\n if <not <(Player X) > (((item (i) of [platform-x v]) + (item (i) of [platform-length v])) + (width))>> then\n if <not <(Player Y) > (((item (i) of [platform-y v]) + (item (i) of [platform-height v])) + (width))>> then\n if <not <(Player X) < (((item (i) of [platform-x v]) - (item (i) of [platform-length v])) - (width))>> then\n if <not <(Player Y) < (((item (i) of [platform-y v]) - (item (i) of [platform-height v])) - (width))>> then\n add (item (i) of [platform-type v]) to [collisions v]\n end\n end\n end\n end\nend\n\ndefine Loop\nerase all\nRender\nPhysics // Move Speed: [1.5] Jump Height: [16]\n\ndefine Draw Bounce // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [b] to [platform-type v]\nset pen color to (#ff0061)\nset pen (brightness v) to (80)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ff006e)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Draw Lava // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd (([abs v] of (height) ) + ((0) - (pen tick))) to [platform-height v]\nadd [l] to [platform-type v]\nset pen color to (#ff8800)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nset pen color to (#ff7b00)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\n\nwhen I receive [scripts v]\nforever\n change [pen tick v] by (1)\n if <(pen tick) > [20]> then\n repeat until <(pen tick) < [1]>\n change [pen tick v] by (-1)\n end\n end\nend\n\nwhen I receive [scripts v]\nforever\n set [reverse? v] to [0]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [1]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [0]\nend\n\ndefine Draw Gravity Switch // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd (length) to [platform-length v]\nadd (height) to [platform-height v]\nadd [r] to [platform-type v]\nset pen color to (#2aff00)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#2aff00)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Lava\nDraw Lava // X: [700] Y: [-40] Length: ((6) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [1560] Y: [-40] Length: ((4) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [2640] Y: [450] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\n\ndefine Reset\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\ndelete all of [collisions v]\nset [reverse? v] to [0]\nset [dead v] to [0]\nset [collision width v] to [23]\nset [grid length v] to [40]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [player x v] to [0]\nset [player y v] to [50]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [player width v] to [15]\nset [win v] to [0]\n\ndefine Bouncy\nDraw Bounce // X: [1340] Y: [-40] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Bounce // X: [1500] Y: [100] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Bounce // X: [1660] Y: [240] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\n\ndefine Win\nDraw Win // X: [2880] Y: [550] Length: ((0.5) * (Grid Length)) Height: ((0.5) * (Grid Length))\n\ndefine Draw Win // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [w] to [platform-type v]\nset pen color to (#ff00e9)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ff00e7)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\nwhen [timer v] > (0.01)\nerase all\nset [player x v] to [0]\nset [player y v] to [25]\nset [cam x v] to [0]\nset [cam y v] to [40]\nset [player width v] to [15]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tn v)\n\ndefine Gravitiy\nDraw Gravity Switch // X: [-1180] Y: [-40] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Gravity Switch // X: [2800] Y: [860] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\n\nwhen flag clicked\nforever\n if <touching color (#ff7b00)?> then\n broadcast (kill v)\n end\nend\n\nwhen I receive [answered name v]\nwait (0.1) seconds\nbroadcast (Scripts v)\nbroadcast (reset v) and wait\nforever\n Loop\n if <(Dead) = [1]> then\n stop [other scripts in sprite v]\n broadcast (Scripts v)\n broadcast (reset v) and wait\n end\n if <[1] = (win)> then\n repeat until <<(round (item (item # of [w] in [platform-type v]) of [platform-x v])) = (round (Player X))> and <(round (item (item # of [w] in [platform-type v]) of [platform-y v])) = (round (Player Y))>>\n change [player x v] by (((item (item # of [w] in [platform-type v]) of [platform-x v]) - (Player X)) / (5))\n change [player y v] by (((item (item # of [w] in [platform-type v]) of [platform-y v]) - (Player Y)) / (5))\n set [cam x v] to (Player X)\n set [cam y v] to (Player Y)\n change [player width v] by (-0.3)\n erase all\n Render\n end\n set [win text v] to [You Win!]\n broadcast (win v) and wait\n stop [this script v]\n end\nend\n\n@Timer\n\nwhen flag clicked\nset [your name: v] to []\nset [your time: v] to [0]\nhide variable [your time: v]\nbroadcast (asking name v)\n\nwhen I receive [answered name v]\nshow variable [your time: v]\nforever\n wait (0.01) seconds\n change [your time: v] by (0.1)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nif <(Your Time:) < (☁ Highscore)> then\n set [☁ highscore v] to (Your Time:)\nend\n\nwhen I receive [scripts v]\nforever\n reset timer\nend\n\nwhen I receive [hide v]\nhide variable [your time: v]\n\n@Screens\n\nwhen flag clicked\nshow\nswitch costume to (kostüm2 v)\nshow list [collisions v]\n\nwhen I receive [win v]\nswitch costume to (win screen v)\nshow\ngo to [front v] layer\n\nwhen I receive [answered name v]\nhide\n\nwhen I receive [hide v]\nswitch costume to (kostüm2 v)\n\n@Button\n\nwhen flag clicked\nhide\nhide variable [☁ highscore v]\n\nwhen I receive [win v]\nshow\nforever\n go to x: (0) y: (-100)\n go to [front v] layer\n go [forward v] (100) layers\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n show variable [☁ highscore v]\n hide\n broadcast (hide v)\n end\nend\n\n@Music/Sounds\n\nwhen flag clicked\nplay sound [Rock Angel v] until done\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse x) > ((x position) + (10))> and <mouse down?>>>> then\n play sound [Jump v] until done\n wait (0.5) seconds\n end\nend\n\nwhen I receive [answered name v]\nset volume to (0) %\nstop all sounds\nset volume to (100) %\nforever\n play sound [RE_RUN v] until done\nend\n\nset [☁ highscore v] to [30]\n\n@Particles\n\nwhen flag clicked\nset [counter v] to [0]\nhide\ngo to [front v] layer\ngo [forward v] (100) layers\ngo to x: (100) y: (280)\nforever\n cloning\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <<(y position) = [-172]> or <<(x position) < [-200]> or <(x position) > [200]>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [answered name v]\nstop [other scripts in sprite v]\ndeleting (counter)\n\ndefine cloning\nwait (0.2) seconds\nchange [counter v] by (1)\nset x to (pick random (-200) to (200))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to (pick random (40) to (100))\nset [ghost v] effect to (100)\nforever\n change y by (-2)\nend\n\ndefine deleting (number)\nrepeat (number)\n delete this clone\nend\n\n@Particles 2\n\nwhen flag clicked\nset [counter v] to [0]\nhide\ngo to [front v] layer\ngo [forward v] (100) layers\ngo to x: (100) y: (280)\nforever\n cloning\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <<(y position) = [-172]> or <<(x position) < [-200]> or <(x position) > [200]>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [answered name v]\nstop [other scripts in sprite v]\ndeleting (counter)\n\ndefine cloning\nwait (0.2) seconds\nchange [counter v] by (1)\nset x to (pick random (-200) to (200))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to (pick random (40) to (100))\nset [ghost v] effect to (100)\nforever\n change y by (-2)\nend\n\ndefine deleting (number)\nrepeat (number)\n delete this clone\nend\n\n
-------------------------------------------------------------------------\nPlease ❤️ and ⭐! And if you want more projects, then don't forget to follow me.\n-------------------------------------------------------------------------\nInstructions:\n➥Move the player with wasd and arrow keys (mobile \n friendly)\n➥Don't touch the lava (orange)\n➥Purple is bouncy\n➥Try to beat the high score. My high score is 11\n seconds.\n-------------------------------------------------------------------------\nImportant Notes:\n➥If you are a new Scratcher and beat the high score, \n then it won't be changed into your time because \n you don't have cloud variables and have to wait \n about two weeks, maybe more or less.\n➥If it's too laggy, try turbowarb: \n https://turbowarp.org/530638751\n-------------------------------------------------------------------------\nAbout:\n➥This is a project for the contest. After it has finished, I \n will upload a new project called F.U.T.U.R.E - you \n can try the beta version: \n https://scratch.mit.edu/projects/634120519/\n-------------------------------------------------------------------------\nTags:\n#All #Games #Frontpage #Trending #Pen #Platformer #Dani #LetsgetThisOnTrending #Art #Music #Stories #Action #Game #Wolfnet #Contest #Entry #Wolfnettest \n-------------------------------------------------------------------------
Soda - A Platformer #All #Games
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n set [color v] effect to (effect)\nend\n\nwhen flag clicked\nset [effect v] to [0]\nforever\n change [effect v] by (1)\nend\n\nwhen flag clicked\nset volume to (70) %\nforever\n play sound [Nightcore - Faded v] until done\nend\n\n@Bubbles\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (-180)\nswitch costume to (pick random (1) to (2))\npoint in direction (90)\nshow\nif <(costume [number v]) = [1]> then\n go to [back v] layer\n repeat until <(y position) = [180]>\n change y by (5)\n end\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n go to [back v] layer\n go [forward v] (1) layers\n repeat until <(y position) = [180]>\n change y by (10)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n set [color v] effect to (effect)\nend\n\n@Platforms\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (effect)\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Start Game / Reset v)\nshow\n\ndefine Platformer Engine\nchange [y v] by (-1)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (2)\nend\nset [x v] to ((x) * (0.7))\nchange x by (x)\nif <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (platforms v)?> then\n change y by (-8)\n repeat until <not <touching (platforms v)?>>\n change x by ((x) * (-1))\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) < [0]> then\n set [x v] to [16]\n else\n set [x v] to [-16]\n end\n else\n set [x v] to [0]\n end\nend\nchange y by (y)\nif <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by ((y) * (-1))\n end\n set [y v] to [0]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (platforms v)?>> then\n set [y v] to [14]\nend\nchange y by (1)\n\nwhen I receive [start game / reset v]\nset [y v] to [0]\nset [x v] to [0]\nif <(level) = [13]> then\n go to x: (-200) y: (-50)\nelse\n go to x: (-200) y: (-25)\nend\nset rotation style [left-right v]\nforever\n Platformer Engine\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n set [ghost v] effect to (100)\n create clone of (_myself_ v)\n wait (0.5) seconds\n broadcast (Start Game / Reset v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (_edge_ v)?> and <[200] < (x position)>> then\n if <not <(level) = [21]>> then\n hide\n broadcast (Next Level! v) and wait\n broadcast (Start Game / Reset v)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (d v) pressed?> and <key (w v) pressed?>>> then\n switch costume to (up - right v)\n else\n if <<<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (a v) pressed?> and <key (w v) pressed?>>> then\n switch costume to (up - left v)\n else\n switch costume to (up v)\n end\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n else\n switch costume to (- v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (effect)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n set [color v] effect to (effect)\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-184]> then\n broadcast (Start Game / Reset v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jump pads v)?> then\n set [y v] to [21]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<(username) = [CoolestStudios]> and <key (space v) pressed?>> then\n wait until <not <key (space v) pressed?>>\n change [level v] by (1)\n broadcast (Start Game / Reset v)\n end\nend\n\n@Texts\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <<(level) = [18]> or <(level) = [20]>> then\n set [color v] effect to (effect)\n else\n set [color v] effect to (0)\n end\nend\n\n@Next Level!\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level! v]\nif <(level) = [20]> then\n switch costume to (kostüm 2 v)\nelse\n switch costume to (kostüm 1 v)\nend\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nchange [level v] by (1)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\nforever\n set [color v] effect to (effect)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (effect)\nend\n\n@jump pads\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (effect)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen [timer v] > (timer)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
SODA || A PLATFORMER\n▶ Arrow keys or WASD to move.\n▶ Avoid spikes, dont fall.\n▶ Touch jump-pad to jump higher.\n▶ You can do walljump.\n▶ Pass all levels to win!\n\nCREDITS\n▶ %100 by me.\n▶ %0 by another scratcher :P\n▶ Thanks @DincProductions because he found a BIG BUG.\n▶ Music: Nightcore - Faded\n\nDONT FORGET\n▶ If you like it, dont forget to like, favourite and follow me! :P\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games
Illuminati Platformer! #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [jump v] to [0]\n go to x: (-210) y: (-55)\n repeat until <<(x position) > [240]> or <touching (danger v)?>>\n change [x vel v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [x vel v] to ((X Vel) * (0.9))\n create clone of (_myself_ v)\n change x by (round (X Vel))\n if <touching (platform v)?> then\n change x by (round ((X Vel) * (-1)))\n if <key (up arrow v) pressed?> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [jump v] to [0]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (Y Vel)\n if <touching (platform v)?> then\n change y by ((Y Vel) * (-1))\n if <(Y Vel) < [0]> then\n set [jump v] to [0]\n end\n set [y vel v] to [0]\n end\n if <key (up arrow v) pressed?> then\n if <(Jump) = [0]> then\n set [y vel v] to [15]\n set [jump v] to [1]\n end\n end\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (normal v)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (10) seconds\n\nwhen flag clicked\nforever\n if <touching (speed right v)?> then\n change [x vel v] by (5)\n end\nend\n\n\n\nset [x vel v] to [0]\n\nwhen flag clicked\nforever\n if <touching (speed left v)?> then\n change [x vel v] by (-00.9)\n end\nend\n\nmove (10) steps\n\nwhen flag clicked\nforever\n\nwhen [right arrow v] key pressed\nswitch costume to (right v)\n\nwhen [up arrow v] key pressed\nswitch costume to (up v)\n\nwhen [left arrow v] key pressed\nswitch costume to (left v)\n\nwhen [down arrow v] key pressed\nswitch costume to (down v)\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Love and fave reminder\n\nwhen I receive [intro v]\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (3) to (5)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Thumbnail \n\nwhen flag clicked\nforever\n go to [front v] layer\n reset timer\n hide\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@雪\n\nwhen I start as a clone\nshow\nset size to (pick random (40) to (80)) %\ngo to x: (0) y: (300)\nchange x by (pick random (-300) to (300))\nrepeat until <(y position) < [-175]>\n change y by (pick random (-1) to (-3))\n turn right (pick random (-50) to (50)) degrees\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n
This new platformer will sure bring you nostalgia from 2015.\nWhat will be in the cave? No one knows! (maybe MLG \n:insert laughing:) \n\nhopefully, this gets a lot of views cause it took a while to create \n#all
Puzzle Platformer
@Stage\n\nwhen I receive [clean up flop v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [into the code v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [glitcchhh v]\nswitch backdrop to (backdrop2 v)\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\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (walls v)\n end\nend\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@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 I receive [walls v]\nswitch costume to (walls free v)\n\nwhen I receive [walls 2 v]\nif <<(level) = [3]> or <(level) = [4]>> then\n stop [this script v]\nend\nif <<(level) = [5]> or <(level) = [6]>> then\n stop [this script v]\nend\nif <<(level) = [7]> or <(level) = [8]>> then\n stop [this script v]\nend\nif <<(level) = [9]> or <(level) = [10]>> then\n stop [this script v]\nend\nif <<(level) = [11]> or <(level) = [12]>> then\n stop [this script v]\nend\nif <<(level) = [13]> or <(level) = [14]>> then\n stop [this script v]\nend\nif <<(level) = [15]> or <(level) = [16]>> then\n stop [this script v]\nend\nswitch costume to (walls free2 v)\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n broadcast (button 2 v)\n end\n if <(level) = [3]> then\n stop [this script v]\n end\nend\n\nwhen I receive [walls 3 v]\nif <<(level) = [3]> or <(level) = [4]>> then\n stop [this script v]\nend\nif <<(level) = [5]> or <(level) = [6]>> then\n stop [this script v]\nend\nif <<(level) = [7]> or <(level) = [8]>> then\n stop [this script v]\nend\nif <<(level) = [9]> or <(level) = [10]>> then\n stop [this script v]\nend\nif <<(level) = [11]> or <(level) = [12]>> then\n stop [this script v]\nend\nif <<(level) = [13]> or <(level) = [14]>> then\n stop [this script v]\nend\nif <<(level) = [15]> or <(level) = [16]>> then\n stop [this script v]\nend\nswitch costume to (walls free4 v)\n\nwhen flag clicked\nwait until <(level) = [3]>\nif <(level) = [3]> then\n switch costume to (costume 3 v)\n broadcast (clean up crew v)\nend\nif <(level) = [4]> then\n stop [this script v]\nend\n\nwhen I receive [process failed v]\nswitch costume to (costume 4 v)\n\nwhen flag clicked\nwait until <(level) = [4]>\nbroadcast (glitch effect v)\nbroadcast (clean up flop v)\n\nwhen flag clicked\nwait until <(level) = [14]>\nbroadcast (Into the code v)\n\nwhen flag clicked\nwait until <(level) = [11]>\nwait (0) seconds\nbroadcast (glitcchhh v)\n\nwhen flag clicked\nwait until <(level) = [12]>\nbroadcast (stop glitching v)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen this sprite clicked\nforever\n switch costume to (costume2 v)\n wait (.1) seconds\n broadcast (walls 2 v)\n wait (3) seconds\n hide\nend\n\nwhen I receive [button 2 v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <(level) = [1]> then\n switch costume to (costume1 v)\n go to x: (50) y: (-59)\n end\n if <(level) = [2]> then\n hide\n end\nend\n\nwhen I receive [walls v]\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch costume to (costume1 v)\nhide\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen this sprite clicked\nforever\n switch costume to (costume2 v)\n broadcast (walls 3 v)\n wait (3) seconds\n hide\nend\n\nwhen I receive [button 2 v]\nshow\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [clean up crew v]\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nrepeat (11)\n next costume\n wait (.7) seconds\nend\nwait (2) seconds\nbroadcast (process failed v)\n\nwhen I receive [clean up flop v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [glitch effect v]\nshow\n\n@Sprite6\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n play sound [No Money v] until done\nend\n\n@Sprite8\n\nwhen I receive [glitcchhh v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (20)\nrepeat (10)\n next costume\n wait (.07) seconds\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [stop glitching v]\nhide\n\n
-arrow keys to move\n-I feel like I should have to say this but advertising will be removed\n- part 2 is out!!! https://scratch.mit.edu/projects/649559376/\n-you guys can either vote on what choice I should make the next off or I can make it so that in the next one you can choose\n-this took me 5 hours o.o\n-all levels are possible\n- hope you like this it took me so long!!\n-1500+ VEIWS?!? WOAH
☁ Nice day platformer ☁
@Stage\n\nwhen I receive [start game v]\nforever\n play sound [OMFG - I Love You v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-174) y: (-52)\nhide\n\nwhen I receive [start game v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.8)\n end\n if <key (right arrow v) pressed?> then\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 (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?> then\n set [y v] to [10]\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\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?> and <touching (ground v)?>> then\n set [y v] to [11]\n end\n change y by (1)\n if <(x position) < [-240]> then\n go to x: (-174) y: (-52)\n end\n if <(x position) > [240]> then\n go to x: (-174) y: (-52)\n broadcast (Next level v)\n end\n if <touching (trampoline v)?> then\n set [y v] to [18]\n end\n if <touching (laser v)?> then\n go to x: (-174) y: (-52)\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Trampoline v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (Not Trampoline v)\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [trampoline v]\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [not trampoline v]\nhide\n\n@Laser\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nwait (0.1) seconds\n\n@Cloud\n\nwhen flag clicked\nswitch costume to (cloud v)\nrepeat (2)\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\nwait (0.05) seconds\n\n@Connect\n\nwhen flag clicked\ngo to x: (0) y: (22)\nset [ghost v] effect to (0)\nswitch costume to (costume13 v)\nshow\nrepeat (12)\n wait (pick random (0.05) to (0.3)) seconds\n next costume\nend\nbroadcast (Done connecting v)\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (10)\nend\nbroadcast (Start game v)\n\n@Connecting\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [done connecting v]\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (10)\nend\n\n@Shadow\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [start game v]\nshow\nforever\n go to (player v)\nend\n\n@Thumbunail\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
Use an arrow to play\nPls heart and star\nLol this game is not a multiplayer game, I just celebrate the title more beautifully\nBy the way, check this game: https://scratch.mit.edu/projects/649006085/\nhttps://scratch.mit.edu/projects/657973580/\nhttps://scratch.mit.edu/projects/662960544/\nhttps://scratch.mit.edu/projects/851173450/
Gloomy - A Platformer #all #trending #games
@Stage\n\n@Sprite1\n\n@Player\n\nwhen flag clicked\nNEW\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x velocity v] by (1)\n end\n set [x velocity v] to ((X VELOCITY) * (0.9))\n change x by (X VELOCITY)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n end\n change x by ((X VELOCITY) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(X VELOCITY) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change [falling v] by (1)\n change y by ((Y VELOCITY) * (1))\n if <touching (hitbox v)?> then\n change y by ((Y VELOCITY) * (-1))\n set [y velocity v] to [0]\n set [falling v] to [0]\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(falling) < [3]> then\n set [y velocity v] to [12]\n set [jump v] to [1]\n end\n if <<(jump) = [2]> and <<(falling) > [3]> and <(Double jump?) = [0]>>> then\n set [y velocity v] to [12]\n set [jump v] to [2]\n set [double jump? v] to [1]\n end\n else\n if <(falling) < [5]> then\n if <(Double jump?) = [1]> then\n set [double jump? v] to [0]\n set [jump v] to [0]\n end\n else\n if <(jump) = [1]> then\n set [jump v] to [2]\n end\n end\n end\n if <<touching (spikes! v)?> or <(y position) < [-178]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (0)\n set [ghost v] effect to (0)\n end\n if <touching (trampoline v)?> then\n set [y velocity v] to [16]\n end\n if <(x position) > [235]> then\n go to x: (-200) y: (0)\n change [levell! v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n 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 (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up-right v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up-left v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (space 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\ndefine NEW\ngo to [front v] layer\nshow\ngo to x: (-200) y: (0)\nset [levell! v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nswitch costume to (default v)\n\n@Graphics\n\nwhen flag clicked\nforever\n switch costume to (LEVELL!)\nend\n\n@SPIKES!\n\nwhen flag clicked\nforever\n switch costume to (LEVELL!)\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (LEVELL!)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nif <not <([x position v] of [alertsui v]) = [null]>> then\n switch costume to (tb v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@HITBOX\n\nwhen flag clicked\nforever\n switch costume to (LEVELL!)\nend\n\n@Madrid2030 detector :P\n\nwhen flag clicked\nif <(username) = [madrid2030]> then\n show\n set [☁ madrid2030 viewed v] to [1]\nelse\n hide\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (3) to (10)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (300) y: (pick random (50) to (150))\nforever\n set [ghost v] effect to (pick random (10) to (50))\n switch costume to (pick random (1) to (3))\n glide (pick random (4) to (6)) secs to x: (-300) y: (y position)\n delete this clone\nend\n\n@Clouds2\n\nwhen flag clicked\nhide\nforever\n wait (pick random (5) to (8)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (-300) y: (pick random (50) to (150))\nforever\n set [ghost v] effect to (pick random (10) to (50))\n switch costume to (pick random (1) to (3))\n glide (pick random (4) to (6)) secs to x: (300) y: (y position)\n delete this clone\nend\n\n
After 2+ hours of a little bit of Hard work xD...\n\n==========ENLIGHTENED PRESENTS=========\n\nGLOOMY - A PLATFORMER\n\nLOVE AND FAV PLZ :D\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nCOMMENT - GLOOMY
WHITE|| a platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Marshmello - FLY \(Official Music Video\) v] until done\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [niveau v]\nhide\nnext costume\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n end\nend\n\nwhen I receive [niveau + v]\nshow\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n end\nend\n\n@Plateforme \n\nwhen I receive [niveau v]\nnext costume\nwait (0.5) seconds\nchange [niveau v] by (1)\n\nwhen flag clicked\nbroadcast (Start v)\nhide\nset [niveau v] to [1]\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume 12 v)\n\nwhen I receive [niveau - 1 v]\n\n\n\nwhen I receive [niveau v]\n\nnext costume\n\nswitch costume to <(costume [number v]) = [-1]>\nchange [niveau v] by (-1)\n\nwhen I receive [niveau + v]\nshow\n\nwhen I receive [niveau v]\nhide\n\nshow\n\nwhen flag clicked\nforever\n if <(Niveau) = [16]> then\n broadcast (Go v)\n end\nend\n\n@Player \n\nwhen I receive [niveau + v]\ngo to x: (-183) y: (-64)\n\nwhen I receive [mort v]\n\nwhen flag clicked\nset [mort v] to [0]\nhide\n\nwhen I receive [mort v]\ngo to x: (-183) y: (-64)\n\nwhen I receive [start v]\nswitch costume to (button3-a v)\n\nwhen I receive [start v]\nset rotation style [left-right v]\nshow\ngo to x: (-183) y: (-64)\nset size to (10) %\nforever\n go to [front v] layer\n set [x_x v] to [0]\n set [y_y v] to [0]\n forever\n change [y_y v] by (-1)\n set [x_x v] to ((X_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 switch costume to (button3-a2 v)\n change [x_x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (button3-a3 v)\n change [x_x v] by (-1)\n end\n change x by (X_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_X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y_y v] to [10]\n if <([abs v] of (X_X) ) = (X_X)> then\n set [x_x v] to [-4]\n else\n set [x_x v] to [4]\n end\n else\n set [x_x v] to [0]\n end\n switch costume to (button3-a4 v)\n end\n change y by (Y_Y)\n if <touching (plateforme v)?> then\n change y by ((Y_Y) - ((Y_Y) * (2)))\n set [y_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 [y_y v] by (14)\n end\n change y by (1)\n end\nend\n\ngo to x: (-208) y: (48)\n\nset size to (150) %\n\nwhen I start as a clone\n\nwhen I receive [start v]\nforever\n\nset rotation style [left-right v]\n\nset rotation style [left-right v]\nset size to (110) %\ngo to x: (-208) y: (48)\nchange [mort v] by (1)\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\nforever\n switch costume to (button3-a v)\nend\n\npoint in direction (-90)\n\nwhen I receive [niveau v]\n\nhide\n\nwhen I receive [niveau + v]\nshow\n\nwhen flag clicked\nforever\n wait (0.0025) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n repeat (5)\n change [ghost v] effect by (12)\n change size by (-0.5)\n change [brightness v] effect by (20)\n end\n delete this clone\nend\n\nwait (0.09) seconds\n\n@Sprite1\n\nwhen I receive [niveau + v]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Niveau v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [niveau + v]\nshow\n\nwhen I receive [niveau v]\nnext costume\nhide\n\n@Saw lava and dancing spikes and enemy\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Niveau)\nend\n\nwhen I receive [niveau v]\nhide\nnext costume\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n end\nend\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 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 set size to (100) %\n go to x: (2) y: (-96)\n turn right (3) degrees\n end\n if <(Niveau) = [8]> then\n show\n set size to (100) %\n go to x: (8) y: (-90)\n turn right (3) degrees\n end\n if <(Niveau) = [9]> then\n show\n point in direction (90)\n go to x: (26) y: (-68)\n repeat (10)\n change y by (1)\n end\n wait (0.25) seconds\n repeat (10)\n change y by (-1)\n end\n end\n if <(Niveau) = [10]> then\n show\n go to x: (0) y: (-100)\n repeat (20)\n turn right (6) degrees\n change x by (-5)\n end\n repeat (20)\n change x by (5)\n turn left (-6) degrees\n end\n end\n if <(Niveau) = [11]> then\n show\n go to x: (164) y: (-104)\n turn right (2) degrees\n end\n if <(Niveau) = [12]> then\n point in direction (90)\n go to x: (30) y: (-63)\n show\n go to [back v] layer\n repeat (10)\n change y by (1)\n end\n wait (0.25) seconds\n repeat (10)\n change y by (-1)\n end\n end\n if <(Niveau) = [13]> then\n go to [back v] layer\n go to x: (-7) y: (-27)\n repeat (10)\n change y by (1)\n end\n wait (0.25) seconds\n repeat (10)\n change y by (-1)\n end\n end\n if <(Niveau) = [14]> then\n show\n go to x: (11) y: (174)\n wait (0.25) seconds\n repeat (15)\n change y by (-5)\n end\n wait (0.25) seconds\n repeat (15)\n change y by (5)\n end\n wait (0.25) seconds\n end\n if <(Niveau) = [15]> then\n show\n go to [back v] layer\n go to [back v] layer\n set size to (20) %\n go to x: (13) y: (-66)\n wait (0.25) seconds\n repeat (30)\n change x by (-3)\n end\n repeat (30)\n change x by (3)\n end\n wait (0.25) seconds\n end\n if <(Niveau) = [9]> then\n if <(Niveau) = [9]> then\nend\n\ngo to x: (0) y: (0)\n\nshow\nshow\nshow\nshow\n\nhide\nhide\nhide\nhide\n\nturn right (3) degrees\n\nwait (0.25) seconds\n\nwait (0.25) seconds\n\nwhen I receive [niveau + v]\nshow\n\nwait (0.25) seconds\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(Niveau) = [9]> then\n hide\n wait (0.075) seconds\n create clone of (_myself_ v)\n end\n if <(Niveau) = [12]> then\n hide\n wait (0.075) seconds\n create clone of (_myself_ v)\n end\n if <(Niveau) = [13]> then\n hide\n wait (0.075) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Niveau) = [9]> then\n switch costume to (pick random (1) to (2))\n set size to (pick random (2) to (10)) %\n set [ghost v] effect to (pick random (50) to (90))\n go to x: (pick random (-10) to (100)) y: (0)\n repeat (pick random (20) to (50))\n change y by (1)\n change [ghost v] effect by (1)\n end\n delete this clone\n end\nend\n\nrepeat (10)\n\nwhen I start as a clone\nshow\nforever\n if <(Niveau) = [12]> then\n switch costume to (pick random (1) to (2))\n set size to (pick random (2) to (10)) %\n set [ghost v] effect to (pick random (50) to (90))\n go to x: (pick random (-70) to (190)) y: (0)\n repeat (pick random (20) to (50))\n change y by (1)\n change [ghost v] effect by (1)\n end\n delete this clone\n end\nend\n\ndelete this clone\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I start as a clone\nforever\n if <<<(Niveau) = [9]> or <(Niveau) = [13]>> or <(Niveau) = [12]>> then\n show\n else\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Niveau) = [13]> then\n switch costume to (pick random (1) to (2))\n set size to (pick random (2) to (10)) %\n set [ghost v] effect to (pick random (50) to (90))\n go to x: (pick random (-20) to (20)) y: (0)\n repeat (pick random (50) to (100))\n change y by (3)\n change [ghost v] effect by (1)\n end\n delete this clone\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [niveau v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nbroadcast (Niveau + v)\nwait (1) seconds\nbroadcast (Niveau + v)\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nshow\nwait (0.75) seconds\nhide\n\nchange [color v] effect by (25)\n\n@Plateforme 2\n\nwhen I receive [niveau v]\nnext costume\n\nwhen flag clicked\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume 12 v)\n\nwhen I receive [niveau - 1 v]\n\n\n\nwhen I receive [niveau v]\n\nnext costume\n\nswitch costume to <(costume [number v]) = [-1]>\nchange [niveau v] by (-1)\n\nwhen I receive [niveau + v]\nshow\n\nwhen I receive [niveau v]\nhide\n\nshow\n\n@ Moment \n\nwhen flag clicked\nshow\nhide\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (costume1 v)\nswitch backdrop to (arrière-plan1 v)\npoint in direction (90)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n glide (1) secs to x: (0) y: (97)\nelse\n switch costume to (costume1 v)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [go v]\nshow\n\n@Le truc qui présent \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 go to [front v] layer\n change y by (((0) - (y position)) / (3))\nend\n\nwhen I receive [mort v]\n\nswitch costume to (costume1 v)\n\n
Français: \n\nVoici mon platformer pour le concours de @madrid2030\n15 levels tous possible \n95% par moi, car pour la vignette qui bouge et la vignette comment c’est @Romain57330 \nArt 100% par moi \nCode 100% par moi \nCredit : suivez moi et @Romain57330. \nPartit 2 si \n00/80 cœurs\n00/60 étoiles \n00/2 vues \n#1en tendance stp \n29/01/22 : jeu sortit \n09/01/23 : reshare for less bug\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n@KING_OF_PLATFORMER AND @ROMAIN57330\n \n
Save Nature - (A Platformer) - Part 3 - #All#Art#Games#Trending
@Stage\n\nwhen flag clicked\nforever\n play sound [\[MP3FY\] Clarx & Harddope - Castle v] until done\nend\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 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 (attackers v)?> or <touching (lava v)?>>> then\n broadcast (Death v) and wait\n go to x: (-217) y: (100)\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: (100)\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: (100)\npoint in direction (90)\n\nwhen I receive [skip v]\nhide\ngo to x: (-214) y: (170)\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\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n wait (0.5) seconds\n change x by (80)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (0.6) seconds\n go to x: (-217) y: (50)\n end\nend\n\nwhen I receive [bp v]\nwait (0.6) seconds\ngo to x: (-217) y: (50)\n\nwhen I receive [tp v]\nwait (0.5) seconds\nchange x by (80)\n\n@Spikes \n\nwhen flag clicked\npoint in direction (90)\nshow\nforever\n go to x: (0) y: (0)\nend\n\nif <<(level) = [7]> or <<(level) = [12]> or <<(level) = [28]> or <(level) = [29]>>>> then\n point in direction (90)\n repeat (15)\n move (5) steps\n end\n repeat (30)\n change x by (-5)\n end\n repeat (15)\n move (5) steps\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: (-180) 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) = [25]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [over v]\n\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\ngo to [front v] layer\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\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)))\n if <<(level) = [10]> or <(level) = [13]>> then\n turn right (5) degrees\n go to x: (160) y: (-70)\n else\n point in direction (90)\n end\nend\n\n@Assets\n\nwhen flag clicked\nhide\n\n@Trash2\n\nwhen flag clicked\nhide\nforever\n wait until <(Stage: level) = [8]>\n switch costume to (costume1 v)\n show\n wait until <touching (player v)?>\n hide\n wait until <(Stage: level) = [11]>\n show\n switch costume to (costume2 v)\n wait until <touching (player v)?>\n hide\n wait until <(Stage: level) = [14]>\n show\n switch costume to (costume3 v)\n wait until <touching (player v)?>\n hide\nend\n\n@Back\n\nwhen this sprite clicked\nwait (0.5) seconds\nbroadcast (BP v)\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n set [ghost v] effect to (30)\n glide (1) secs to x: (30) y: (0)\n glide (1) secs to x: (30) y: (-10)\nend\n\n@Go\n\nwhen this sprite clicked\nwait (0.5) seconds\nbroadcast (TP v)\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n set [ghost v] effect to (30)\n glide (1) secs to x: (30) y: (0)\n glide (1) secs to x: (30) y: (-10)\nend\n\n@Trash\n\nwhen flag clicked\nhide\nforever\n wait until <(Stage: level) = [8]>\n switch costume to (costume1 v)\n show\n wait until <touching (player v)?>\n hide\n wait until <(Stage: level) = [12]>\n show\n switch costume to (costume3 v)\n wait until <touching (player v)?>\n hide\n wait until <(Stage: level) = [13]>\n show\n switch costume to (costume2 v)\n wait until <touching (player v)?>\n hide\nend\n\n@Trash3\n\nwhen flag clicked\nhide\nforever\n wait until <(Stage: level) = [15]>\n switch costume to (costume3 v)\n show\n wait until <touching (player v)?>\n hide\n wait until <(Stage: level) = [18]>\n show\n switch costume to (costume2 v)\n wait until <touching (player v)?>\n hide\n wait until <(Stage: level) = [22]>\n show\n switch costume to (costume1 v)\n wait until <touching (player v)?>\n hide\nend\n\n@Attackers\n\nwhen flag clicked\npoint in direction (90)\nshow\nforever\n go to x: (0) y: (0)\n repeat (15)\n move (5) steps\n end\n repeat (30)\n change x by (-5)\n end\n repeat (15)\n move (5) steps\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
Save Nature - A platformer (Part 3)\nIf you want to save nature, then go and donate to https://teamtrees.org/ - Team Trees!\nhttps://scratch.mit.edu/projects/640036112/ - 500 followers PFP contest!!!\n\n#3rd on trending, All.\n#9th on trending, Games.\n\nPlease propose it to be featured in this studio - https://scratch.mit.edu/studios/28715018/\n\nHey, guys! I am currently against @SRIJAN2412 to 1k, please help me win by following me!\n----------------------------------------------------------------------\nUPDATES ( In respect of Part 2 ):-\n> Improved Graphics.\n> Background and Platform confusion removed.\n----------------------------------------------------------------------\nRules:\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\nPower-Ups: \n>Green button or P to go ahead a few steps.\n>Red button or R to go back to the start position.\n\nIf you hover your mouse on my logo icon, then a love and fav button will appear, click it to close it.
super turtle run the platformer #game #art
@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@---\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 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@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\n\ncredit to -intensify-\n#12th trending stories February 5 2022 \n#1 trending on #mario
Sunshine Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Open Secrets v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (-213) y: (-71)\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 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 switch costume to (left v)\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) = [251]> then\n go to x: (-213) y: (-70)\n broadcast (Next level v)\n end\n if <touching (spikes v)?> then\n go to x: (-213) y: (-70)\n end\n if <touching (enemy v)?> then\n go to x: (-213) y: (-70)\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Enemy Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [10]>> then\n broadcast (Hide enemy 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\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Guys if I donot get 100+ likes the I am going to leave scratch because make so good projects but still I donot get likes and faves that is why if you want me to stay like and fav this project.
【#2】Choose colours! PLatformer 色を選ぶ!プラットフォーマー
@Stage\n\nwhen I receive [the end v]\nwait (1) seconds\nforever\n play sound [New Life v] until done\nend\n\nwhen flag clicked\nforever\n if <<(ステージ) = [5]> or <<(ステージ) = [7]> or <<(ステージ) = [9]> or <<(ステージ) = [11]> or <<(ステージ) = [12]> or <<(ステージ) = [15]> or <(ステージ) = [17]>>>>>>> then\n switch backdrop to (背景2 v)\n else\n switch backdrop to (背景1 v)\n end\nend\n\n@player\n\nwhen I receive [the end v]\n初期設定プログラム\nforever\n go to [front v] layer\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n if <touching (毒沼 v)?> then\n change [x v] by (0.6)\n else\n change [x v] by (1)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <not <(costume [number v]) = [3]>> then\n change [x v] by (-1)\n else\n change [x v] by (-1.5)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (地面 v)?> or <touching (壁だよん v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (壁だよん v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (壁だよん v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (壁だよん v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (壁だよん v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (壁だよん v)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <not <touching (壁だよん v)?>> then\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 start sound [壁キック v]\n else\n set [x v] to [-10]\n start sound [壁キック v]\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 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 start sound [ジャンプ 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 (地面 v)?> then\n set [地面についている? v] to [0]\n change y by ((y) * (-1))\n set [y v] to [0]\n else\n set [地面についている? v] to [1]\n end\n if <[240] < (x position)> then\n broadcast (メッセージ1 v)\n hide\n end\n if <<<<touching (トゲ v)?> or <(y position) < [-170]>> or <<touching (毒沼 v)?> and <not <(costume [number v]) = [2]>>>> or <touching (見るとき用 v)?>> then\n デス\n 初期設定プログラム\n end\n if <touching (毒沼 v)?> then\n set [x v] to ((x) / (1.07))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (4)\n else\n change [y v] by (-2)\n end\n end\nend\n\ndefine 初期設定プログラム\nshow\nset size to (55) %\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-50)\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (4)\n change size by (-5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [ごぼごぼゴボ v] to [1]\n else\n set [ごぼごぼゴボ v] to [0]\n end\nend\n\nwhen I receive [メッセージ1 v]\n初期設定プログラム\n\nwhen I receive [the end v]\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n next costume\n wait until <not <mouse down?>>\n end\n end\n if <key (space v) pressed?> then\n next costume\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [あ v]\n初期設定プログラム\n\ndefine デス\nstart sound [crashed oof v]\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム1 v)\n\n@地面\n\nwhen flag clicked\nhide\nhide variable [time v]\nhide variable [☁ 世界記録 v]\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\nshow\n\nwhen I receive [the end v]\nset [time v] to [0]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\n if <(ステージ) = [16]> then\n show variable [time v]\n show variable [☁ 世界記録 v]\n if <(time) < (☁ 世界記録)> then\n if <not <(スキップされたか) = [!]>> then\n wait (1) seconds\n set [☁ 世界記録 v] to (time)\n end\n end\n else\n hide variable [time v]\n hide variable [☁ 世界記録 v]\n end\nend\n\nwhen I receive [the end v]\nrepeat until <(ステージ) = [16]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [??? v]\nforever\n switch costume to (47 v)\nend\n\n@トゲ\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\ngo to [back v] layer\n\nwhen I receive [the end v]\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nforever\n switch costume to (ステージ)\n if <(ステージ) = [10]> then\n turn left (8) degrees\n end\n if <(ステージ) = [11]> then\n point in direction (90)\n end\nend\n\n@毒沼\n\nwhen flag clicked\ngo to [back v] layer\nshow\nset [ghost v] effect to (18)\nforever\n switch costume to (ステージ)\nend\n\n@スキップ機能\n\nwhen flag clicked\nhide\nset [スキップされたか v] to [0]\n\nwhen I receive [the end v]\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((size) - (100)) / (-2))\n if <mouse down?> then\n if <not <<(ステージ) = [16]> or <<(ステージ) = [17]> or <(ステージ) = [18]>>>> then\n set [スキップされたか v] to [!]\n broadcast (あ v)\n set [ステージ v] to ((ステージ) + (1))\n wait until <not <mouse down?>>\n end\n end\n else\n change size by (((size) - (90)) / (-2))\n end\nend\n\n@太陽\n\nwhen I receive [the end v]\nshow\nset size to (100) %\nforever\n if <<(ステージ) = [5]> or <<(ステージ) = [7]> or <<(ステージ) = [9]> or <<(ステージ) = [11]> or <<(ステージ) = [12]> or <(ステージ) = [15]>>>>>> then\n else\n go to [back v] layer\n change [cos v] by (5)\n change size by ([cos v] of (cos) )\n end\nend\n\nwhen flag clicked\nhide\n\n@真っ暗\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (ステージ)\n if <([costume # v] of [player v]) = [3]> then\n hide\n else\n show\n end\nend\n\n@光\n\nwhen flag clicked\nforever\n if <([costume # v] of [player v]) = [3]> then\n show\n go to (player v)\n else\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\nbroadcast (THE END v)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@ターボストップ\n\nwhen flag clicked\nforever\n point in direction (0)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n turn right (1) degrees\n wait () seconds\n if <(direction) > [39]> then\n go to [front v] layer\n stop [all v]\n end\nend\n\n@説明\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\n go to [front v] layer\nend\n\n
YouTubeで実況されました⇩\nhttps://www.youtube.com/watch?v=o4QKSsdjQhw\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n▼ How to play\nBlack ⇨ Normal\nPurple ⇨ Put in poison swamp\nYellow ⇨ Illuminate the area\n\nChange color with tap and space key\n\nYou can operate it with the arrow keys!\nIt is mobile compatible.\n\n▼ Goal\n⭐ and ❤300 ⇨ Achieved !!\n30000 views ⇨ Achieved !!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n▼遊び方\n黒色⇨通常\n紫色⇨毒沼に入れる\n黄色⇨あたりを照らす\n\nタップ、スペースキーで色変更\n\n矢印キーで操作できます!\nモバイル対応です。\n\n▼目標\n⭐と❤300⇨達成!!\n再生数30000⇨達成!!
SCRATCH CAT PLATFORMER (pixel)
@Stage\n\nwhen flag clicked\nset [pixelate v] effect to (34)\n\nwhen flag clicked\nwait until <(Level) = [22]>\nswitch backdrop to (night v)\n\nwhen flag clicked\nwait until <(Level) = [2]>\nswitch backdrop to (day v)\n\nwhen flag clicked\nswitch backdrop to (day v)\n\n@HITBOX\n\nwhen flag clicked\nshow\nset size to (50) %\nset [spawnx v] to [-195]\nset [spawny v] to [-74]\ngo to x: (SpawnX) y: (SpawnY)\nset rotation style [left-right v]\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nset [ghost v] effect to (100)\nforever\n broadcast (FOLLOWHITBOX v)\n UP/DOWN [13] [-1]\n RIGHT/LEFT [10] [0.6]\n CheckNextLevel\n SPIKE1\n ACID\n BLUE_THINGY\n Lava\n spike3\nend\n\ndefine UP/DOWN (jump height ) (fall speed)\nchange y by (Yvelocity)\nif <touching (level v)?> then\n BLUE_THINGY\n SPIKE1\n Lava\n ACID\n spike3\n repeat ([ceiling v] of ([abs v] of (Yvelocity) ) )\n if <touching (level v)?> then\n change y by (((Yvelocity) / ([abs v] of (Yvelocity) )) * (-1))\n end\n end\n if <<not <(Yvelocity) > [0]>> and <key (up arrow v) pressed?>> then\n set [yvelocity v] to (jump height )\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (fall speed)\nend\n\ndefine RIGHT/LEFT (move speed) (drag)\nchange x by (Xvelocity)\nif <touching (level v)?> then\n BLUE_THINGY\n SPIKE1\n ACID\n Lava\n spike3\n repeat ([ceiling v] of ([abs v] of (Xvelocity) ) )\n if <touching (level v)?> then\n change x by (((Xvelocity) / ([abs v] of (Xvelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <key (right arrow v) pressed?> then\n set [xvelocity v] to (move speed)\nelse\n if <key (left arrow v) pressed?> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((Xvelocity) * (drag))\n\ndefine CheckNextLevel\nif <(x position) > [235]> then\n broadcast (Next Level v)\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine Lava\nif <touching color (#ff7100)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine SPIKE1\nif <touching color (#ff0000)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine ACID\nif <touching color (#51fc78)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\ndefine BLUE_THINGY\nif <touching color (#00a5fa)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\nwhen flag clicked\n\ndefine RIGHT/LEFT (move speed) (drag)\nchange x by (Xvelocity)\nif <touching (level v)?> then\n BLUE_THINGY\n SPIKE1\n ACID\n Lava\n spike3\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 (d v) pressed?> then\n set [xvelocity v] to (move speed)\nelse\n if <key (a v) pressed?> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((Xvelocity) * (drag))\n\ndefine spike3\nif <touching color (#646464)?> then\n go to x: (SpawnX) y: (SpawnY)\nend\n\n@LEVEL\n\nwhen flag clicked\nwait until <(Levelstart?) = [1]>\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nset [pixelate v] effect to (50)\n\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@PLAYER\n\nwhen I receive [followhitbox v]\ngo to (hitbox v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n point in direction (-90)\n else\n switch costume to (costume1 v)\n end\n end\n wait (0.13) seconds\nend\n\nwhen flag clicked\nset [pixelate v] effect to (38)\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait until <(Levelstart?) = [1]>\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (100)\n\n@Sprite2\n\ndefine RIGHT/LEFT (move speed) (drag)\nchange x by (Xvelocity)\nif <touching (level v)?> then\n BLUE_THINGY\n SPIKE1\n ACID\n Lava\n repeat ([ceiling v] of ([abs v] of (Xvelocity) ) )\n if <touching (level v)?> then\n change x by (((Xvelocity) / ([abs v] of (Xvelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <key (right arrow v) pressed?> then\n set [xvelocity v] to (move speed)\nelse\n if <key (left arrow v) pressed?> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((Xvelocity) * (drag))\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-3) y: (-104)\nshow\nset [levelstart? v] to [0]\n\nwhen this sprite clicked\ngo to x: (0) y: (0)\nhide\nbroadcast (Start Game v)\n\nwhen I receive [start game v]\nset [levelstart? v] to [1]\n\n
ARow key loooool pls heart and favorite wrk hard..if i get this on trending I will make a limited edition charcter and levels....and it will last about 1week.............................................................\ni doont add music\n(here is the contest version https://scratch.mit.edu/projects/823492638 just play it and if you want love and heart the contest version)\nif Lag open on turbowrap I don't know how to get turbowrap link \n\nWhat i should create next\n\nBRUh\n\n\ni work haard\nadvertise yes \nheart and fav if you want dont be shy and pls make this on trending\n\nit had bad graphics before the bad of bad\n\nupdated jan 3 2022\nupdate march 29 2 \nfixed a bug where you actually can get stuck in ground and added a level 1/30/2023 \nif i get 65stars and 55 hearts ama add a 6 new levels\n2 17 2023 ADDED START BUTTON THANKS FOR @DM_STUDIOS_413 for the button
cube run! - mobile friendly (platformer)
@Stage\n\nwhen flag clicked\nwait (12) seconds\nforever\n set volume to (75) %\n play sound [recording1 v] until done\nend\n\n@Text\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Ground\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\nwhen flag clicked\nhide\nset [xvel v] to [0]\nset [yvel v] to [0]\nwait (12) seconds\nshow\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (danger v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nforever\n if <<<(y position) < [-170]> or <touching (danger v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\n@Danger\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@ThumbNail\n\nwhen flag clicked\ngo to x: (1) y: (4)\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (100)\n\n@Intro2\n\nwhen I start as a clone\nif <(Clone ID) = [watermark]> then\n go to [front v] layer\n show\n switch costume to (watermark v)\n set size to (0) %\n set [watermark v] to [0]\n set [watermark 2 v] to [0]\n point in direction (-90)\n repeat until <<(round (direction)) = [90]> and <<(round (Watermark)) = [0]> and <<(round (Watermark 2)) = [0]> and <(size) = [100]>>>>\n set [watermark v] to (((Watermark) * (0.8)) + (((100) - (size)) / (5)))\n set [watermark 2 v] to (((Watermark 2) * (0.8)) + (((90) - (direction)) / (5)))\n turn right (Watermark 2) degrees\n change size by (Watermark)\n end\n set size to (100) %\n point in direction (90)\n smooth glide [0] [196] [50] [4] [1]\nend\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\n\ndefine Chevrons (#) (clone id)\nset [clone id v] to (clone id)\nif <(clone id) = [Chevron1]> then\n set [var 1 v] to [0]\nelse\n set [var 1 v] to [-80]\nend\nrepeat (#)\n create clone of (_myself_ v)\n change [var 1 v] by (-160)\nend\n\nwhen I receive [sync v]\nif <(Clone ID) = [Chevron1]> then\n change [var 1 v] by ((80) + ((size) / (20)))\nend\nif <(Clone ID) = [Chevron2]> then\n change [var 1 v] by ((80) + ((size) / (20)))\nend\nif <(Clone ID) = [BG2]> then\n set [ghost v] effect to (50)\nend\nif <(Clone ID) = [Chevron3]> then\n change [var 1 v] by (60)\nend\n\nwhen I receive [end v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n switch costume to (name v)\n set size to (600) %\n point in direction (-90)\n show\n broadcast (Sync v)\n repeat (1)\n repeat (20)\n go to [front v] layer\n turn right (((90) - (direction)) / (12)) degrees\n change size by (((200) - (size)) / (12))\n end\n change size by (30)\n broadcast (Sync v)\n end\n repeat (1)\n repeat (22)\n turn right (((90) - (direction)) / (12)) degrees\n change size by (((200) - (size)) / (12))\n end\n change size by (30)\n broadcast (Sync v)\n end\n repeat (2)\n repeat (22)\n turn right (((90) - (direction)) / (12)) degrees\n change size by (((200) - (size)) / (12))\n end\n set size to (230) %\n broadcast (Sync v)\n end\n set [var 1 v] to [90]\n repeat (3)\n repeat (22)\n change [var 1 v] by (((450) - (Var 1)) / (12))\n point in direction (Var 1)\n change size by (((200) - (size)) / (12))\n end\n set size to (230) %\n broadcast (Sync v)\n end\n repeat (1)\n repeat (22)\n change [var 1 v] by (((450) - (Var 1)) / (12))\n point in direction (Var 1)\n change size by (((200) - (size)) / (12))\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron1]> then\n set size to (Var 1) %\n set [brightness v] effect to (0)\n go [forward v] (4) layers\n show\n repeat (1000)\n switch costume to (circle v)\n change size by (((Var 1) - (size)) / (4))\n change [var 1 v] by ((1) + ((size) / (20)))\n switch costume to (chev2 v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron2]> then\n set size to (Var 1) %\n set [brightness v] effect to (0)\n go [backward v] (([abs v] of ((Var 1) / (160)) ) + (5)) layers\n show\n repeat (1000)\n switch costume to (circle v)\n change size by (((Var 1) - (size)) / (4))\n change [var 1 v] by ((1) + ((size) / (20)))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n set size to (144) %\n switch costume to (grid v)\n go [forward v] (1) layers\n show\nend\n\nwhen I start as a clone\nif <(Clone ID) = [BG]> then\n set size to (100) %\n switch costume to (bg v)\n go [backward v] (40) layers\n show\nend\n\nwhen I start as a clone\nif <(Clone ID) = [BG2]> then\n switch costume to (bg v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n go [forward v] (40) layers\n show\n repeat (1000)\n change [ghost v] effect by (3)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron3]> then\n set size to (140) %\n switch costume to (bg v)\n go to x: (0) y: (((Var 1) * (1.2)) + (220))\n show\n go [backward v] (7) layers\n set [ghost v] effect to (80)\n repeat (1000)\n switch costume to (bg v)\n change y by (((((Var 1) * (1.2)) + (220)) - (y position)) / (4))\n change [var 1 v] by (4)\n switch costume to (arrow v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Shutter]> then\n show\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n switch costume to (pos hack v)\n go to [front v] layer\n go to x: (480) y: (0)\n switch costume to (shutter v)\n repeat (25)\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (pos hack v)\n change x by (((-350) - (x position)) / (12))\n go to [front v] layer\n switch costume to (shutter v)\n end\nend\n\ndefine smooth glide (x) (y) (size) (smooth) (ghost)\nset [ghost v] to [0]\nset [watermark v] to (costume [name v])\nif <(size) = (size)> then\n set [watermark 2 v] to [1]\nelse\n set [watermark 2 v] to [0]\nend\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <(round (size)) = (size)>>\n switch costume to (pos hack v)\n change x by (((x) - (x position)) / (smooth))\n change y by (((y) - (y position)) / (smooth))\n switch costume to (Watermark)\n if <(Watermark 2) = [0]> then\n change size by (((size) - (size)) / (smooth))\n end\n if <(ghost) = [1]> then\n change [ghost v] by (((100) - (ghost)) / (smooth))\n set [ghost v] effect to (ghost)\n end\nend\nswitch costume to (pos hack v)\ngo to x: (x) y: (y)\nset size to (size) %\nswitch costume to (Watermark)\nif <(ghost) = [1]> then\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n set [brightness v] effect to (0)\n switch costume to (pos hack v)\n go to x: (0) y: (200)\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (circle2 v)\n set [y vel v] to [-1]\n show\n repeat until <(y position) < [-180]>\n switch costume to (pos hack v)\n change y by (y vel)\n switch costume to (circle2 v)\n change [y vel v] by ((y vel) / (5))\n end\n switch costume to (pos hack v)\n go to x: (0) y: (-240)\n point in direction (-90)\n go to [back v] layer\n go [forward v] (2) layers\n repeat until <(size) > [4500]>\n switch costume to (size hack v)\n change size by (((4501) - (size)) / (10))\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (circle2 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle2]> then\n set [brightness v] effect to (100)\n switch costume to (pos hack v)\n go to x: (0) y: (-200)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (circle2 v)\n set [y vel v] to [1]\n show\n repeat until <[180] < (y position)>\n switch costume to (pos hack v)\n change y by (y vel)\n switch costume to (circle2 v)\n change [y vel v] by ((y vel) / (5))\n end\n switch costume to (pos hack v)\n go to x: (0) y: (240)\n point in direction (-90)\n go to [back v] layer\n go [forward v] (1) layers\n repeat until <(size) > [4500]>\n switch costume to (size hack v)\n change size by (((4501) - (size)) / (10))\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (circle2 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [BG111]> then\n set [brightness v] effect to (0)\n switch costume to (bg111 v)\n go to x: (0) y: (0)\n go to [back v] layer\n go [backward v] (400) layers\n set [brightness v] effect to (0)\n show\n repeat (20)\n change [brightness v] effect by (-5)\n go to [back v] layer\n go [backward v] (400) layers\n end\n repeat until <(timer) > [4.9]>\n go to [back v] layer\n go [backward v] (400) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Fractal Burst]> then\n show\n switch costume to (fractal burst v)\n set size to (0) %\n set [color v] effect to (-20)\n go to [front v] layer\n set [color v] effect to (-20)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (20)\n set [brightness v] effect to (20)\n set [color v] effect to (-20)\n repeat until <(size) > [1000]>\n switch costume to (size hack v)\n set [color v] effect to (-20)\n set [color v] effect to (-20)\n go to [front v] layer\n change size by (50)\n switch costume to (fractal burst v)\n set [color v] effect to (-20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Fractal Burst 2]> then\n show\n switch costume to (fractal burst v)\n set size to (0) %\n go to [front v] layer\n set [color v] effect to (0)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (20)\n set [brightness v] effect to (20)\n repeat until <(size) > [1000]>\n switch costume to (size hack v)\n set [color v] effect to (0)\n go to [front v] layer\n change size by (50)\n switch costume to (fractal burst v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nwait until <(timer) > [7.2]>\nset [color v] effect to (20)\nwait until <(timer) > [9.75]>\nset [color v] effect to (0)\n\ndefine Particle Physics\nmove ((yv) + (1)) steps\nset [yv v] to ((yv) * (0.95))\nchange x by (xv)\nset [xv v] to ((xv) * (0.8))\nif <([abs v] of (direction) ) < [90]> then\n turn right (((0) - (direction)) / (30)) degrees\nelse\n if <(direction) < [0]> then\n turn right (((-180) - (direction)) / (30)) degrees\n else\n turn right (((180) - (direction)) / (30)) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n go to [front v] layer\n set size to (50) %\n switch costume to (join [Particle] (pick random (1) to (4)))\n show\n set [brightness v] effect to (b)\n set [ghost v] effect to (25)\n go to x: (0) y: (0)\n point in direction (pick random (-179) to (179))\n set [xv v] to (pick random (10) to (-10))\n set [yv v] to (pick random (5) to (15))\n repeat (50)\n go to [front v] layer\n Particle Physics\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (10)\n go to [front v] layer\n end\n end\n if <not <touching (_edge_ v)?>> then\n repeat (10)\n go to [front v] layer\n Particle Physics\n change [ghost v] effect by (10)\n end\n end\n delete this clone\nend\n\ndefine Particles (amount)\nrepeat (amount)\n Clone [Particle]\nend\n\nwhen I receive [boistartnow v]\nwait until <(timer) > [11]>\nstart sound [Slice v]\n\nwhen I receive [boistartnow v]\nstop all sounds\nclear sound effects\nreset timer\nstart sound [ v]\nwait until <(timer) > [14]>\nbroadcast (End v)\n\nwhen I receive [boistartnow v]\nwait until <(timer) > [11]>\nClone [Shutter]\n\nwhen I receive [boistartnow v]\nClone [BG111]\n\nwhen I receive [boistartnow v]\nwait until <(timer) > [3.3]>\nClone [Circle]\n\nwhen I receive [boistartnow v]\nwait until <(timer) > [4.85]>\nset [b v] to [40]\nParticles [50]\n\nwhen I receive [boistartnow v]\nset [clone id v] to [0]\nset [var 1 v] to [0]\nset [var 2 v] to [0]\nswitch costume to (name v)\nhide\nwait (4.9) seconds\nClone [BG]\nClone [Name]\nClone [Grid]\nClone [BG2]\nChevrons [7] [Chevron1]\nChevrons [7] [Chevron2]\nChevrons [12] [Chevron3]\n\nwhen I receive [boistartnow v]\nwait until <(timer) > [4.85]>\nClone [Fractal Burst]\n\nwhen I receive [boistartnow v]\nwait until <(timer) > [2.7]>\nClone [Circle2]\n\nwhen I receive [boistartnow v]\nwait until <(timer) > [9.68]>\nClone [Fractal Burst]\n\nwhen I receive [boistartnow v]\nwait until <(timer) > [7.2]>\nset [b v] to [25]\nParticles [50]\n\nwhen I receive [boistartnow v]\nwait until <(timer) > [9.75]>\nset [b v] to [40]\nParticles [50]\n\nwhen I receive [boistartnow v]\nwait until <(timer) > [7.2]>\nClone [Fractal Burst 2]\n\nwhen I receive [boistartnow v]\nClone [watermark]\n\nwhen flag clicked\nset volume to (80) %\nbroadcast (BOISTARTNOW v)\n\n
Welcome to cube run! - mobile friendly (platformer)\n\nHey people! check out my friend, and good pixel artist, @biggicheesedefeater !\n\nI will take suggestions or ideas for what my future games should be!\n\nPlease play my other game balloon gonzalas! : https://scratch.mit.edu/projects/629239433/\n \n-How to Play-\nWASD, Arrow keys, also mobile friendly\ns/down arrow to crouch\nAvoid Spikes and lava
splatoon platformer!!
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nbroadcast (Game Start v)\nhide\nset size to (100) %\n\nwhen I receive [game start v]\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nswitch costume to (mae v)\ngo to x: (-160) y: (-30)\npoint in direction (90)\nshow\nforever\n set [kosu v] to (costume [number v])\n set [m v] to (direction)\n if <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <not <mouse down?>>>> then\n if <[0] < (インク)> then\n create clone of (球 v)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n if <(y) = [0]> then\n switch costume to (migi v)\n end\n change y by (-5)\n if <touching (地形 v)?> then\n change [x v] by (1)\n else\n change [x v] by (1)\n end\n change y by (5)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <(y) = [0]> then\n switch costume to (migi v)\n end\n change y by (-5)\n if <touching (地形 v)?> then\n change [x v] by (-1)\n else\n change [x v] by (-1)\n end\n change y by (5)\n else\n if <(y) = [0]> then\n switch costume to (mae v)\n end\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [y v] to [10]\n if <(direction) = [90]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\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 (地形 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 <<(y position) < (mouse y)> and <mouse down?>>> then\n set [地形仮3 v] to [0]\n change y by (10)\n if <touching (地形 v)?> then\n set [地形仮3 v] to [1]\n end\n change y by (-10)\n if <(地形仮3) = [0]> then\n set [y v] to [15]\n if <(costume [name v]) = [r]> then\n switch costume to (hidari v)\n else\n switch costume to (ue v)\n end\n end\n end\n end\n if <(x position) > [230]> then\n set size to (100) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (mae v)\n point in direction (90)\n clear graphic effects\n show\n set [i v] to [1]\n broadcast (Next Steage v)\n go to x: (-160) y: (-30)\n set [i v] to [0]\n end\n if <<<<<(y position) < [-160]> or <touching (敵1 v)?>> or <touching (敵2 v)?>> or <touching (敵3 v)?>> or <touching (敵5bos v)?>> then\n set rotation style [all around v]\n start sound [_oof v]\n change [インク v] by (-10)\n broadcast (kaku v)\n repeat (20)\n turn right (15) degrees\n change size by (-2.5)\n change [ghost v] effect by (5)\n change y by (8)\n end\n set size to (100) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (mae v)\n go to x: (-160) y: (-30)\n point in direction (90)\n show\n set [ghost v] effect to (0)\n broadcast (hyou v) and wait\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (1)\nhide\n\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n switch costume to (mae2 v)\nend\n\nset [☁ time v] to [10000]\n\n@地形\n\nwhen flag clicked\nswitch costume to (1 v)\nwait until <<(time) < (☁ time)> and <(costume [number v]) = [10]>>\n更新\n\nwhen I receive [next steage v]\nnext costume\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(costume [number v]) = [10]>\n wait (1) seconds\n change [time v] by (1)\nend\n\ndefine 更新\nset [☁ time v] to (time)\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\n\nwhen flag clicked\nforever\n change [1 v] by (1)\nend\n\nwhen flag clicked\nforever\n set [1 v] to [0]\n wait (0.01) seconds\n if <[5] < (1)> then\n stop [all v]\n end\nend\n\nset [☁ time v] to [1000000000000]\n\n@球\n\nwhen flag clicked\nset [i v] to [0]\nerase all\nhide\n\nwhen I start as a clone\nchange [インク v] by (-1)\nstart sound [ポップ v]\nshow\ngo to (buki v)\nif <(m) = [90]> then\n repeat until <touching (_edge_ v)?>\n move (13) steps\n change y by (-1.3)\n if <<(I) = [1]> or <<touching (敵2 v)?> or <<touching (敵4 v)?> or <touching (敵3 v)?>>>> then\n wait (0.1) seconds\n delete this clone\n end\n if <touching (地形 v)?> then\n change y by (-15)\n stamp\n delete this clone\n end\n end\nelse\n repeat until <touching (_edge_ v)?>\n move (-15) steps\n change y by (-2)\n if <<(I) = [1]> or <<touching (敵2 v)?> or <<touching (敵4 v)?> or <touching (敵3 v)?>>>> then\n wait (0.1) seconds\n delete this clone\n end\n if <touching (地形 v)?> then\n change y by (-5)\n stamp\n delete this clone\n end\n end\nend\ndelete this clone\n\nwhen I receive [next steage v]\nerase all\n\n@敵2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (13) y: (74)\nhide\nforever\n if <([costume # v] of [地形 v]) = [5]> then\n if <not <touching (球 v)?>> then\n show\n end\n else\n hide\n end\n if <touching (球 v)?> then\n next costume\n if <(costume [number v]) = [6]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n forever\n hide\n end\n end\n end\nend\n\n@敵3\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (13) y: (-50)\nhide\nforever\n if <([costume # v] of [地形 v]) = [1]> then\n if <not <touching (球 v)?>> then\n show\n end\n else\n hide\n end\n if <touching (球 v)?> then\n next costume\n if <(costume [number v]) = [6]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n forever\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change x by (5)\n end\n wait (1) seconds\n repeat (10)\n change x by (-5)\n end\n wait (1) seconds\nend\n\n@敵5bos\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (13) y: (-40)\nhide\nforever\n if <([costume # v] of [地形 v]) = [9]> then\n if <not <touching (球 v)?>> then\n show\n end\n else\n hide\n end\n if <touching (球 v)?> then\n if <(pick random (1) to (10)) = (pick random (1) to (10))> then\n next costume\n end\n end\n if <(costume [number v]) = [6]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n forever\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change x by (8)\n end\n wait (0.3) seconds\n repeat (10)\n change x by (-8)\n end\n wait (0.3) seconds\nend\n\n@スプライト2\n\nwhen flag clicked\nset y to (0)\ngo to x: (230) y: (100)\nerase all\nset pen size to (30)\nset [インク v] to [10]\nset [インク最大 v] to [10]\nset [幅 v] to [300]\nforever\n change pen size by (1)\n erase all\n set pen color to (#37ff00)\n pen down\n set x to ((幅) / (2))\n set x to (() - (((幅) / (2)) + (3)))\n pen up\n set pen color to (#4b00fd)\n change pen size by (-1)\n if <<not <(インク) = [0]>> and <[0] < (インク)>> then\n pen down\n set x to (() - (((幅) / (2)) + (3)))\n change x by (((((幅) / (2)) + (3)) / ((インク最大) / (2))) * (インク))\n end\nend\n\nwhen flag clicked\nset [インク v] to [100]\nset [インク最大 v] to [100]\nforever\n if <[99] < (インク)> then\n set [インク v] to [100]\n end\nend\n\n@buki\n\nwhen flag clicked\nshow\nforever\n go to (プレイヤー v)\n point in direction (m)\n switch costume to (kosu)\nend\n\nwhen I receive [hyou v]\nshow\n\nwhen I receive [kaku v]\nhide\n\n
game1p!!\n日本語は下にあります\n\nEnglish\nI entered the world of splatoon!?\nUse the arrow keys or WDAS key or tap\nHit the ink with spacebar or character tap\nInk will run out if wasted! Use it carefullyThe gauge above is the remaining amount of ink\nThe time will be updated as early as possible!\n\n日本語\nsplatoonの世界に入っちゃった!?\n矢印キーまたはwdasキーまたはタップで操作\nスペースキーまたはキャラクターをタップでインクを打つ\nインクは無駄遣いするとなくなってしまいます!慎重に使いましょう上のゲージがインクの残量です\nタイムは1番早いと更新されます!
Long Platformer 〜大長編プラットフォーマー〜
@Stage\n\nwhen flag clicked\nreset timer\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 [Vexento - Snowflakes v] until done\nend\n\n@空白\n\ngo to x: (0) y: (0)\n\n@Scratch Cat\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 [12]\n if <(x) < [0]> then\n set [x v] to [8]\n else\n set [x v] to [-8]\n end\nelse\n set [x v] to [0]\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 [14]\nend\n\nwhen I receive [スタート v]\nforever\n if <(状態) = [歩]> then\n if <(コスチューム) = [18]> then\n set [コスチューム v] to [3]\n else\n change [コスチューム v] by (1)\n end\n else\n set [コスチューム v] to [2]\n end\nend\n\nwhen I receive [スタート v]\ngo to x: (-200) y: (-50)\nswitch costume to (stand v)\nset rotation style [left-right v]\nset drag mode [not draggable v]\ngo to [front v] layer\ngo [forward v] (1) layers\nset [状態 v] to [無]\nset [x v] to [0]\nset [y v] to [0]\nset size to (35) %\npoint in direction (90)\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n switch costume to (hit box v)\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 [状態 v] to [歩]\n point in direction (90)\n change [x v] by (0.8)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [-50]> and <mouse down?>>>> then\n set [状態 v] to [歩]\n point in direction (-90)\n change [x v] by (-0.8)\n else\n set [状態 v] to [無]\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 [20]\n end\n if <touching (進むやつ v)?> then\n change [x v] by (0.6)\n end\n if <touching (戻るやつ v)?> then\n change [x v] by (-0.6)\n end\n if <touching (浮くやつ v)?> then\n if <(y) < [-4]> then\n set [y v] to [-3]\n end\n change [y v] by (1.2)\n end\n if <<touching (障害物 v)?> or <(y position) < [-178]>> then\n set [x v] to [0]\n set [y v] to [0]\n set [状態 v] to [無]\n switch costume to (stand v)\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 <[238] < (x position)> then\n set [x v] to [0]\n set [y v] to [0]\n set [状態 v] to [無]\n change [ステージ v] by (1)\n switch costume to (stand v)\n start sound [High Whoosh v]\n go to x: (-200) y: (-50)\n if <(ステージ) < [31]> then\n set [判定 v] to [1]\n wait until <(判定) = [0]>\n end\n end\n switch costume to (コスチューム)\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 (-4)\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\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@進むやつ\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\nchange [ステージ v] by (27)\n\n@戻るやつ\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@浮くやつ\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@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) = [31]>\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) [-155] [160]\nクローン (☁ Best Time) [-155] [138]\ngo to x: (-101) y: (73)\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@Back\n\nwhen I receive [スタート v]\nクローン [Back] [6]\nクローン [Sun] [2]\n\ndefine クローン (名前) (回数)\nset [名前 v] to (名前)\nset [id v] to [0]\nrepeat (回数)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(名前) = [Back]> then\n switch costume to (ID)\n show\n set [雑用 v] to (pick random (0) to (360))\n forever\n go to x: (0) y: ((0) + (([cos v] of (((timer) + (雑用)) * (200)) ) * (2)))\n go to [back v] layer\n go [backward v] (ID) layers\n end\nend\n\nwhen I start as a clone\nif <(名前) = [Sun]> then\n switch costume to (sun v)\n show\n set [雑用 v] to (pick random (0) to (360))\n forever\n go to x: (64) y: (35)\n set size to ((100) + (([sin v] of ((timer) * (200)) ) * (5))) %\n go to [back v] layer\n end\nend\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 (137) %\nshow\nforever\n go to [front v] layer\nend\n\n
Among Us A Platformer Mobile Friendly #Games #all #AmongUs #COOOL
@Stage\n\nwhen I receive [close v]\nforever\n set [swiped v] to [1]\nend\n\nwhen flag clicked\nforever\n if <(Music) = [On]> then\n start sound [Show Yourself - Among Us Original Song \(Instrumental v]\n wait until <(Music) = [Stop]>\n else\n stop all sounds\n end\nend\n\nwhen I receive [done v]\nforever\n set [sab v] to [0]\nend\n\nwhen flag clicked\nwait (0) seconds\nrepeat (2)\n set [sab v] to [1]\nend\n\n@PLAYER\n\ndefine JUMP\ngo to [back v] layer\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <<(O2 FILTER) = [0]> and <<(SCANNING) = [0]> and <<(SWIPPPING) = [0]> and <<(FIXING) = [0]> and <(AIMING) = [0]>>>>>> then\n set [yvel v] to [15]\n set [in air v] to [1]\n repeat until <<<touching (level v)?> or <<touching (medbay v)?> or <touching (card v)?>>> and <not <touching color (#ff0000)?>>>\n set [old y v] to (y position)\n change [yvel v] by (-1)\n change y by (yvel)\n if <<<touching (level v)?> or <<touching (medbay v)?> or <touching (card v)?>>> and <not <touching color (#ff0000)?>>> 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\nset [swiped v] to [0]\nJUMP\n\ndefine Movex (joystick x)\nif <<<<<(LVEL) = [3]> and <<<(x position) > [0]> and <(x position) < [65]>> and <(round (y position)) = [-124]>>> and <(SCANED) = [0]>> or <<<(LVEL) = [6]> and <<<(x position) > [-75]> and <(x position) < [-30]>> and <(round (y position)) = [-119]>>> and <(SWIPED) = [0]>>> or <<<<<(round (x position)) = [-95]> and <(round (y position)) = [-133]>> and <(LVEL) = [9]>> and <(O2 FILTER) = [1]>> or <<<<<(round (x position)) > [10]> and <(round (x position)) < [36]>> and <(round (y position)) = [-19]>> and <<(LVEL) = [12]> and <(FIXING) = [1]>>> and <<(AIMING) = [1]> and <<(LVEL) = [18]> and <<(round (x position)) = [-90]> and <(round (y position)) = [-133]>>>>>>> then\n\nwhen flag clicked\nforever\n Movex (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>>)\nend\n\ndefine COLLISIONS\nforever\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n forever\n if <<<touching (level v)?> or <<touching (medbay v)?> or <touching (card v)?>>> and <not <touching color (#ff0000)?>>> then\n repeat until <not <<<touching (level v)?> or <<touching (medbay v)?> or <touching (card v)?>>> and <not <touching color (#ff0000)?>>>>\n change x by ((0) - (X))\n set [x v] to [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nCOLLISIONS\n\nwhen flag clicked\nRESPAWN\nset [lvel v] to [1]\nforever\n if <(x position) > [239]> then\n change [lvel v] by (1)\n go to x: (-240) y: (-100)\n end\nend\n\ndefine RESPAWN\ngo to x: (-204) y: (-133)\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume2 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nRESPAWN\nset [lvel v] to [1]\nforever\n if <touching color (#ff0000)?> then\n RESPAWN\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(SCANED) = [1]>\n if <<(LVEL) = [3]> and <<<(x position) > [0]> and <(x position) < [65]>> and <(round (y position)) = [-124]>>> then\n broadcast (scan v) and wait\n \n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(LVEL) = [6]> and <<<(x position) > [-76]> and <(x position) < [-30]>> and <(round (y position)) = [-119]>>> then\n broadcast (swipe v) and wait\n go to x: (-72) y: (-119)\n end\nend\n\nwhen flag clicked\nset [o2 filter v] to [0]\nforever\n set [touching v] to (distance to [level v])\n if <<<(round (x position)) = [-95]> and <(round (y position)) = [-133]>> and <(LVEL) = [9]>> then\n set [o2 filter v] to [1]\n broadcast (CLEAN v) and wait\n \n end\nend\n\nwhen flag clicked\nforever\n repeat until <(SCANED) = [1]>\n if <<(LVEL) = [3]> and <<<(x position) > [0]> and <(x position) < [65]>> and <(round (y position)) = [-124]>>> then\n set y to (-124)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(LVEL) = [3]> and <<<(x position) > [0]> and <(x position) < [65]>> and <(round (y position)) = [-124]>>> then\n set [scaned v] to [0]\n end\nend\n\nwhen flag clicked\nset [swippping v] to [0]\n\nwhen flag clicked\nforever\n if <<<<(round (x position)) > [10]> and <(round (x position)) < [36]>> and <(round (y position)) = [-19]>> and <(LVEL) = [12]>> then\n broadcast (FIX METDOWN v) and wait\n go to x: (10) y: (-19)\n \n end\nend\n\nwhen flag clicked\nset [o2 filter v] to [0]\nforever\n set [touching v] to (distance to [level v])\n if <<<(round (x position)) = [-94]> and <(round (y position)) = [-133]>> and <(LVEL) = [15]>> then\n broadcast (AIM v) and wait\n \n end\nend\n\nwhen flag clicked\nset [your time v] to [0]\nforever\n if <<(LVEL) = [18]> and <<(round (x position)) = [-116]> and <(round (y position)) = [-133]>>> then\n broadcast (STABILLLUS v) and wait\n \n end\nend\n\nwhen flag clicked\nforever\n if <<(LVEL) = [18]> and <<(round (x position)) = [-116]> and <(round (y position)) = [-133]>>> then\n go to x: (-116) y: (-133)\n end\nend\n\nwhen flag clicked\nforever\n if <<(LVEL) = [18]> and <<(round (x position)) = [-90]> and <(round (y position)) = [-133]>>> then\n broadcast (STABILLLUS v) and wait\n \n end\nend\n\nwhen flag clicked\nforever\n if <<(LVEL) = [18]> and <<(round (x position)) = [-90]> and <(round (y position)) = [-133]>>> then\n set [sab v] to [1]\n repeat until <(SAB) = [0]>\n go to x: (-90) y: (-133)\n end\n end\nend\n\nset [sab v] to [1]\n\n@LEVEL\n\nwhen flag clicked\nforever\n switch costume to (LVEL)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nforever\n if <(username) = [griffpatch]> then\n set [☁ has griffpatch seen this v] to [YES]\n else\n set [☁ has griffpatch seen this v] to [NO]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [yoshihome]> then\n show variable [☁ has griffpatch seen this v]\n else\n hide variable [☁ has griffpatch seen this v]\n end\nend\n\n@Blank\n\n@MEDBAY\n\nwhen flag clicked\nforever\n if <(LVEL) = [3]> then\n show\n else\n hide\n end\nend\n\n@CARD\n\nwhen flag clicked\ngo to x: (-52) y: (-153)\nforever\n if <(LVEL) = [6]> then\n show\n else\n hide\n end\nend\n\n@card\n\nwhen flag clicked\nhide\ngo to x: (-71) y: (-81)\n\nwhen I receive [swipe v]\nset [swiped v] to [0]\ngo to x: (-71) y: (-81)\nset [timer v] to [0]\nshow\nset [swippping v] to [1]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nglide (1) secs to x: (-71) y: (48)\nrepeat until <(x position) > [100]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [timer v] by (0.1)\n set x to (mouse x)\n end\nend\nif <(timer) > [3]> then\n broadcast (too slow v) and wait\n glide (1) secs to x: (-71) y: (-81)\n broadcast (swipe v) and wait\nend\nif <(timer) < [1]> then\n broadcast (Too Fast v) and wait\n glide (1) secs to x: (-71) y: (-81)\n broadcast (swipe v) and wait\nend\nif <not <<(timer) < [1]> or <(timer) > [3]>>> then\n broadcast (Acespted v) and wait\nend\nset [timer v] to [0]\n\nwhen I receive [acespted v]\nwait (1) seconds\nset [swiped v] to [1]\nhide\nbroadcast (CLOSE v) and wait\nstop [other scripts in sprite v]\n\nif <(CLONE \(ID\)) = [2]> then\n go to [back v] layer\n show\n go to (player v)\n repeat (100)\n set y to (([y position v] of [player v]) + (([sin v] of ((timer) * (180)) ) * (10)))\n end\n hide\n set [scaned v] to [1]\nend\n\nwhen I receive [close v]\nset [swippping v] to [0]\nbroadcast (DO IT v)\n\n@BACKKKKKKK\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [swipe v]\nshow\n\nwhen I receive [close v]\nhide\nstop [other scripts in sprite v]\n\n@Card Top Layer\n\nwhen flag clicked\nhide\n\nwhen I receive [swipe v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [swipe v]\nswitch costume to (please swipe v)\n\nwhen I receive [too fast v]\nswitch costume to (too fast v)\n\nwhen I receive [too slow v]\nswitch costume to (too slow v)\n\nwhen I receive [acespted v]\nswitch costume to (accepted v)\n\nwhen I receive [close v]\nhide\nstop [other scripts in sprite v]\n\n@PAALAX\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (([x position v] of [player v]) / (-20)) y: (([y position v] of [player v]) / (-20))\nend\n\n@clean O2 filter\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(ID) = [FG]> then\n forever\n show\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (0) y: (0)\n switch costume to (fg v)\n end\nend\n\ndefine CLONE (name)\nset [id v] to (name)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [LEAF]> then\n switch costume to (pick random (4) to (5))\n go to [front v] layer\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [LEAF]> then\n show\n point in direction (pick random (-360) to (360))\n go to x: (pick random (-108) to (56)) y: (pick random (153) to (-153))\n switch costume to (pick random (4) to (5))\n if <(pick random (1) to (2)) = [1]> then\n set [dir v] to [1]\n else\n set [dir v] to [-1]\n end\n forever\n repeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n turn right (DIR) degrees\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n go to (mouse-pointer v)\n end\n end\nend\n\nwhen I receive [clean v]\nset [clones v] to [5]\nshow\ngo to x: (0) y: (0)\nswitch costume to (bg v)\ngo to [front v] layer\nCLONE [FG]\n\nwhen I receive [clean v]\nswitch costume to (bg v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (5)\n CLONE [leaf]\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(ID) = [LEAF]> then\n switch costume to (pick random (4) to (5))\n go to [front v] layer\n forever\n if <<(round (x position)) < [-230]> and <<(round (y position)) < [66]> and <[-35] < (round (y position))>>> then\n change [clones v] by (-1)\n start sound [removed leaf v]\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nif <(username) = [yoshihome]> then\n show variable [lvel v]\nelse\n hide variable [lvel v]\nend\n\nwhen flag clicked\nset [clones v] to [5]\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(CLONES) = [0]> then\n set [o2 filter v] to [0]\n broadcast (GONE v) and wait\n end\nend\n\nwhen I receive [gone v]\nbroadcast (DO IT v)\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [LEAF]> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n play sound [grab v] until done\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n show\nend\n\n@Scan\n\nwhen I receive [scan v]\nCLONE [1]\n\nwhen flag clicked\nhide\nset [scaned v] to [0]\n\ndefine CLONE (id)\nset [clone \(id\) v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nif <(CLONE \(ID\)) = [2]> then\n set size to (150) %\n switch costume to (back v)\n show\n go to (player v)\n repeat (100)\n go to [back v] layer\n set y to ((([y position v] of [player v]) + (5)) + (([sin v] of ((timer) * (180)) ) * (20)))\n end\n hide\n set [scaned v] to [1]\n broadcast (DO IT v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE \(ID\)) = [1]> then\n set size to (150) %\n switch costume to (front v)\n go to [front v] layer\n set [scanning v] to [1]\n show\n go to (player v)\n repeat (100)\n set y to ((([y position v] of [player v]) + (-7)) + (([sin v] of ((timer) * (180)) ) * (20)))\n end\n set [scanning v] to [0]\n hide\n set [scaned v] to [1]\n delete this clone\nend\n\nwhen I receive [scan v]\nwait (0) seconds\nCLONE [2]\n\n@SCAN MODULE\n\nwhen flag clicked\nhide\n\nwhen I receive [scan v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset size to (100) %\nforever\n if <(SCANNING) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [scan v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (50) %\nstart sound [among-us-medbay-scan-sound2 v]\nrepeat (19)\n wait (0.125) seconds\n next costume\nend\ndelete this clone\n\n@Sound Yes/No\n\nwhen this sprite clicked\nstart sound [SELECTED v]\nnext costume\n\nwhen flag clicked\ngo to x: (-129) y: (158)\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <(costume [number v]) = [2]> then\n go to [back v] layer\n set [music v] to [On]\n else\n set [music v] to [Stop]\n go to [back v] layer\n end\nend\n\n@TASK COMPIETED\n\nwhen I receive [do it v]\nset size to (100) %\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (-999)\nglide (0.5) secs to x: (0) y: (0)\nrepeat (20)\n change y by (((1) - (y position)) / (5))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset size to (100) %\nhide\n\n@Fix Reactor\n\ndefine CLONE (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [RED]> then\n switch costume to (bg2 v)\n forever\n go to [front v] layer\n go [backward v] (3) layers\n if <(\T) = [Yay]> then\n switch costume to (bg4 v)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [EFFECT]> then\n switch costume to (effect v)\n forever\n go to [front v] layer\n go [backward v] (3) layers\n end\nend\n\nwhen I start as a clone\nif <(ID) = [EFFECT]> then\n go to x: (0) y: (35)\n repeat until <(round (y position)) < [-150]>\n if <mouse down?> then\n repeat until <not <mouse down?>>\n show\n change y by (-5)\n end\n else\n hide\n end\n end\n set [\t v] to [1]\n if <(round (y position)) < [-150]> then\n repeat until <[35] < (round (y position))>\n if <mouse down?> then\n repeat until <not <mouse down?>>\n show\n change y by (5)\n end\n else\n hide\n end\n end\n set [\t v] to [Yay]\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [What to do]> then\n switch costume to (hold to stop meltdown v)\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(ID) = [What to do]> then\n forever\n if <(\T) = [1]> then\n switch costume to (tap again v)\n end\n if <(\T) = [Yay]> then\n switch costume to (ok your done:3 v)\n end\n end\nend\n\nwhen flag clicked\nset [\t v] to [0]\n\nwhen flag clicked\nhide\nforever\n if <(\T) = [Yay]> then\n wait (1) seconds\n broadcast (ENOPH v) and wait\n \n end\nend\n\nwhen I receive [enoph v]\nset [fixing v] to [0]\nbroadcast (DO IT v)\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [fix metdown v]\nset [fixing v] to [1]\nshow\nwait until <mouse down?>\nCLONE [EFFECT]\n\nwhen I receive [fix metdown v]\nCLONE [RED]\n\nwhen I receive [fix metdown v]\nCLONE [What to do]\n\nwhen I receive [fix metdown v]\ngo to x: (0) y: (0)\nswitch costume to (bg v)\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Thing\n\nwhen flag clicked\ngo to x: (-40) y: (43)\nforever\n go to [back v] layer\nend\n\n@BACKGROUND\n\nwhen flag clicked\nhide\n\nwhen I receive [clllos|e gane v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [aim v]\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@AIM\n\nwhen I receive [clllos|e gane v]\nset [aiming v] to [0]\nbroadcast (DO IT v)\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [aim v]\nforever\n if <<<(x position) < [10]> and <(x position) > [-10]>> and <<(y position) < [10]> and <(y position) > [-10]>>> then\n go to x: (2) y: (5)\n wait (0.7) seconds\n if <<(round (x position)) = [2]> and <(round (y position)) = [5]>> then\n broadcast (CLLLOS|E GANE v) and wait\n \n end\n end\nend\n\nwhen I receive [aim v]\nforever\n if <<<(x position) < [10]> and <(x position) > [-10]>> and <<(y position) < [10]> and <(y position) > [-10]>>> then\n go to x: (2) y: (5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [aim v]\nset [aiming v] to [1]\ngo to x: (-58) y: (46)\nshow\nforever\n go to [front v] layer\n if <(round (x position)) < [-82]> then\n set x to (-82)\n end\nend\n\nwhen I receive [aim v]\nforever\n repeat until <(round (x position)) < [-82]>\n if <mouse down?> then\n go to x: (mouse x) y: (mouse y)\n end\n end\nend\n\nwhen flag clicked\nset [aiming v] to [0]\n\n@STABILERSER ARROW\n\nwhen I receive [done v]\nbroadcast (DO IT v)\nset [sab v] to [0]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [stabilllus v]\nset [sab v] to [1]\nset y to (-100)\nset [yysstt v] to [-100]\nshow\nforever\n if <<mouse down?> and <<not <(mouse y) > [144]>> and <not <[-144] > (mouse y)>>>> then\n set [yysstt v] to (mouse y)\n end\nend\n\nwhen I receive [stabilllus v]\nset x to (129)\nset y to (-100)\nset [yysstt v] to [-100]\nforever\n go to [front v] layer\n set y to (yysstt)\nend\n\nwhen I receive [stabilllus v]\nforever\n set [all v] to (yysstt)\nend\n\nwhen flag clicked\nset [sab v] to [1]\nhide\n\n@STABILIZER BACKGROUND\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [stabilllus v]\nshow\nforever\n go to [front v] layer\n go [backward v] (3) layers\n go to x: (0) y: (0)\nend\n\n@STABILIZER ICE CREAM (LOL)\n\nwhen I receive [done v]\nset [sab v] to [0]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [stabilllus v]\nset [yysstt v] to [-100]\npoint in direction (119)\nshow\nforever\n if <<<(costume [number v]) = [2]> and <not <mouse down?>>> and <<(yysstt) > [-10]> and <(yysstt) < [10]>>> then\n broadcast (DONE v) and wait\n \n else\n end\nend\n\nwhen I receive [stabilllus v]\nset [sab v] to [1]\nforever\n go to [front v] layer\n if <<(round (direction)) > [85]> and <(round (direction)) < [95]>> then\n switch costume to (good v)\n else\n switch costume to (bad v)\n end\nend\n\nwhen I receive [stabilllus v]\nforever\n forever\n forever\n go to [front v] layer\n forever\n go to [front v] layer\n go [forward v] (10000000000000000000000000000000000000000000000000) layers\n end\n end\n end\nend\n\nwhen I receive [stabilllus v]\nforever\n point in direction (((0) - (([y position v] of [stabilerser arrow v]) / (3.5))) + (90))\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@CLOUD\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nreset timer\nrepeat until <(LVEL) = [20]>\n set [your time v] to (timer)\nend\n\nwhen flag clicked\nforever\n if <<(YOUR TIME) < (☁ RECORD)> and <(LVEL) = [20]>> then\n set [☁ record v] to (YOUR TIME)\n end\nend\n\nset [☁ record v] to [74.789]\n\n@TB\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@LFF\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\n@SCAN MODULE2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (50) %\nstart sound [among-us-medbay-scan-sound2 v]\nrepeat (19)\n wait (0.125) seconds\n next costume\nend\ndelete this clone\n\n
Check this out: https://scratch.mit.edu/projects/625484043/\nty for 1K views again\n1263 blocks!\nINSTRUCTIONS\nHow to Play:\nMove with arrow keys or WASD!\nIf you are on a mobile device, this game is mobile friendly!\nComplete tasks that I added!!
Cube - Platformer
@Stage\n\nwhen flag clicked\nset [millisecond v] to [00]\nset [second v] to [00]\nset [minute v] to [0]\nwait until <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>\nrepeat until <(level) = [8]>\n wait () seconds\n change [millisecond v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(millisecond) = [10]> then\n set [millisecond v] to [0]\n change [second v] by (1)\n end\n if <(second) = [60]> then\n set [second v] to [0]\n change [minute v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set [time v] to (join (minute) (join [.] (join (second) (join [.] (millisecond)))))\nend\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@player\n\nwhen flag clicked\ngo to x: (-152) y: (-66)\nset [# x v] to [0]\nset [# jump? v] to [0]\nset [# force of gravity v] to [0]\nforever\n if <key (up arrow v) pressed?> then\n jump\n end\nend\n\ndefine jump\nset [# jump? v] to [1]\nrepeat (10)\n change [# force of gravity v] by (1)\nend\nset [# jump? v] to [0]\nwait until <touching (levels v)?>\n\nwhen flag clicked\nforever\n change y by (# force of gravity)\nend\n\ndefine check ground touch\nif <(# jump?) = [0]> then\n if <<<touching (levels v)?> or <touching (let2 v)?>> or <touching (platform v)?>> then\n set [# force of gravity v] to [3]\n else\n change [# force of gravity v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n check ground touch\nend\n\ndefine left\npoint in direction (-90)\nif <[-7] < (# x)> then\n repeat (7)\n change [# x v] by (-1)\n end\nend\n\ndefine right\npoint in direction (90)\nif <[7] > (# x)> then\n repeat (7)\n change [# x v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n change x by (# x)\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n left\n else\n repeat until <(# x) = [0]>\n if <not <key (right arrow v) pressed?>> then\n if <(# x) < [0]> then\n change [# x v] by (1)\n end\n if <(# x) > [0]> then\n change [# x v] by (-1)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(y position) = [-345]> or <touching (let hitbox v)?>> then\n broadcast (restart v)\n end\nend\n\nwhen I receive [restart v]\nset [# x v] to [0]\nset [# jump? v] to [0]\nset [# force of gravity v] to [0]\nif <(level) = [3]> then\n go to x: (-213) y: (-86)\nelse\n if <(level) = [8]> then\n go to x: (-128) y: (-94)\n else\n go to x: (-152) y: (-66)\n end\nend\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [257]> then\n set [# x v] to [0]\n set [# jump? v] to [0]\n set [# force of gravity v] to [0]\n if <(level) = [3]> then\n go to x: (-213) y: (-86)\n else\n if <(level) = [8]> then\n go to x: (-128) y: (-94)\n else\n go to x: (-152) y: (-66)\n end\n end\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <(wall on the left) = [1]> then\n set [# x v] to [1]\n end\n if <(wall on the right) = [1]> then\n set [# x v] to [-1]\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n right\n else\n if <not <key (left arrow v) pressed?>> then\n repeat until <(# x) = [0]>\n if <(# x) < [0]> then\n change [# x v] by (1)\n end\n if <(# x) > [0]> then\n change [# x v] by (-1)\n end\n end\n end\n end\nend\n\n@levels\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\n@hitbox left\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (player v)\n if <<<touching (levels v)?> or <touching (let v)?>> or <touching (let2 v)?>> then\n set [wall on the left v] to [1]\n else\n set [wall on the left v] to [0]\n end\nend\n\n@hitbox right\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (player v)\n if <<<touching (levels v)?> or <touching (let v)?>> or <touching (let2 v)?>> then\n set [wall on the right v] to [1]\n else\n set [wall on the right v] to [0]\n end\nend\n\n@lava\n\nwhen flag clicked\nset [# y v] to [0]\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change [# y v] by (0.1)\n change y by (# y)\n end\n repeat (10)\n change [# y v] by (-0.1)\n change y by (# y)\n end\n wait (1) seconds\n repeat (10)\n change [# y v] by (-0.1)\n change y by (# y)\n end\n repeat (10)\n change [# y v] by (0.1)\n change y by (# y)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@let\n\nwhen flag clicked\ngo to x: (76) y: (156)\ngo to [back v] layer\nforever\n glide (1) secs to x: (76) y: (10)\n wait (3) seconds\n glide (1) secs to x: (76) y: (156)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n else\n hide\n end\nend\n\n@let hitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (let v)\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n else\n hide\n end\nend\n\n@let2\n\nwhen flag clicked\ngo to x: (0) y: (20)\nforever\n glide (1) secs to x: (0) y: (-105)\n wait (1) seconds\n glide (1) secs to x: (0) y: (20)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n else\n hide\n end\nend\n\n@platform\n\nwhen flag clicked\ngo to x: (-120) y: (0)\nforever\n change x by (4)\n if <(x position) > [350]> then\n go to x: (-120) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n else\n hide\n end\nend\n\n@cube platformer\n\nwhen flag clicked\nhide\n\n
RU:\nДобро пожаловать в новый платформер "Cube" где вы играете за куба который проходит испытания.\nВаша задача пройти все уровни.\n\nОткройте проект в TurboWarp если у вас лагает \n( https://turbowarp.org/635892045 )\n\nУправление:\nСтрелки\n\nEN:\nWelcome to the new platformer "Cube" where you play as a cube that is being tested.\nYour task is to complete all levels.\n\nOpen the project in TurboWarp if you have a lag \n( https://turbowarp.org/635892045 )\n\nControl:\nArrows
☁Online Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\ndefine 処理\nchange [x2 v] by ((x position) - ((X2) - (Camera_x)))\nchange [y2 v] by ((y position) - (((Y2) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X2) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y2) - (Camera _y)) * (0.2)) )\nset x to ((X2) - (Camera_x))\nset y to (((Y2) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x2 v] to (復活x)\nset [y2 v] to (復活y)\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n start sound [Jump v]\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [Jump v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y2) < [-400]> or <touching (障害物 v)?>> then\n start sound [Rip v]\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen [t v] key pressed\nhide list [chat v]\nask [送りたい文章を選んでください。] and wait\nif <<(answer) > [0]> and <((length of [chat v]) + (1)) > (answer)>> then\n show list [chat v]\n set [chat v] to (answer)\n say (join (username) (item (chat) of [chat v]))\n wait (5) seconds\n set [chat v] to [0]\n say (join (username) (item (chat) of [chat v]))\nend\nsay (join (username) (item (chat) of [chat v]))\nshow list [chat v]\n\nwhen flag clicked\nsay (join (username) (item (chat) of [chat v]))\n\nwhen flag clicked\nwait (1) seconds\ndelete all of [xy\(放置防止\) v]\nadd (join (Camera_x) (Camera _y)) to [xy\(放置防止\) v]\nforever\n wait (60) seconds\n if <(join (Camera_x) (Camera _y)) = (item (1) of [xy\(放置防止\) v])> then\n stop [all v]\n end\n replace item (1) of [xy\(放置防止\) v] with (join (Camera_x) (Camera _y))\nend\n\nwhen I receive [プログラム v]\n動作\n\nwhen flag clicked\nset size to (70) %\ngo to [front v] layer\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [chat v] to [0]\nshow list [chat v]\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x2 v] to [-200]\nset [y2 v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\n@Player2\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: ((item (costume [number v]) of [x v]) - (Camera_x)) y: (((item (costume [number v]) of [y v]) - (Camera _y)) - (20))\nif <not <(myP) = (costume [number v])>> then\n if <<<((Camera_x) + (240)) > (item (costume [number v]) of [x v])> and <((Camera_x) - (240)) < (item (costume [number v]) of [x v])>> and <<((Camera _y) + (180)) > (item (costume [number v]) of [y v])> and <((Camera _y) - (180)) < (item (costume [number v]) of [y v])>>> then\n show\n say (join (item (costume [number v]) of [player_list v]) (item (costume [number v]) of [chat_list v]))\n else\n set [ghost v] effect to (100)\n if <(item (costume [number v]) of [x v]) > (Camera_x)> then\n go to x: (999) y: (((item (costume [number v]) of [y v]) - (Camera _y)) - (20))\n else\n go to x: (-999) y: (((item (costume [number v]) of [y v]) - (Camera _y)) - (20))\n end\n show\n say (join (item (costume [number v]) of [player_list v]) (item (costume [number v]) of [chat_list v]))\n end\nend\nwait (0.01) seconds\ndelete this clone\n\nwhen flag clicked\nset [online v] to [1人]\nwait (4) seconds\nPlayer check\nforever\n 保存\n delete all of [player_list v]\n delete all of [x v]\n delete all of [y v]\n delete all of [chat_list v]\n set [online v] to [0]\n 読込 (☁ 1)\n 読込 (☁ 2)\n 読込 (☁ 3)\n 読込 (☁ 4)\n 読込 (☁ 5)\n 読込 (☁ 6)\n 読込 (☁ 7)\n 読込 (☁ 8)\n 読込 (☁ 9)\n 読込 (☁ 10)\n set [online v] to (join (ONLINE) [人])\nend\n\ndefine 読込 (☁)\nset [name v] to []\nset [counter v] to [1]\nrepeat (20)\n if <not <(join (letter (counter) of (☁)) (letter ((counter) + (1)) of (☁))) = [00]>> then\n set [name v] to (join (name) (item (join (letter (counter) of (☁)) (letter ((counter) + (1)) of (☁))) of [a~z v]))\n end\n change [counter v] by (2)\nend\nadd (name) to [player_list v]\nadd ((join (join (join (letter (46) of (☁)) (letter (47) of (☁))) (letter (48) of (☁))) (letter (49) of (☁))) - (2000)) to [x v]\nadd ((join (join (join (letter (50) of (☁)) (letter (51) of (☁))) (letter (52) of (☁))) (letter (53) of (☁))) - (2000)) to [y v]\nadd (item ((join (letter (54) of (☁)) (letter (55) of (☁))) - (10)) of [chat v]) to [chat_list v]\nswitch costume to (length of [player_list v])\ncreate clone of (_myself_ v)\nif <not <(☁) = [0]>> then\n change [online v] by (1)\nend\n\ndefine Player check\nif <(☁ 1) = [0]> then\n set [myp v] to [1]\nelse\n if <(☁ 2) = [0]> then\n set [myp v] to [2]\n else\n if <(☁ 3) = [0]> then\n set [myp v] to [3]\n else\n if <(☁ 4) = [0]> then\n set [myp v] to [4]\n else\n if <(☁ 5) = [0]> then\n set [myp v] to [5]\n else\n if <(☁ 6) = [0]> then\n set [myp v] to [6]\n else\n if <(☁ 7) = [0]> then\n set [myp v] to [7]\n else\n if <(☁ 8) = [0]> then\n set [myp v] to [8]\n else\n if <(☁ 9) = [0]> then\n set [myp v] to [9]\n else\n if <(☁ 10) = [0]> then\n set [myp v] to [10]\n else\n stop [all v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine timer start (☁cloud)\nadd ((join (join (join (join (letter (41) of (☁cloud)) (letter (42) of (☁cloud))) (letter (43) of (☁cloud))) (letter (44) of (☁cloud))) (letter (45) of (☁cloud))) - (10000)) to [timer_list v]\n\ndefine timer check (☁変数) (list_number)\nif <((join (join (join (join (letter (41) of (☁変数)) (letter (42) of (☁変数))) (letter (43) of (☁変数))) (letter (44) of (☁変数))) (letter (45) of (☁変数))) - (10000)) = (item (list_number) of [timer_list v])> then\n if <(list_number) = [1]> then\n set [☁ 1 v] to [0]\n else\n if <(list_number) = [2]> then\n set [☁ 2 v] to [0]\n else\n if <(list_number) = [3]> then\n set [☁ 3 v] to [0]\n else\n if <(list_number) = [4]> then\n set [☁ 4 v] to [0]\n else\n if <(list_number) = [5]> then\n set [☁ 5 v] to [0]\n else\n if <(list_number) = [6]> then\n set [☁ 6 v] to [0]\n else\n if <(list_number) = [7]> then\n set [☁ 7 v] to [0]\n else\n if <(list_number) = [8]> then\n set [☁ 8 v] to [0]\n else\n if <(list_number) = [9]> then\n set [☁ 9 v] to [0]\n else\n set [☁ 10 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n replace item (list_number) of [timer_list v] with ((join (join (join (join (letter (41) of (☁変数)) (letter (42) of (☁変数))) (letter (43) of (☁変数))) (letter (44) of (☁変数))) (letter (45) of (☁変数))) - (10000))\nend\n\nwhen flag clicked\nwait (1) seconds\ndelete all of [timer_list v]\ntimer start (☁ 1)\ntimer start (☁ 2)\ntimer start (☁ 3)\ntimer start (☁ 4)\ntimer start (☁ 5)\ntimer start (☁ 6)\ntimer start (☁ 7)\ntimer start (☁ 8)\ntimer start (☁ 9)\ntimer start (☁ 10)\nforever\n wait (2) seconds\n timer check (☁ 1) [1]\n timer check (☁ 2) [2]\n timer check (☁ 3) [3]\n timer check (☁ 4) [4]\n timer check (☁ 5) [5]\n timer check (☁ 6) [6]\n timer check (☁ 7) [7]\n timer check (☁ 8) [8]\n timer check (☁ 9) [9]\n timer check (☁ 10) [10]\nend\n\ndefine 保存\nset [name v] to []\nset [counter v] to [1]\nrepeat (length of (username))\n set [name v] to (join (name) (item # of (letter (counter) of (username)) in [a~z v]))\n change [counter v] by (1)\nend\nrepeat ((20) - (length of (username)))\n set [name v] to (join (name) [00])\nend\nset [name v] to (join (name) ((round (timer)) + (10000)))\nset [name v] to (join (join (name) (join (round ((X2) + (2000))) (round ((Y2) + (2000))))) ((chat) + (10)))\nif <(myP) = [1]> then\n set [☁ 1 v] to (name)\nelse\n if <(myP) = [2]> then\n set [☁ 2 v] to (name)\n else\n if <(myP) = [3]> then\n set [☁ 3 v] to (name)\n else\n if <(myP) = [4]> then\n set [☁ 4 v] to (name)\n else\n if <(myP) = [5]> then\n set [☁ 5 v] to (name)\n else\n if <(myP) = [6]> then\n set [☁ 6 v] to (name)\n else\n if <(myP) = [7]> then\n set [☁ 7 v] to (name)\n else\n if <(myP) = [8]> then\n set [☁ 8 v] to (name)\n else\n if <(myP) = [9]> then\n set [☁ 9 v] to (name)\n else\n set [☁ 10 v] to (name)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [1920] [360] [7]\nステージ配置 [2880] [0] [8]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\n@SUN\n\nwhen flag clicked\nset [sin v] to [0]\nset size to (100) %\nforever\n change [sin v] by (1)\n set size to ((([sin v] of ((sin) * (5)) ) * (10)) + (130)) %\nend\n\n@ステージ(背面)\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1933) - (Camera_x)) ((-56) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [1933]\n set [復活y v] to [-40]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@サムネ\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@雲\n\nwhen flag clicked\ngo to x: (264) y: (130)\nset size to (50) %\nset [ghost v] effect to (50)\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (5)) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [cloud-y v] to (pick random (130) to (160))\ngo to x: (264) y: (cloud-y)\nglide (pick random (10) to (15)) secs to x: (-264) y: (cloud-y)\ndelete this clone\n\n
Solstice Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait (8) seconds\nforever\n play sound [Cosmosys - Seismic Wave v] until done\nend\n\n@nothing :d\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait (7.5) seconds\nshow\nset [level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <<touching (spikes v)?> or <touching (falling spikes v)?>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (trampoline v)?> then\n change [y velocity v] by (10)\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (Reset v)\n end\nend\n\n@Light\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (7.5) seconds\nshow\nforever\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n go to [back v] layer\nend\n\n@Ground\n\nwhen flag clicked\nhide\nwait (7.5) seconds\nshow\nforever\n switch costume to (level)\nend\n\n@Text\n\nwhen flag clicked\nhide\nwait (7.5) seconds\nshow\nforever\n switch costume to (level)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\nwait (7.5) seconds\nshow\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@Intro Part 1\n\nwhen flag clicked\nset [level v] to [1]\nstart sound [va1ue - Join The Rhythm v]\nreset timer\nchange [color v] effect by ((30) * ((join [4] (round ((1) * ((48329) - (48328))))) / (4)))\ngo to x: (-9) y: (40)\nset [velocit v] to [0]\nswitch costume to (costume3 v)\nset size to (10) %\nhide\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n change [color v] effect by (45)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\nrepeat (70)\n set [velocit v] to ((((60) - (size)) * (0.1)) + ((velocit) * (0.8)))\n change size by (velocit)\nend\nwait (0.5) seconds\nrepeat (32)\n change x by (((10) + (x position)) * (0.2))\nend\nbroadcast (close v)\ndelete this clone\n\n@Intro Part 2\n\nwhen I receive [close v]\nwait (0.2) seconds\nshow\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nswitch costume to (backdrop3 v)\ngo to [front v] layer\ngo to x: (480) y: (0)\nswitch costume to (backdrop2 v)\nstart sound [Slice v]\nrepeat (25)\n switch costume to (backdrop4 v)\n set size to (100) %\n switch costume to (backdrop3 v)\n change x by (((-350) - (x position)) / (12))\n go to [front v] layer\n switch costume to (backdrop2 v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n@Love Fav Follow \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@thumbnailSprite1\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Trampoline\n\ndefine clone (x) (y)\ngo to x: (x) y: (y)\nshow\n\nwhen flag clicked\nhide\nwait (7) seconds\nshow\nset [yes/no v] to [0]\nforever\n if <(level) = [5]> then\n point in direction (90)\n go to [back v] layer\n clone [40] [-80]\n else\n if <(level) = [6]> then\n point in direction (90)\n go to [back v] layer\n clone [] [-80]\n else\n hide\n end\n end\nend\n\n
Welcome to Solstice, my NEWEST platformer!! I've always liked the idea of the platformers that are completely dark and only illuminated by the player, so I made my own!! I would really appreciate if you left a love and a fav because I worked really hard on this project. \n\nFULLSCREEN RECOMMENDED\nMOBILE FRIENDLY\n\n Instructions\n------------------------------------------------------------------- \n- Move with WASD, arrow keys, or your finger.\n- D or down to crouch\n- Avoid spikes and other obvious hazards.\n- Jump on the enemies heads.\n- Bounce on trampolines.\n- And win the game :)\n\nHave fun!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 #Platformers #Darkness #Spikes #Love&Fav \n#Follow #J843952 #Trampolines #Jump #MobileFriendly #WASD #Games #Platformers #Darkness #Spikes #Love&Fav \n#Follow #J843952 #Trampolines #Jump #MobileFriendly #WASD#Games #Platformers #Darkness #Spikes #Love&Fav \n#Follow #J843952 #Trampolines #Jump #MobileFriendly #WASD#Games #Platformers #Darkness #Spikes #Love&Fav \n#Follow #J843952 #Trampolines #Jump #MobileFriendly #WASD #Games #Platformers #Darkness #Spikes #Love&Fav \n#Follow #J843952 #Trampolines #Jump #MobileFriendly #WASD#Games #Platformers #Darkness #Spikes #Love&Fav \n#Follow #J843952 #Trampolines #Jump #MobileFriendly #WASD
grassland - a platformer v1.24
@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\n\n@less lag\n\n@thumbnailblank\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@player\n\nwhen flag clicked\nset [spin v] to [90]\nhide variable [deaths v]\nhide variable [x v]\nhide variable [y v]\nhide variable [level number v]\nswitch costume to (costume1 v)\nshow\ngo to x: (-217) y: (-50)\nsay [hello there] for (1) seconds\nset [deaths v] to [0]\nset [level number v] to [0]\nshow variable [deaths v]\nshow variable [level number v]\nhide variable [x v]\nhide variable [y v]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<touching color (#19ff1e)?> or <touching color (#96483c)?>> or <touching color (#9f9f9f)?>> then\n change y by (1)\n end\n if <<<touching color (#19ff1e)?> or <touching color (#96483c)?>> or <touching color (#9f9f9f)?>> then\n change y by (1)\n end\n if <<<touching color (#19ff1e)?> or <touching color (#96483c)?>> or <touching color (#9f9f9f)?>> then\n change y by (1)\n end\n if <<<touching color (#19ff1e)?> or <touching color (#96483c)?>> or <touching color (#9f9f9f)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(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 color (#19ff1e)?> or <touching color (#96483c)?>> or <touching color (#9f9f9f)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<<touching color (#19ff1e)?> or <touching color (#96483c)?>> or <touching color (#9f9f9f)?>>> then\n set [y v] to [13]\n end\n if <<<touching (spikes v)?> or <(y position) < [-170]>> or <<touching color (#ff0000)?> or <touching (lava v)?>>> then\n repeat (24)\n change [ghost v] effect by (5)\n change size by (-2)\n end\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n position\n end\n if <<touching (crystal v)?> or <(x position) > [238]>> then\n next backdrop\n position\n end\n if <touching (portal v)?> then\n go to (portal2 v)\n end\n if <touching (portal3 v)?> then\n go to (portal4 v)\n end\n if <touching color (#7919ff)?> then\n set [y v] to [25]\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\ndefine position\nset size to (50) %\nif <([backdrop # v] of [_stage_ v]) = [1]> then\n go to x: (-233) y: (50)\nend\nif <([backdrop # v] of [_stage_ v]) = [2]> then\n go to x: (-200) y: (50)\nend\nif <([backdrop # v] of [_stage_ v]) = [3]> then\n go to x: (-200) y: (130)\nend\nif <([backdrop # v] of [_stage_ v]) = [4]> then\n go to x: (-200) y: (-80)\nend\nif <([backdrop # v] of [_stage_ v]) = [5]> then\n go to x: (-200) y: (-60)\nend\nif <([backdrop # v] of [_stage_ v]) = [6]> then\n go to x: (-200) y: (-40)\nend\nif <([backdrop # v] of [_stage_ v]) = [7]> then\n go to x: (-200) y: (-40)\nend\nif <([backdrop # v] of [_stage_ v]) = [8]> then\n go to x: (-200) y: (70)\nend\nif <([backdrop # v] of [_stage_ v]) = [9]> then\n go to x: (-200) y: (-90)\nend\nif <([backdrop # v] of [_stage_ v]) = [10]> then\n go to x: (-170) y: (-50)\nend\nif <([backdrop # v] of [_stage_ v]) = [11]> then\n go to x: (-200) y: (-80)\nend\nif <([backdrop # v] of [_stage_ v]) = [12]> then\n go to x: (-200) y: (-80)\nend\nif <([backdrop # v] of [_stage_ v]) = [13]> then\n go to x: (-200) y: (-80)\nend\nif <([backdrop # v] of [_stage_ v]) = [14]> then\n go to x: (-200) y: (-90)\nend\nif <([backdrop # v] of [_stage_ v]) = [15]> then\n go to x: (-200) y: (-70)\nend\nif <([backdrop # v] of [_stage_ v]) = [16]> then\n go to x: (-200) y: (-90)\nend\nif <([backdrop # v] of [_stage_ v]) = [17]> then\n go to x: (-200) y: (-80)\nend\nif <([backdrop # v] of [_stage_ v]) = [18]> then\n go to x: (-200) y: (-100)\nend\nif <([backdrop # v] of [_stage_ v]) = [19]> then\n go to x: (-200) y: (-80)\nend\n\nwhen flag clicked\nforever\n set [level number v] to ([backdrop # v] of [_stage_ v])\nend\n\nwhen flag clicked\nforever\n if <<(username) = [km568030]> or <(username) = [Pizza8642]>> then\n set [deaths v] to [0]\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n end\n if <key (space v) pressed?> then\n next backdrop\n position\n wait (1) seconds\n end\n end\nend\n\n@Spikes\n\nwhen flag clicked\nhide\nset size to (30) %\nforever\n if <([backdrop # v] of [_stage_ v]) = [0]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [1]> then\n hide\n go to x: (28) y: (-84)\n end\n if <([backdrop # v] of [_stage_ v]) = [2]> then\n switch costume to (costume1 v)\n show\n end\n if <([backdrop # v] of [_stage_ v]) = [3]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [4]> then\n show\n switch costume to (costume2 v)\n go to x: (28) y: (-45)\n end\n if <([backdrop # v] of [_stage_ v]) = [5]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [6]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [7]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [8]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [9]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [10]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [11]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [12]> then\n switch costume to (costume3 v)\n show\n go to x: (16) y: (-57)\n end\n if <([backdrop # v] of [_stage_ v]) = [13]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [14]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [15]> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [16]> then\n show\n go to x: (11) y: (85)\n switch costume to (costume4 v)\n end\n if <([backdrop # v] of [_stage_ v]) = [17]> then\n hide\n end\nend\n\n@Crystal\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\ndefine position\nif <([backdrop # v] of [_stage_ v]) = [0]> then\n go to x: (216) y: (-79)\nend\nif <([backdrop # v] of [_stage_ v]) = [1]> then\n show\n go to x: (216) y: (-79)\nend\nif <([backdrop # v] of [_stage_ v]) = [2]> then\n go to x: (216) y: (-79)\nend\nif <([backdrop # v] of [_stage_ v]) = [3]> then\n go to x: (216) y: (-79)\nend\nif <([backdrop # v] of [_stage_ v]) = [4]> then\n go to x: (216) y: (-79)\nend\nif <([backdrop # v] of [_stage_ v]) = [5]> then\n go to x: (216) y: (-79)\nend\nif <([backdrop # v] of [_stage_ v]) = [6]> then\n go to x: (216) y: (-9)\nend\nif <([backdrop # v] of [_stage_ v]) = [7]> then\n go to x: (216) y: (-9)\nend\nif <([backdrop # v] of [_stage_ v]) = [8]> then\n go to x: (216) y: (-120)\nend\nif <([backdrop # v] of [_stage_ v]) = [9]> then\n go to x: (-195) y: (145)\nend\nif <([backdrop # v] of [_stage_ v]) = [10]> then\n go to x: (216) y: (-85)\nend\nif <([backdrop # v] of [_stage_ v]) = [11]> then\n go to x: (216) y: (-85)\nend\nif <([backdrop # v] of [_stage_ v]) = [12]> then\n go to x: (216) y: (65)\nend\nif <([backdrop # v] of [_stage_ v]) = [13]> then\n go to x: (216) y: (-85)\nend\nif <([backdrop # v] of [_stage_ v]) = [14]> then\n go to x: (216) y: (-85)\nend\nif <([backdrop # v] of [_stage_ v]) = [15]> then\n go to x: (216) y: (-85)\nend\nif <([backdrop # v] of [_stage_ v]) = [16]> then\n go to x: (216) y: (-85)\nend\nif <([backdrop # v] of [_stage_ v]) = [17]> then\n go to x: (205) y: (145)\nend\nif <([backdrop # v] of [_stage_ v]) = [18]> then\n go to x: (205) y: (-100)\nend\nif <([backdrop # v] of [_stage_ v]) = [19]> then\n hide\nend\n\nwhen flag clicked\nforever\n position\nend\n\n@music\n\nwhen flag clicked\nforever\n play sound [music for km v] until done\nend\n\n@portal\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\nforever\n postion\nend\n\ndefine postion\nif <([backdrop # v] of [_stage_ v]) = [1]> then\n hide\nend\nif <([backdrop # v] of [_stage_ v]) = [11]> then\n show\n go to x: (-79) y: (79)\nend\nif <([backdrop # v] of [_stage_ v]) = [12]> then\n go to x: (-75) y: (-27)\nend\nif <([backdrop # v] of [_stage_ v]) = [13]> then\n hide\nend\nif <([backdrop # v] of [_stage_ v]) = [14]> then\n show\n go to x: (-83) y: (-69)\nend\nif <([backdrop # v] of [_stage_ v]) = [15]> then\n hide\nend\n\n@portal2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\nforever\n postion\nend\n\ndefine postion\nif <([backdrop # v] of [_stage_ v]) = [1]> then\n hide\nend\nif <([backdrop # v] of [_stage_ v]) = [11]> then\n show\n go to x: (79) y: (79)\nend\nif <([backdrop # v] of [_stage_ v]) = [12]> then\n go to x: (96) y: (-27)\nend\nif <([backdrop # v] of [_stage_ v]) = [13]> then\n hide\nend\nif <([backdrop # v] of [_stage_ v]) = [14]> then\n show\n go to x: (69) y: (120)\nend\nif <([backdrop # v] of [_stage_ v]) = [15]> then\n hide\nend\n\n@portal3\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\nforever\n postion\nend\n\ndefine postion\nif <([backdrop # v] of [_stage_ v]) = [1]> then\n hide\nend\nif <([backdrop # v] of [_stage_ v]) = [12]> then\n go to x: (195) y: (-53)\n show\nend\nif <([backdrop # v] of [_stage_ v]) = [13]> then\n hide\nend\nif <([backdrop # v] of [_stage_ v]) = [14]> then\n show\n go to x: (169) y: (120)\nend\nif <([backdrop # v] of [_stage_ v]) = [15]> then\n hide\nend\n\n@portal4\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\nforever\n postion\nend\n\ndefine postion\nif <([backdrop # v] of [_stage_ v]) = [1]> then\n hide\nend\nif <([backdrop # v] of [_stage_ v]) = [12]> then\n go to x: (-204) y: (96)\n show\nend\nif <([backdrop # v] of [_stage_ v]) = [13]> then\n hide\nend\nif <([backdrop # v] of [_stage_ v]) = [14]> then\n show\n go to x: (60) y: (-69)\nend\nif <([backdrop # v] of [_stage_ v]) = [15]> then\n hide\nend\n\n@love, fave and follow\n\nwhen flag clicked\nhide\nforever\n hide\n go to x: (100) y: (200)\n wait (30) seconds\n show\n glide (0.5) secs to x: (100) y: (150)\n wait (3) seconds\n glide (0.5) secs to x: (100) y: (200)\nend\n\n@lava\n\nwhen flag clicked\nhide\nset size to (110) %\nswitch costume to (lava v)\ngo to x: (98) y: (-160)\nforever\n position\nend\n\ndefine position\nif <([backdrop # v] of [_stage_ v]) = [1]> then\n hide\nend\nif <([backdrop # v] of [_stage_ v]) = [5]> then\n show\n switch costume to (lava v)\nend\nif <([backdrop # v] of [_stage_ v]) = [6]> then\n switch costume to (lava2 v)\nend\nif <([backdrop # v] of [_stage_ v]) = [7]> then\n hide\nend\nif <([backdrop # v] of [_stage_ v]) = [10]> then\n show\n switch costume to (lava3 v)\nend\nif <([backdrop # v] of [_stage_ v]) = [11]> then\n hide\nend\n\nwhen flag clicked\nforever\n repeat (30)\n change y by (0.4)\n end\n repeat (30)\n change y by (-0.4)\n end\nend\n\n
v1.10 bugs found and fixed (dying from crystals that supposed to move u to net level)\nv1.11 decreased jump height\nv1.12 added more levels\nv1.13 changed so you don't slide into the lava in level 7 \nv1.14 changed death animation\nv1.15 found a glitch were u fall through the ground and now fixed as it was from the cloning trail\nv1.16 added new trail\nv1.17 removed the trail as it made u go in the ground changed character and new spike texture\nv1.18 inverted character skin and changed music\nv1.19 changed music again so yea it sounds better\nv1.20 added a new level\nv1.21 added thumbnail\nv1.22 added new lava texture\nv1.23 changed music again
トトロ(前編)~My neighbor Totoro Platformer~
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to ([costume # v] of [すてぇーじ v])\nend\n\nwhen flag clicked\nforever\n play sound [トトロ v] until done\nend\n\n@主人公的存在(?)\n\nwhen flag clicked\nshow\n登場\nforever\n 動き\nend\n\ndefine 登場\nset size to (80) %\ngo to x: (-190) y: (-30)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine 動き\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change [x v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nrepeat (8)\n if <touching (すてぇーじ v)?> then\n change y by (1.1)\n end\nend\nif <touching (すてぇーじ v)?> then\n change x by (() - (X))\n change y by (-8.8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [11]\n set [x v] to ((7) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (すてぇーじ v)?> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching (すてぇーじ v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [13]\n end\nend\nchange y by (1)\nif <touching (ドング・リ v)?> then\n start sound [取った!! v]\n 登場\n change [ステージ v] by (1)\n broadcast (音 v)\nend\nif <(y position) < [-180]> then\n 登場\nend\n\n@すてぇーじ\n\nwhen flag clicked\nhide variable [ステージ v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [ステージ v] to [1]\ngo to [back v] layer\nforever\n switch costume to (join (letter (1) of (ステージ)) (letter (2) of (ステージ)))\n if <(ステージ) = [1]> then\n repeat (5)\n change size by (0.5)\n change y by (0.5)\n end\n repeat (5)\n change size by (-0.5)\n change y by (-0.5)\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\nend\n\nif <(変数) = [1]> then\n next costume\n set [変数 v] to [0]\nend\n\nwhen I receive [音 v]\nif <(ステージ) = [2]> then\n wait (0.5) seconds\n start sound [マックロクロスケ? v]\nend\nif <(ステージ) = [5]> then\n wait (0.5) seconds\n start sound [トトロっていうのね v]\nend\n\n@集合!\n\nwhen flag clicked\nhide\n\n@ドング・リ\n\nwhen flag clicked\nreset timer\ngo to x: (0) y: (0)\nforever\n show\n switch costume to ([costume # v] of [すてぇーじ v])\n broadcast (メッセージ1 v)\nend\n\nwhen I receive [メッセージ1 v]\nshow\nforever\n change y by ([cos v] of ((timer) * (100)) )\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [7]> then\n switch costume to (コスチューム7 v)\n end\nend\n\n@タァァァァァァボゥ\n\nwhen flag clicked\nforever\n set [たーぼ v] to [0]\n wait (0.001) seconds\n if <[3] < (たーぼ)> then\n show\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 [たーぼ v] by (1)\nend\n\n@Samune ☆\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nrepeat (10)\n\n
〜English〜(日本語は下へ!)\nIt is mobile compatible.You can also move it with arrow keys or WASD keys.\nFollow the acorns to the last stage!Have fun! !\nThe story has been shortened due to the author's schedule.I'm sorry.\n〜日本語(Japanese)〜\nモバイル対応です。矢印キーやWASDキーで移動することもできます。\nドングリを追って最後のステージまで楽しんで来てね!\nー重要事項ー\n・メイちゃんの命を大切にして下さい。\n・作者の予定により、ストーリーが短縮されました。申し訳ありません。あと絵も雑でごめん。\n\n\n\nメイの画像元https://www.ghibli.jp/works/totoro/#&gid=1&pid=18\n音楽\nhttps://scratch.mit.edu/projects/115306132\nメイの声\nhttps://scratch.mit.edu/projects/553714521\nターボ防止\nhttps://scratch.mit.edu/projects/404374412
【#5】*ɪᴄᴇ ᴡᴏʀʟᴅ* Minecraft Platformer @popopo19 #Games
@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n repeat until <(ステージ) = [10]>\n set [自分のタイム v] to (timer)\n end\nend\n\nwhen I receive [クリア v]\nshow variable [☁ 世界記録 v]\nshow variable [自分のタイム v]\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\nstop [all v]\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [自分のタイム v]\nforever\n if <(ステージ) = [10]> then\n show variable [☁ 世界記録 v]\n broadcast (クリア v)\n end\nend\n\ngo to x: (-1) y: (147)\n\nshow\n\nforever\nend\n\nwhen I receive [クリア v]\n\n@スプライト1\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\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\nset [ghost v] effect to (40)\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 (スプライト7 v)?>> or <<<touching (スプライト20 v)?> or <touching (スプライト9 v)?>> or <<touching (スプライト5 v)?> or <touching (スプライト8 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: (-48)\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)\nshow\nclear graphic effects\nswitch costume to (コスチューム2 v)\nset size to (70) %\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) * (0.885))\n 壁ジャンプ\nend\n\nif <(シーン) = [1]> then\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (2) layers\n\nwhen I receive [クリア v]\ngo to x: (-192) y: (-33)\n\nwhen I receive [game over v]\nhide\n\n@スプライト7\n\n\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 [back v] layer\ngo to x: (-25) y: (-100)\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 set size to (100) %\n show\n switch costume to (コスチューム2 v)\n go to x: (122) y: (-57)\n end\n if <(ステージ) = [3]> then\n set size to (100) %\n switch costume to (コスチューム6 v)\n go to x: (70) y: (99)\n end\n if <(ステージ) = [4]> then\n show\n switch costume to (コスチューム7 v)\n go to x: (-28) y: (-109)\n end\n if <(ステージ) = [5]> then\n show\n switch costume to (コスチューム8 v)\n go to x: (-10) y: (108)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム9 v)\n show\n go to x: (91) y: (-48)\n end\n if <(ステージ) = [7]> then\n show\n go to x: (126) y: (-49)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム8 v)\n show\n go to x: (8) y: (55)\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\n\n go to x: (63) y: (-159)\n switch costume to (コスチューム1 v)\n show\n \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\n\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@スプライト5\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@Cool-Text-400860984060725\n\nwhen flag clicked\nhide\n\ngo [forward v] (1) layers\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] <(ステージ) = [11]> 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 variable [☁ 世界記録 v]\nhide variable [自分のタイム v]\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 go to x: (-1) y: (147)\n show\n end\n if <not <(ステージ) = [10]>> then\n hide\n end\nend\n\nwhen I receive [クリア v]\nshow\n\n@スプライト3\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@samune\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\n@スプライト4\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (20)\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <(y position) < [-150]>\n change y by (pick random (-5) to (-1))\nend\n\nchange x by (10)\n\nforever\nend\n\nchange x by (() / (10))\n\nif then\nend\n\ndelete this clone\n\ngo to [front v] layer\n\n@スプライト8\n\nwhen flag clicked\ngo to x: (0) y: (52)\nshow\nforever\n repeat (5)\n change y by (1)\n end\n wait (0.05) seconds\n repeat (10)\n change y by (0.5)\n end\n wait (0.05) seconds\n repeat (5)\n change y by (-0.5)\n end\n wait (0.05) seconds\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo [backward v] (99) layers\n\n@テキスト\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [クリア v]\nshow\ngo to x: (-3) y: (76)\n\n@6\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\npoint in direction (90)\nset [タヒんだ数 v] to [0]\nshow\ngo to [front v] layer\ngo to x: (-146) y: (126)\n\nwhen I receive [ゲージ減少 v]\nnext costume\n\nwhen flag clicked\nforever\n if <(タヒんだ数) = [5]> then\n broadcast (Game Over v)\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [クリア v]\nhide\n\n@スプライト9\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nshow\ngo to x: (0) y: (0)\n\n@さむ\n\nwhen flag clicked\nhide\n\n@スプライト2\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n go to (キューブ v)\nend\n\nwhen I receive [game over v]\nhide\n\n@人の影\n\nwhen flag clicked\ngo [backward v] (1) layers\nshow\nset [ghost v] effect to (55)\nforever\n go to (キューブ v)\nend\n\nwhen I receive [クリア v]\nhide\n\nwhen I receive [game over v]\nhide\n\ngo to [front v] layer\n\n@スプライト6\n\nwhen flag clicked\nhide\n\n
透明度UP!!\n\n新作投稿しました! https://scratch.mit.edu/projects/639424387/\n\n【参考】\n世界記録 @hamutarou123様\nキャラクター 影 @qamina31様\n\nタイムは諸事情により消させていただきました。\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。
Classic Obby || A scrolling platformer #games #All #roblox #platform #platformer #obby #coolgames
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [game start v]\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nset [control left v] to [-1.3]\nset [control right v] to [1.3]\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change [x v] by (control left)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (control right)\nend\nchange x by (x)\nset [x v] to ((x) * (0.9))\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-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\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <key (up arrow v) pressed?> then\n if <touching (sprite2 v)?> then\n set [y v] to [13]\n end\nend\nchange y by (1)\nchange [scrx v] by ((x position) * (-1))\nchange [scry v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <<touching color (#ff0000)?> or <(scrY) > [300]>> then\n start sound [ROBLOX Death Sound.mp3 v]\n set [scrx v] to [94]\n set [scry v] to [-130]\nend\nif <touching color (#0015ff)?> then\n broadcast (next lv v)\nend\nif <touching color (#00ff15)?> then\n set [y v] to [20]\nend\nif <touching color (#9966ff)?> then\n broadcast (win v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\nif <touching color (#fff266)?> then\n set [control left v] to [-5]\n set [control right v] to [5]\nend\nif <touching color (#ff39f8)?> then\n set [control left v] to [-1.3]\n set [control right v] to [1.3]\nend\n\nwhen I receive [message1 v]\nTick\n\nwhen I receive [game start v]\nshow\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nforever\n broadcast (message1 v)\nend\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n if <not <touching (sprite2 v)?>> then\n if <<<(direction) = [90]> and <not <touching color (#000000)?>>> or <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>> then\n switch costume to (costume6 v)\n point in direction (90)\n end\n if <<<(direction) = [-90]> and <not <touching color (#000000)?>>> or <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>> then\n switch costume to (costume6 v)\n point in direction (-90)\n end\n else\n if <(direction) = [90]> then\n switch costume to (costume3 v)\n point in direction (90)\n end\n if <(direction) = [-90]> then\n switch costume to (costume3 v)\n point in direction (-90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n end\n end\nend\n\n\n\n\n\n@Sprite2\n\ndefine position\nset [scrx v] to [300]\nset [scry v] to [0]\n\nwhen I receive [next lv v]\nnext costume\nposition\n\nwhen I receive [game start v]\nshow\nswitch costume to (costume2 v)\nset size to (400) %\nswitch costume to (costume1 v)\nposition\nforever\n go to x: (scrX) y: (scrY)\nend\n\nwhen flag clicked\nhide\n\nset [scrx v] to [300]\nset [scry v] to [0]\n\nwhen I receive [win v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (150) %\n if <mouse down?> then\n start sound [pop v]\n broadcast (game start v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@song\n\nwhen flag clicked\nforever\n play sound [Belupacito-full v] until done\nend\n\n@win\n\nwhen I receive [win v]\nshow\nforever\n change [mosaic v] effect by (1)\n change size by (-1)\n turn right (15) degrees\n change [whirl v] effect by (1)\n if <(size) = [4]> then\n set size to (500) %\n set [mosaic v] effect to (0)\n set [whirl v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@b18ae9b97bf052d197ebaf5e5ab1c6f3\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (5) to (10)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n
If you like this project pls share _()_\nMovement : Arrow keys\nLvls:\n-1\n-2\n-3\n-4\n-5\n-6\n-7\n-8\n-9\n-10\n-11\n-12\n-13\nTouch blue to go to the next lv.\nDon't touch red.\nTouch yellow to run faster : Touch purple to run slower\nTouch purple to win.\nIf u don't mind, pls heart and star xD.
【モバイル対応】マインクラフトプラットフォーマー 〜村人の冒険〜/Minecraft platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [intro end v]\nforever\n play sound [Lost and stoned v] until done\nend\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (0) y: (0)\nrepeat (100)\n go to [back v] layer\nend\n\nwhen I receive [p t b t v]\nhide\n\n@Intro\n\nwhen flag clicked\nreset timer\nhide\nbroadcast (Intro start v)\n\nwhen I receive [intro start v]\nreset timer\nstart sound [Subtact - Restart v]\nwait until <(timer) > [0.8]>\nset [変数 v] to [背景]\ncreate clone of (_myself_ v)\nwait until <(timer) > [1.6]>\nset [変数 v] to [logo]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [変数 v] to [ショックウェーブ]\ncreate clone of (_myself_ v)\nwait () seconds\nエフェクト\nwait until <(timer) > [4]>\nset [変数 v] to [てれれ♪]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [変数 v] to [\( ^ω^ \)]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [変数 v] to [〠]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [変数 v] to [Idontknow]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [変数 v] to [ショックウェーブ]\ncreate clone of (_myself_ v)\nwait (0.001) seconds\nset [変数 v] to [枠]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [変数 v] to [枠]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [変数 v] to [枠]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [変数 v] to [枠]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [変数 v] to [枠]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [変数 v] to [枠]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [変数 v] to [シャキン✨]\ncreate clone of (_myself_ v)\nwait (0.15) seconds\nset [変数 v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(変数) = [背景]> then\n set size to (100) %\n set [ghost v] effect to (100)\n show\n switch costume to (色 v)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n broadcast (P t b t v)\n wait until <(timer) > [10]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [logo]> then\n set size to (100) %\n show\n switch costume to (logo v)\n go to x: (0) y: (216)\n Y座標《下》 [0]\n point in direction (90)\n turn right (1) degrees\n repeat (30)\n turn right ([abs v] of (((90) - (direction)) / (3)) ) degrees\n end\nend\n\ndefine Y座標《下》 (数字)\nrepeat until <(round (y position)) = (数字)>\n set size to (100000) %\n change y by (((y position) - (数字)) / (-5))\n set size to (100) %\nend\n\nwhen I start as a clone\nif <(変数) = [logo]> then\n wait (1.5) seconds\n Y座標《下》 [-245]\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [枠]> then\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (ない v)\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (90)\n show\n repeat (30)\n switch costume to (ない v)\n change size by (((1000) - (size)) / (10))\n switch costume to (枠枠すっぞ\(\( v)\n end\n repeat (30)\n switch costume to (ない v)\n change size by (((1800) - (size)) / (10))\n switch costume to (枠枠すっぞ\(\( v)\n end\n repeat (30)\n switch costume to (ない v)\n change size by (((3000) - (size)) / (15))\n switch costume to (枠枠すっぞ\(\( v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [シャキン✨]> then\n start sound [〆 v]\n go to x: (99999) y: (-5)\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (〆 v)\n set size to (100) %\n point in direction (90)\n show\n repeat (30)\n change x by (((-50) - (x position)) / (10))\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [2]> then\n go to x: (999999) y: (-5)\n go to [front v] layer\n switch costume to (〆2 v)\n set [ghost v] effect to (0)\n set size to (100) %\n point in direction (90)\n show\n repeat (30)\n change x by (((-50) - (x position)) / (10))\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Intro end v) and wait\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [Idontknow]> then\n go to [front v] layer\n show\n switch costume to (idontknow v)\n point in direction (180)\n go to x: (0) y: (0)\n set size to (100) %\n repeat (60)\n turn right (((90) - (direction)) / (8)) degrees\n end\n エフェクト\n repeat (40)\n turn right ([abs v] of (((89) - (direction)) / (7)) ) degrees\n end\n repeat (40)\n turn right ([abs v] of (((90) - (direction)) / (7)) ) degrees\n end\n wait (2.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [てれれ♪]> then\n set size to (100) %\n go to [front v] layer\n show\n switch costume to (形 v)\n go to x: (0) y: (-376)\n Y座標《上》 [0]\n delete this clone\nend\n\ndefine Y座標《上》 (数字)\nrepeat until <(round (y position)) = (数字)>\n change y by (((y position) - (数字)) / (-5))\nend\n\nwhen I start as a clone\nif <(変数) = [\( ^ω^ \)]> then\n set size to (100) %\n go to [front v] layer\n show\n switch costume to (形2 v)\n go to x: (0) y: (-376)\n Y座標《上》 [0]\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [〠]> then\n set size to (100) %\n go to [front v] layer\n show\n switch costume to (形3 v)\n go to x: (0) y: (-376)\n Y座標《上》 [0]\n wait until <(timer) > [10.7]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [ショックウェーブ]> then\n switch costume to (1 v)\n show\n go to [front v] layer\n go [backward v] (1) layers\n clear graphic effects\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (ひし形ショックウェーブその2 v)\n set [ショックウェーブ v] to [20]\n repeat (15)\n change size by (ショックウェーブ)\n change [ショックウェーブ v] by (-1)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (20)\n change size by (ショックウェーブ)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(変数) = [Idontknow]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(変数) = [エフェクト]> then\n set size to (50) %\n show\n switch costume to (エフェクト v)\n go to x: (284) y: (140)\n X座標 [-300]\n delete this clone\nend\n\ndefine エフェクト\nset [変数 v] to [エフェクト]\ncreate clone of (_myself_ v)\nwait () seconds\nset [変数 v] to [エフェクト2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(変数) = [エフェクト2]> then\n set size to (50) %\n show\n switch costume to (エフェクト v)\n go to x: (-284) y: (-140)\n X座標 [300]\n delete this clone\nend\n\ndefine X座標 (数字)\nrepeat until <(round (x position)) = (数字)>\n set size to (10000000) %\n change x by (((x position) - (数字)) / (-5))\n set size to (50) %\nend\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@村人\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (villager-walk-1 v)\nhide\n\nwhen I receive [intro end v]\ngo to x: (-200) y: (-50)\nshow\nforever\n if <(45) = []> then\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n next costume\n wait (0.07) seconds\n if <(costume [number v]) = [5]> then\n switch costume to (villager-walk-1 v)\n end\n if <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n switch costume to (villager-walk-3 v)\n end\n end\n end\nend\n\nwhen I receive [intro end v]\nset [saqwesrdtghyjik v] to []\nswitch costume to (villager-walk-3 v)\nset [45 v] to []\nset rotation style [left-right v]\npoint in direction (90)\nshow\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set rotation style [left-right v]\n change [動力\(x\) v] by (-0.65)\n point in direction (-90)\n broadcast (左 v)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set rotation style [left-right v]\n change [動力\(x\) v] by (0.65)\n point in direction (90)\n broadcast (右 v)\n end\n set [動力\(x\) v] to ((動力\(x\)) * (0.9))\n change x by (動力\(x\))\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 ((動力\(x\)) * (-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 <(動力\(x\)) > [0]> then\n set [動力\(x\) v] to [-5]\n else\n set [動力\(x\) v] to [5]\n end\n set [動力\(y\) v] to [10]\n else\n set [動力\(x\) 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 (地面 v)?> then\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [動力\(y\) v] to [13]\n end\n end\n change y by (1)\n change [動力\(y\) v] by (-1)\n change y by (動力\(y\))\n if <touching (地面 v)?> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n hide variable [動力\(x\) v]\n if <<key (down arrow v) pressed?> or <<<mouse down?> and <(mouse y) < (y position)>> or <key (s v) pressed?>>> then\n switch costume to (コスチューム4 v)\n else\n switch costume to (コスチューム1 v)\n end\n if <(x position) > [230]> then\n if <not <([costume # v] of [stage v]) = [10]>> then\n set [動力\(y\) v] to [0]\n set [動力\(x\) v] to [0]\n go to x: (-180) y: (-50)\n broadcast (Next v)\n end\n end\n if <<<<touching (障害物 v)?> or <(y position) < [-170]>> or <touching (敵mob v)?>> or <touching (敵mob2 v)?>> then\n start sound [hurt v]\n set [45 v] to [0]\n broadcast (死んだ v) and wait\n set [45 v] to []\n end\nend\n\nwhen I receive [死んだ v]\nset [saqwesrdtghyjik v] to [0]\nお前はもう死んでいる\n\ndefine お前はもう死んでいる\nswitch costume to (villager-walk-1-hurt v)\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\nbroadcast (飛んで飛んで飛んで飛んで飛んで回って回って回って回ーるー v)\nrepeat (5)\n change y by (10)\nend\nrepeat (3)\n change y by (7)\nend\nrepeat (3)\n change y by (4)\nend\nrepeat (3)\n change y by (2)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (3)\n change y by (-5)\nend\nrepeat (3)\n change y by (-7)\nend\nrepeat until <(y position) < [-170]>\n change y by (-15)\nend\nset rotation style [don't rotate v]\ngo to x: (-180) y: (-50)\nswitch costume to (villager-walk-1 v)\nset [saqwesrdtghyjik v] to []\n\nwhen I receive [飛んで飛んで飛んで飛んで飛んで回って回って回って回ーるー v]\nset rotation style [all around v]\nrepeat until <(y position) < [-170]>\n set rotation style [all around v]\n turn right (15) degrees\nend\n\nwhen I receive [intro end v]\nforever\n if <(45) = []> then\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [griffpatch様 v] to (pick random (1) to (2))\n if <(Griffpatch様) = [1]> then\n play sound [fallbig1 v] until done\n end\n if <(Griffpatch様) = [2]> then\n play sound [fallbig2 v] until done\n end\n end\n end\n end\nend\n\nwhen I receive [intro end v]\nforever\n if <key (r v) pressed?> then\n start sound [hurt v]\n switch costume to (villager-walk-1-hurt v)\n glide (1) secs to x: (-200) y: (-50)\n switch costume to (villager-walk-3 v)\n end\nend\n\nwhen I receive [リスポーン v]\nstart sound [hurt v]\nswitch costume to (villager-walk-1-hurt v)\nglide (1) secs to x: (-200) y: (-50)\nswitch costume to (villager-walk-3 v)\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [next v]\nnext costume\n\n@剣\n\nwhen flag clicked\nset [剣の判定 v] to [なし\(?\)]\npoint in direction (90)\nhide\nset size to (30) %\nforever\n go to (村人 v)\nend\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [右 v]\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen I receive [左 v]\npoint in direction (-90)\nset rotation style [left-right v]\n\nwhen I receive [飛んで飛んで飛んで飛んで飛んで回って回って回って回ーるー v]\nset rotation style [all around v]\nrepeat (24)\n turn right (15) degrees\nend\n\nwhen I receive [剣 v]\nset rotation style [all around v]\nstart sound [〆 v]\nif <(direction) = [90]> then\n point in direction (90)\n repeat (5)\n turn right (15) degrees\n end\n repeat (5)\n turn right (-15) degrees\n end\n set rotation style [left-right v]\n point in direction (90)\n set [& v] to [1]\nend\nif <(direction) = [-90]> then\n point in direction (-90)\n repeat (5)\n turn left (15) degrees\n end\n repeat (5)\n turn left (-15) degrees\n end\n set rotation style [left-right v]\n point in direction (-90)\n set [& v] to [1]\nend\n\nwhen [space v] key pressed\nif <(Saqwesrdtghyjik) = []> then\n set [& v] to [0]\n broadcast (剣 v)\n set [剣の判定 v] to [はい]\n wait until <(&) = [1]>\n set [反応 v] to [^_^]\n set [剣の判定 v] to [なし\(?\)]\nend\n\nwhen I receive [押 v]\nif <(Saqwesrdtghyjik) = []> then\n set [& v] to [0]\n set [剣の判定 v] to [はい]\n broadcast (剣 v)\n wait until <(&) = [1]>\n set [剣の判定 v] to [なし\(?\)]\nend\n\n@敵MOB\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nset rotation style [left-right v]\n\nwhen I receive [intro end v]\nwait (0.01) seconds\nhide\nswitch costume to (zombie5 v)\nforever\n if <([costume # v] of [地面 v]) = [4]> then\n go to x: (118) y: (-74)\n show\n forever\n if <([costume # v] of [地面 v]) = [4]> then\n point in direction (-90)\n repeat until <(x position) < [-35]>\n change x by (-2)\n end\n wait (1) seconds\n point in direction (90)\n repeat until <(x position) > [115]>\n change x by (2)\n end\n wait (1) seconds\n else\n hide\n stop [this script v]\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [剣 v]\nif <touching (剣 v)?> then\n start sound [zombiedeath v]\n switch costume to (zombie_h4 v)\n stop [other scripts in sprite v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [intro end v]\nwait (0.01) seconds\nforever\n if <([costume # v] of [地面 v]) = [4]> then\n if <([costume # v] of [地面 v]) = [4]> then\n forever\n set [鳴き声 v] to (pick random (1) to (3))\n broadcast (鳴き声 v)\n wait (3) seconds\n end\n end\n end\nend\n\nwhen I receive [鳴き声 v]\nif <(鳴き声) = [1]> then\n start sound [zombie1 v]\nend\nif <(鳴き声) = [2]> then\n start sound [zombie2 v]\nend\nif <(鳴き声) = [3]> then\n start sound [zombie3 v]\nend\n\n@敵MOB2\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nset rotation style [left-right v]\n\nwhen I receive [intro end v]\nwait (0.01) seconds\nhide\nswitch costume to (zombie5 v)\nforever\n if <([costume # v] of [地面 v]) = [6]> then\n go to x: (29) y: (-68)\n show\n forever\n if <([costume # v] of [地面 v]) = [6]> then\n point in direction (-90)\n repeat until <(x position) < [-50]>\n change x by (-2)\n end\n wait (1) seconds\n point in direction (90)\n repeat until <(x position) > [25]>\n change x by (2)\n end\n wait (1) seconds\n else\n hide\n stop [this script v]\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [剣 v]\nforever\n if <(剣の判定) = [はい]> then\n if <touching (剣 v)?> then\n start sound [zombiedeath v]\n switch costume to (zombie_h4 v)\n stop [other scripts in sprite v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [intro end v]\nwait (0.01) seconds\nforever\n if <([costume # v] of [地面 v]) = [6]> then\n if <([costume # v] of [地面 v]) = [6]> then\n forever\n set [鳴き声 v] to (pick random (1) to (3))\n broadcast (鳴き声 v)\n wait (3) seconds\n end\n end\n end\nend\n\n@広告\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nhide\nforever\n wait (pick random (8) to (5)) seconds\n show\n go to [front v] layer\n start sound [ポップ v]\n go to x: (-150) y: (400)\n point in direction (90)\n set size to (100) %\n repeat until <[135] > (y position)>\n change y by (((2) - (y position)) / (20))\n end\n wait (2.9) seconds\n repeat until <(y position) > [207]>\n change y by ((y position) / (20))\n end\n hide\nend\n\n@5億年ボタン2\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n end\nend\n\nwhen flag clicked\nset [かくせぇ v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (-240)\nhide\n\nwhen I receive [intro end v]\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (押 v)\n\n@スプライト1\n\nwhen this sprite clicked\nbroadcast (かくせぇ v)\n\nwhen I receive [intro end v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (-177) y: (152)\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\ngo to x: (-190) y: (-151)\n\nwhen I receive [intro end v]\nset [ghost v] effect to (0)\nshow\n\nwhen this sprite clicked\nbroadcast (リスポーン v)\nwait (1) seconds\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n change [かくせぇ v] by (1)\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n set [かくせぇ v] to [0]\n end\nend\n\n
|| 剣の判定直しました!! ||\n\nー【モバイル対応】マインクラフトプラットフォーマー 〜村人の冒険〜/minecraft platformerー\n\n⚠️I am Japanese.\nEnglish is below.\n\n〜日本語〜\n矢印キー操作。\nスペースキーで剣を振ります。\n「R」キーで、リスポーンします。\nモバイルにも一応対応はしていますが、かなり操作が難しくなっています()すみませんm(_ _)m\nマイクラの世界で冒険しよう!\n頑張ってね!\n\n〜English〜\nArrow key operation. Press the space bar to swing the sword. Press the R key to respawn. It is compatible with mobile, but it is quite difficult to operate () I'm sorry m (_ _) m Adventure in the world of Minecraft! Good luck with!
FREE PART 3 #games #platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\nforever\n if <(LEVEL) = [23]> 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@Sand 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) < [23]> 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@spider\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [start game v]\nshow\nforever\n go [forward v] (1) layers\n switch costume to (LEVEL)\nend\n\n
Double click flag to avoid bugs\nPART 3 IS OUT!!!\nLEVELS\n///Avoid Spikes and Water and other obstacles///\n-Use Arrow keys or WASD to move-\n\nOTHER GAMES:\nhttps://scratch.mit.edu/projects/617347054/\nhttps://scratch.mit.edu/projects/633971267/\nPART 1: https://scratch.mit.edu/projects/627220342/\nPART 2: https://scratch.mit.edu/projects/630342912/\nPART 4: https://scratch.mit.edu/projects/643650993/\nArt: \n-Ground (Attempted for Super Mario ground and edited a bit) sand version\nI will make a Part 4 if I get 300+ Loves and 300+ Favourites\n\n❤️ & ⭐ if you enjoyed playing this game
Dawn 3 - A platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@Player\n\nwhen flag clicked\nset drag mode [not draggable v]\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 turn right (-5) degrees\n change y by (2)\n change [ghost v] effect by (5)\nend\nReset the setup\n\nwhen I receive [run the platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [run the platformer v]\nforever\n if <<[235] < (x position)> and <(idk y) = [0]>> then\n broadcast (Next level please? v)\n change [level v] by (1)\n Reset the setup\n end\nend\n\nwhen I receive [run the platformer v]\nset size to (80) %\nset [idk y v] to [0]\nset [level v] to [1]\nReset the setup\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(idk y) = [0]>> then\n change [x velocity v] by (2)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(idk y) = [0]>> then\n change [x velocity v] by (-2)\n end\n set [x velocity v] to ((X velocity) * (0.8))\n change x by (X velocity)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change x by ((X velocity) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [13]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-0.8)\n change y by (Y velocity)\n if <touching (hitbox v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (hitbox v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [12]\n end\n end\n change y by (1)\n if <<touching (danger v)?> or <<touching (acid v)?> or <touching (spikes v)?>>> then\n death\n end\n if <(y position) < [-178]> then\n death\n end\nend\n\nwhen I receive [run the platformer v]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (left v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up-left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up-right v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (default v)\n end\nend\n\n@HITBOX\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sun\n\nwhen flag clicked\nforever\n go to x: (0) y: (-140)\n set size to (100) %\n go to [back v] layer\nend\n\n@Tree\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nif <not <([x position v] of [alertsui v]) = [null]>> then\n switch costume to (tb v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@HITBOX2\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n
-DAWN 3-\n -BY ENLIGHTENED-\n\n -STORY-\nYou are just taking a brisk walk at the dawn... :D\n\nLOVE AND FAV FOR PART 4\nPART 4 AT 500 LIKES AND FAVES...
Platformer Mobile compatible プラットフォーマー  モバイル対応
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen backdrop switches to [ゴール1 v]\nbroadcast (GOAL v)\n\nwhen backdrop switches to [ゴール2 v]\nbroadcast (GOAL v)\n\n@スプライト1\n\nwhen flag clicked\nset [yy v] to [0]\nset [xx v] to [0]\nset [スキップした数 v] to [0]\nset [スキップの制限 v] to [0]\ngo to x: (-179) y: (-64)\nswitch backdrop to (背景1 v)\nshow\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [xx v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (-90)\n change [xx v] by (-1)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n set [xx v] to ((Xx) * (0.9))\n change x by (Xx)\n if <<touching color (#4bff6f)?> or <<touching color (#4bea6b)?> or <touching color (#de7a16)?>>> then\n change y by (6)\n if <<touching color (#4bff6f)?> or <<touching color (#4bea6b)?> or <touching color (#de7a16)?>>> then\n change y by (-6)\n change x by ((Xx) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [15]\n if <(Xx) > [0]> then\n set [xx v] to [-10]\n else\n set [xx v] to [10]\n end\n else\n set [xx v] to [0]\n end\n end\n end\n change [yy v] by (-1)\n change y by (Yy)\n if <<touching color (#4bff6f)?> or <<touching color (#4bea6b)?> or <touching color (#de7a16)?>>> then\n change y by (() - (Yy))\n set [yy v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [15]\n end\n end\n if <<touching color (#808080)?> or <<touching color (#8f8f8f)?> or <touching (奈落 v)?>>> then\n go to x: (-179) y: (-64)\n end\n if <touching (ゴール v)?> then\n broadcast (NEXT v)\n next backdrop\n go to x: (-179) y: (-64)\n end\n if <<touching (トランポリン v)?> or <touching (トランポリン2 v)?>> then\n set [yy v] to [20]\n end\n if <key (space v) pressed?> then\n if <[0] > (スキップした数)> then\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <[-66] > (mouse y)>>> 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 flag clicked\nwait (1.5) seconds\nforever\n play sound [Tobu - Candyland \[NCS Release\].mp3 v] until done\nend\n\nwhen I receive [スプライト1表示 v]\ngo to x: (-179) y: (-64)\n\nwhen backdrop switches to [ゴール2 v]\nset [スキップの制限 v] to [1]\n\nwhen backdrop switches to [ゴール1 v]\nset [スキップの制限 v] to [2]\n\nwhen backdrop switches to [背景16 v]\nset [スキップの制限 v] to [0]\n\nwhen backdrop switches to [背景17 v]\nset [スキップの制限 v] to [0]\n\n@地形1(試し)\n\nwhen flag clicked\ngo to x: (12) y: (-53)\nhide\n\n@奈落\n\nwhen flag clicked\ngo to x: (-1) y: (-178)\nset [ghost v] effect to (100)\n\n@ゴール\n\nwhen flag clicked\ngo to x: (239) y: (0)\nset [ghost v] effect to (100)\nshow\n\n@トランポリン\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (-64) y: (-72)\nhide\nforever\n if <touching (スプライト1 v)?> then\n switch costume to (コスチューム2 v)\n wait (0.3) seconds\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen backdrop switches to [背景14 v]\nshow\n\nwhen backdrop switches to [背景13 v]\nhide\n\nwhen backdrop switches to [背景15 v]\nhide\n\nwhen backdrop switches to [背景17 v]\nshow\ngo to x: (-5) y: (-72)\n\nwhen backdrop switches to [ゴール2 v]\nhide\n\nwhen backdrop switches to [背景16 v]\nhide\n\n@トランポリン2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (109) y: (-72)\nhide\nforever\n if <touching (スプライト1 v)?> then\n switch costume to (コスチューム2 v)\n wait (0.3) seconds\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen backdrop switches to [背景14 v]\nshow\n\nwhen backdrop switches to [背景13 v]\nhide\n\nwhen backdrop switches to [背景15 v]\nhide\n\n@NEXT\n\nwhen flag clicked\ngo to x: (467) y: (0)\nhide\n\nwhen I receive [next v]\ngo to x: (467) y: (0)\nset [color v] effect to (pick random (1) to (100))\ngo to [front v] layer\nshow\nrepeat (20)\n change x by (((0) - (x position)) / (4))\nend\nrepeat (20)\n change x by (((-470) - (x position)) / (4))\nend\nhide\n\nwhen I receive [next v]\nrepeat (38)\n broadcast (スプライト1表示 v)\nend\n\n
English (日本語↓)\nEnglish language\nOperate with arrow keys\nYou can skip it with the space key (only once)\n\n日本語\n矢印キーで操作\n下に落ちたりトゲに当たらないようにしましょう\n茶色の橋の下に触れた状態で上矢印キーと右印機キーを押すとくっついたままでいられます\nスペースキーでスキップできます(一回だけ)
Green | A Platformer #all #games #green #platformer
@Stage\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (normal v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (normal v)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to ([costume # v] of [ground v])\nend\n\n@TB\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (((6) * (6)) * (36))\nend\n\n
⭐ Green | A Platformer ⭐\n-Arrow keys or wasd to move\n-Shared on 1/31/22\n-My First Project\n-Like, fave, and follow for more! \n\nCredits:-\n-@--Awesomecode-- for platformer engine\n-cooltext.com for the text on the thumbnail\n-@discaffix {me} for everything else!\n\nTags:-\n#all #green #discaffix #platformer #trending #platformers #games
SASUKE Platformer サスケ プラットフォーマー モバイル対応
@Stage\n\nwhen flag clicked\nwait (7) seconds\nforever\n if <(クローン無くして音量消せ) = [0]> then\n play sound [Tobu -Hope v] until done\n else\n stop [this script v]\n end\nend\n\n@キャラクター\n\nwhen I receive [仕掛け v]\ngo to x: (-190) y: (-20)\nset size to (55) %\nshow\nset [変数 v] to [0]\nset [x v] to [0]\nset [ジャンプ v] to [1]\npoint in direction (90)\nwait (1) seconds\nset [動けるか? v] to [0]\n\nwhen I start as a clone\nswitch costume to (2 v)\nrepeat (10)\n change [color v] effect by (20)\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\nwhen flag clicked\nforever\n if <<<touching (シルクスラーダー v)?> or <touching (サイドワインダー v)?>> or <touching (ドラゴンスラーダー v)?>> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [変数 v] to [2]\n end\n end\n if <touching (ばね v)?> then\n broadcast (バネ v)\n set [変数 v] to [16]\n end\nend\n\nwhen flag clicked\nforever\n set [音量 v] to [100]\nend\n\nwhen flag clicked\nforever\n if <touching color (#0043ff)?> then\n change [x v] by (-1)\n end\n if <touching color (#0037ff)?> then\n change [x v] by (1)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-190) y: (-22)\n\nwhen flag clicked\nhide\n\nwhen I receive [もうくるな v]\nhide\n\nwhen flag clicked\nwait (7) seconds\nset drag mode [not draggable v]\ngo to x: (-190) y: (-20)\npoint in direction (90)\nshow\nset [動けるか? v] to [0]\nset [推せるか? v] to [0]\nset [ジャンプ v] to [1]\nset [ok v] to [1]\nset [変数 v] to [0]\nset [x v] to [0]\nforever\n if <(動けるか?) = [0]> then\n change x by (x)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n change y by (-4)\n change x by ((0) - (x))\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n wait (0) seconds\n if <(チャット?) = [0]> then\n start sound [Jump v]\n set [変数 v] to [17]\n if <[0] < (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [変数 v] by (-1)\n change y by (変数)\n if <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>> then\n if <[0] > (変数)> then\n set [ジャンプ v] to [0]\n else\n set [ジャンプ v] to [1]\n end\n change y by ((0) - (変数))\n set [変数 v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> and <<(ジャンプ) = [0]> and <<touching (地面 v)?> or <<touching (仕掛け v)?> and <(種類) = [1]>>>>> then\n wait (0) seconds\n if <(チャット?) = [0]> then\n start sound [Jump v]\n set [ジャンプ v] to [1]\n set [変数 v] to [13]\n end\n end\n if <[230] < (x position)> then\n broadcast (次 v)\n point in direction (90)\n set [変数 v] to [0]\n set [x v] to [0]\n hide\n set [動けるか? v] to [1]\n end\n if <<<touching (仕掛け v)?> and <(種類) = [0]>> or <<touching (障害物 v)?> or <<(y position) < [-180]> or <<touching (太陽 v)?> and <([costume # v] of [地面 v]) = [7]>>>>> then\n start sound [Pew v]\n wait (0.3) seconds\n set [ghost v] effect to (0)\n set size to (55) %\n go to x: (-190) y: (-20)\n point in direction (90)\n set [ok v] to [1]\n set [変数 v] to [0]\n set [x v] to [0]\n set [タヒ v] to [1]\n broadcast (仕掛け v)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(動けるか?) = [0]> then\n if <(チャット?) = [0]> then\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n if <touching (タックル v)?> then\n change [x v] by (0.1)\n broadcast (押せぇー!! v)\n else\n change [x v] by (1)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n end\n set [x v] to ((x) * (0.9))\n end\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\ngo to x: (0) y: (0)\nset [ステージ v] to [1]\n\nwhen I receive [next v]\nif <(ステージ) = [8]> then\n forever\n switch costume to (ステージ8 v)\n end\nelse\n change [ステージ v] by (1)\n next costume\nend\n\nwhen I receive [前 v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\nwhen flag clicked\nhide\nwait (7) seconds\nshow\n\nwhen I receive [もうくるな v]\nhide\n\n@スプライト1\n\nwhen I receive [次 v]\nif <[7] < (ステージ)> then\n stop all sounds\n broadcast (Outro v)\nelse\n go to [front v] layer\n hide\n show\n go to x: (591) y: (0)\n start sound [Rip v]\n glide (0.5) secs to x: (0) y: (0)\n broadcast (準備 v)\n wait (0.2) seconds\n broadcast (NEXT v)\n broadcast (仕掛け v)\n start sound [Rip v]\n glide (0.5) secs to x: (-591) y: (0)\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\nwhen I receive [もうくるな v]\nforever\n hide\nend\n\n@沼\n\nwhen flag clicked\nhide\nwait (7) seconds\nshow\ngo to [back v] layer\ngo [backward v] (9999) layers\nset rotation style [left-right v]\ngo to x: (-149) y: (20)\nforever\n repeat (10)\n change y by (1)\n wait (0.1) seconds\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-1)\n wait (0.1) seconds\n end\n if <<(ステージ) = [7]> or <(ステージ) = [8]>> then\n hide\n else\n show\n end\nend\n\n@サイドワインダー\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(ステージ) = [4]> then\n show\n else\n hide\n end\nend\n\n@ばね\n\nwhen flag clicked\ngo to x: (-106) y: (-97)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [バネ v]\nswitch costume to (コスチューム1 v)\nplay sound [Big Boing v] until done\n\nwhen I receive [バネ v]\nswitch costume to (コスチューム1 v)\nwait (0.01) seconds\nswitch costume to (コスチューム2 v)\nwait (0.01) seconds\nswitch costume to (コスチューム3 v)\nwait (0.01) seconds\nswitch costume to (コスチューム4 v)\nwait (0.01) seconds\nswitch costume to (コスチューム5 v)\nwait (0.01) seconds\nswitch costume to (コスチューム6 v)\nwait (0.01) seconds\nswitch costume to (コスチューム7 v)\nwait (0.01) seconds\nswitch costume to (コスチューム8 v)\nwait (0.01) seconds\nswitch costume to (コスチューム9 v)\n\nwhen flag clicked\nforever\n if <(ステージ) = [5]> then\n show\n else\n hide\n end\nend\n\n@ドラゴンスラーダー\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-68) y: (63)\nforever\n if <(ステージ) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [5]> then\n point in direction (95)\n forever\n repeat (32)\n move (10) steps\n end\n repeat (32)\n move (-10) steps\n end\n end\n end\nend\n\n@沼アウト\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [outro v]\nset [ghost v] effect to (100)\n\nwhen flag clicked\nshow\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nforever\n hide\n reset timer\nend\n\n@サムネ\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (100)\nswitch costume to (screenshot 2022-05-03 2 v)\n\n@オリジナル!\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nset [costume v] to [0]\nhide\nwait (7) seconds\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [outro v]\nforever\n hide\nend\n\n@シルクスラーダー\n\nwhen flag clicked\ngo to x: (-73) y: (95)\npoint in direction (97)\nforever\n if <(ステージ) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-43) y: (48)\npoint in direction (97)\nforever\n if <(ステージ) = [3]> then\n repeat until <not <(ステージ) = [3]>>\n repeat (23)\n move (10) steps\n end\n repeat (23)\n move (-10) steps\n end\n end\n end\nend\n\n@雨\n\nwhen flag clicked\nwait (7) seconds\nhide\nforever\n if <(クローン無くして音量消せ) = [1]> then\n delete this clone\n else\n create clone of (_myself_ v)\n wait (0) seconds\n end\nend\n\nwhen I start as a clone\ngo to x: (pick random (-205) to (148)) y: (149)\nforever\n repeat until <touching (沼アウト v)?>\n show\n set size to (24) %\n point in direction (180)\n move (10) steps\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [backward v] (3) layers\nforever\n if <touching (沼アウト v)?> then\n delete this clone\n end\nend\n\nwhen I receive [outro v]\nforever\n stop [this script v]\nend\n\n@タックル\n\nwhen flag clicked\nshow\nswitch costume to (タックル1 v)\ngo to x: (-59) y: (47)\nforever\n if <(ステージ) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\nforever\n if <(x position) = [294]> then\n switch costume to (タックル2 v)\n if <touching (プレイヤー v)?> then\n move (0) steps\n end\n end\nend\n\nwhen I receive [押せぇー!! v]\nmove (5) steps\n\n@Outro\n\nwhen flag clicked\nset [クローン無くして音量消せ v] to [0]\nhide\nerase all\n\nwhen I start as a clone\nif <(Outro: CloneID) = [black]> then\n hide\n set pen color to (#06000e)\n set [clonebold v] to [0.1]\n repeat until <(CloneBold) > [360]>\n change [clonebold v] by ((CloneBold) / (2))\n set pen size to (CloneBold)\n if <(CloneBold) > [1]> then\n d\n end\n end\n wait (3) seconds\n set pen color to (#ffffff)\n go to x: (0) y: (-45)\n set [clonebold v] to [0.5]\n set pen size to (1)\n repeat until <(CloneBold) > [25]>\n change [clonebold v] by ((CloneBold) / (2))\n set x to (CloneBold)\n pen down\n set x to ((CloneBold) * (-1))\n pen up\n end\n repeat until <(CloneBold) > [110]>\n change [clonebold v] by (((110) - (CloneBold)) / (5))\n if <[0.5] > (CloneBold)> then\n set pen size to (CloneBold)\n end\n set x to (CloneBold)\n pen down\n set x to ((CloneBold) * (-1))\n pen up\n end\nend\n\ndefine d\ngo to x: (-240) y: (0)\npen down\ngo to x: (240) y: (0)\npen up\n\nwhen I start as a clone\nif <(Outro: CloneID) = [green]> then\n hide\n set pen color to (#00ec8a)\n set [clonebold v] to [0.1]\n repeat until <(CloneBold) > [360]>\n change [clonebold v] by ((CloneBold) / (2))\n set pen size to (CloneBold)\n d\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Outro: CloneID) = [logo]> then\n switch costume to (logo v)\n set size to (75) %\n show\n go to x: (-200) y: (10)\n repeat until <(round (x position)) = [-70]>\n change x by (((-70) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif < (Outro: CloneID) contains [ICON]?> then\n go to x: (0) y: (-60)\n set [brightness v] effect to (100)\n set size to (0) %\n show\n switch costume to ((letter (5) of (Outro: CloneID)) + (5))\n \n change size by (((75) - (size)) / (7))\n change x by (((((letter (5) of (Outro: CloneID)) - (3)) * (47)) - (x position)) / (7))\n end\nend\n\nwhen I receive [outro v]\nerase all\nwait (0.1) seconds\nstart sound [Vexento - Flare v]\nrepeat (2)\n set [outro: cloneid v] to [black]\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [outro: cloneid v] to [black]\n create clone of (_myself_ v)\n wait (0.25) seconds\n set [outro: cloneid v] to [green]\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [outro: cloneid v] to [green]\n create clone of (_myself_ v)\n wait (0.25) seconds\nend\nset [outro: cloneid v] to [black]\ncreate clone of (_myself_ v)\nswitch costume to (tfw v)\ngo to x: (0) y: (0)\nset [clonebold v] to [0.1]\nrepeat until <[25] < (CloneBold)>\n change [clonebold v] by ((CloneBold) / (2))\n set size to (CloneBold) %\n if <(CloneBold) > [3]> then\n show\n end\nend\nrepeat until <[100] < (CloneBold)>\n change [clonebold v] by (((102) - (CloneBold)) / (3))\n set size to (CloneBold) %\nend\nset size to (100) %\nset [clonebold v] to [-1]\nrepeat until <(size) < [65]>\n change [clonebold v] by ((CloneBold) / (5))\n change size by (CloneBold)\n change x by ((CloneBold) / (-2))\n change y by ((CloneBold) / (-5))\nend\nset [outro: cloneid v] to [logo]\ncreate clone of (_myself_ v)\nrepeat until <(round (x position)) = [50]>\n change size by (((34) - (size)) / (5))\n change x by (((50) - (x position)) / (5))\n change y by (((10) - (y position)) / (5))\nend\nwait (0.5) seconds\nset [outro: cloneid v] to [ICON1]\ncreate clone of (_myself_ v)\nset [outro: cloneid v] to [ICON2]\ncreate clone of (_myself_ v)\nset [outro: cloneid v] to [ICON3]\ncreate clone of (_myself_ v)\nset [outro: cloneid v] to [ICON4]\ncreate clone of (_myself_ v)\nset [outro: cloneid v] to [ICON5]\ncreate clone of (_myself_ v)\n\nwhen I receive [outro v]\nbroadcast (もうくるな v)\nset [クローン無くして音量消せ v] to [1]\n\n@月\n\nwhen flag clicked\nhide\nwait (7) seconds\nforever\n go to [back v] layer\n go [backward v] (10) layers\n reset timer\n repeat (40)\n change size by (1)\n end\n repeat (40)\n change size by (-1)\n end\n if <(クローン無くして音量消せ) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen [timer v] > (0.1)\nforever\n hide\n reset timer\n go to [front v] layer\n set size to (100) %\nend\n\n@影\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (7) seconds\nforever\n if <(クローン無くして音量消せ) = [0]> then\n show\n else\n hide\n end\n go to (キャラクター v)\n point towards (月 v)\n reset timer\nend\n\nwhen [timer v] > (0.1)\nforever\n reset timer\n hide\nend\n\n@(゚∀゚)\n\n@Free INTRO2\n\nwhen I start as a clone\nif <(ID) = [2]> then\n set [brightness v] effect to (0)\n switch costume to (name v)\n go to x: () y: ()\n show\n set [y v] to [0]\n forever\n go to x: (x position) y: (([abs v] of (([sin v] of (X) ) * (30)) ) - (15))\n change [y v] by (6)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n SX [300]\n SX [0]\n SX [-480]\n SX [480]\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n wait until <[5] < (timer)>\n repeat (30)\n set [x v] to ((((0) - (size)) / (7)) + ((X) * (0.8)))\n change size by (X)\n switch costume to (丸 v)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\n色 [] 明るさ []\nreset timer\ngo to x: () y: ()\nhide\nstart sound [TheFatRat_-_Xenogenesis_ v]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nwait until <[1] < (timer)>\n\nwhen I start as a clone\nif <(ID) = [2]> then\n set [sx v] to [0]\n switch costume to (name v)\n go to x: () y: ()\n show\n forever\n switch costume to (x v)\n go to x: ((SX) + (MX)) y: (y position)\n switch costume to (name v)\n set [id v] to [3]\n create clone of (_myself_ v)\n set [id v] to [2]\n end\nend\nif <(ID) = [3]> then\n switch costume to (name v)\n show\n repeat (10)\n change [ghost v] effect by (15)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n repeat (30)\n set [x v] to ((((200) - (size)) / (7)) + ((X) * (0.8)))\n change size by (X)\n end\n P\n set [id v] to [2]\n repeat (30)\n set [x v] to ((((100) - (size)) / (7)) + ((X) * (0.8)))\n change size by (X)\n end\n repeat (30)\n turn right ([abs v] of (((89) - (direction)) / (3)) ) degrees\n end\n P\n repeat (20)\n turn right ([abs v] of (((90) - (direction)) / (3)) ) degrees\n end\n repeat (30)\n set [x v] to ((((0) - (size)) / (7)) + ((X) * (0.8)))\n change size by (X)\n switch costume to (name v)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine 作業1\nset [id v] to [2]\nset [mx v] to [-480]\ncreate clone of (_myself_ v)\nset [mx v] to [0]\ncreate clone of (_myself_ v)\nset [mx v] to [480]\ncreate clone of (_myself_ v)\n\ndefine SX (sx)\nrepeat (20)\n change [sx v] by (((sx) - (SX)) / (5))\nend\n\ndefine P\nrepeat (30)\n set [id v] to [4]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ID) = [4]> then\n set [brightness v] effect to (100)\n set [ghost v] effect to (30)\n show\n set size to (10) %\n switch costume to (四角 v)\n set [x v] to (pick random (6) to (10))\n point in direction (pick random (1) to (360))\n repeat (35)\n move (X) steps\n change [ghost v] effect by (2)\n set [x v] to ((X) * (0.9))\n end\nend\n\ndefine 色 (色) 明るさ (明るさ)\nset [color v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen flag clicked\nwait (1) seconds\n作業1\n\n
見てないうちに参照数伸びすぎだろ 2万て\nバグ直し完了!\n ↓オンライン版\nhttps://scratch.mit.edu/projects/646663633/\n(゚∀゚)←これをサムネにつけて( ͡° ͜ʖ ͡°)に勝つ!\nこれが( ͡° ͜ʖ ͡°)軍↓(何協力してんだよ)\nhttps://scratch.mit.edu/projects/389021367/\nこっちが(゚∀゚)軍↓(参加してぇぇぇ)\nhttps://scratch.mit.edu/projects/674428468/\n(゚∀゚)のカオスコンテスト↓\nhttps://scratch.mit.edu/projects/674838610/\nこれで(゚∀゚)に入って(゚∀゚)を押しまくれ!↓\nhttps://scratch.mit.edu/projects/676826767/\n(゚∀゚)とコメントするかハートと星を押すと(゚∀゚)軍に入りたかったら入れます!\n参照数の今の目標:7000!!\n大型アップデード完了!\n「プラットフォーマー」で調べて傾向見たら5ページ目に載ってた!ありがとう!この調子でどんどん行くぞ〜!!!\n「サスケ」で調べて人気と傾向どっちも1位!(゚∀゚)アリガトウ\nこの作品はまじで傾向に載りたい!だから超拡散希望\nクリア率:80%(個人の割合)\n下に日本語説明↓(読まないと難しくなります)←これガチ\nこっちもね!↓\nhttps://scratch.mit.edu/projects/662390412/\nhttps://scratch.mit.edu/projects/646663633/\n\nEnglish explanation ↓\nPress the flag twice.\nPress the up key or the top to jump.\nPress the right key or the right to move to the right.\nPress the left key or the left to move left.\nStage 1: A simple stage with a slight tilt.\n2nd stage: If you touch the blue circle, it will roll a little.\nStage 3: Move to the red moving cloth while pressing and holding the jump button. (PC recommended)\nStage 4: Move to the yellow bar while holding down the jump button. (PC recommended)\n5th stage: Touch the spring to jump, catch the red circle and press and hold the jump button to move. (Omitted below)\nStage 6: Go to the right. It will be pushed more and more.\nStage 7: A warped wall.\nIt is useless to kick the wall normally, so let's jump a little away from the warped wall. (Omitted below)\n\n日本語説明↓\n旗二回押してね。\nどうしても出来なかったらヒントを教えますが、「むずいー」とかのことを僕に言わないで下さい。それに関しては言った人の方が出来ないだけであって僕は何度もできたので、ゲームスキルの問題です。ちなみに言った場合無視させていただきます。\n上キーまたは上の方を押してジャンプ。\n右キーまたは右の方を押して右移動。\n左キーまたは左の方を押して左移動。\n1ステージ目:少し傾いた簡単なステージです。\n2ステージ目:青い丸にふれると少し転がってしまいます。\n3ステージ目:赤い動く布にジャンプボタンを長押ししながら移動してください。(パソコン推奨)\n4ステージ目:黄色い棒にジャンプボタンを長押ししながら移動してください。(パソコン推奨)\n5ステージ目:バネに触れてジャンプしながら赤い丸に捕まってジャンプボタンを長押しながら移動してください。(以下略)\n6ステージ目:右に行ってください。どんどん押されていきます。\n7ステージ目:反り立つ壁です。\n普通に壁キックしても無駄なので、反り立つ壁から少し離れてジャンプしましょう。(以下略)\n\nクレジット\nまじで傾向狙ってます。\n重いときはターボワープ⇓\n\nhttps://turbowarp.org/636585742\n\n原型: @katsuo777\nバネ: @soma1106\nイントロ: @1998ky262\nアウトロ: @t9edecode\nフォント:ロゴ及び画像ジェネレーター\nフィッシュボーンはサイドワインダーにしました。\nめんどくさいからじゃないからな?そう思ったらフォローとハートと星を押s((((((((((((すいません。\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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#game#platformer#sikakitaharuki2#sasuke#all#games#game#platformer#sikakitaharuki2#sasuke#all#games#game#platformer#sikakitaharuki2#sasuke#all\n#(゚∀゚)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nハートと星を押すと...................................................................................................................なんかいい事あるんじゃね?(((((((((((((((((((\nあとハートと星の数400超え!ありがとう!(゚∀゚)
Poison Pond Platformer! (毒沼プラットフォーマー)
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [special v]\nswitch backdrop to (背景3 v)\n\n@ \n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [into the right v] until done\nend\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen [1 v] key pressed\nif <(username) = [anikix0902]> then\n broadcast (おら v)\n change [level v] by (1)\nend\n\nwhen I receive [おら v]\nset [time v] to [9999]\n\nwhen [timer v] > (0.01)\nshow\n\n@Player2\n\nwhen flag clicked\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <touching (spikes v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n broadcast (reset v)\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n broadcast (next v)\n end\nend\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (platform v)?> then\n start sound [Jump v]\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen [timer v] > (0.01)\nhide\n\nwhen flag clicked\nforever\n if <touching (スプライト5 v)?> then\n set [y v] to [17]\n end\nend\n\nwhen flag clicked\nforever\n if <(ok) = [0]> then\n if <touching (スプライト3 v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n broadcast (reset v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (スプライト2 v)?> then\n change x by ((X) * (-1))\n set [x v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(ok) = [0]> then\n if <touching (スプライト8 v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n broadcast (reset v)\n end\n end\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nshow\n\n@Platform\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nshow variable [☁ world record v]\nshow variable [time v]\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen [timer v] > (0.01)\nhide\n\n@Green Flag\n\nwhen flag clicked\ngo to x: (142) y: (-60)\nshow\n\nwhen flag clicked\nforever\n if <touching (player2 v)?> then\n if <(time) < (☁ World record)> then\n set [☁ world record v] to (time)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player2 v)?> then\n broadcast (メッセージ1 v)\n stop all sounds\n forever\n wait (1) seconds\n change [time v] by (-1)\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide variable [☁ world record v]\nshow variable [time v]\n\nwhen I receive [メッセージ1 v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nset [☁ world record v] to [999]\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 else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (2) layers\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n if <touching (player2 v)?> then\n broadcast (open v)\n glide (0.5) secs to x: (0) y: (30)\n hide\n end\nend\n\nwhen I receive [open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [reset v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\n\n@スプライト2\n\nwhen I receive [open v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [reset v]\nset [ghost v] effect to (0)\nshow\n\n@スプライト5\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@スプライト6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@スプライト7\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nset [☆2 v] to [NO]\nforever\n set [☆1 v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [☆2 v] to [YES]\n wait (0.6) seconds\n broadcast (SPECIAL v)\n wait until <(Level) = [100]>\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [♡2 v] to [NO]\nforever\n set [♡1 v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [♡2 v] to [YES]\n wait (0.6) seconds\n broadcast (SPECIAL v)\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n repeat (5)\n change y by (10)\n end\n wait (1) seconds\n repeat (25)\n change y by (-2)\n end\n wait (1.5) seconds\nend\n\n@スプライト4\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nwait (0.00000001) seconds\ngo to [back v] layer\ngo to x: (0) y: (0)\n\n@スプライト8\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nwait (1.7) seconds\nforever\n repeat (5)\n change y by (10)\n end\n wait (1) seconds\n repeat (25)\n change y by (-2)\n end\n wait (1.5) seconds\nend\n\n
日本語は下だよ(読まないと損するよ)\n(English)\nI operate it with arrow key\nWe jump over a splinter, and let's advance!\nBecause there is the lava(?), let's be careful\nThere is a hidden stage\n(日本語)\n矢印キーで操作\nトゲを飛び越えてすすもう!\n溶岩(?)もあるから気をつけよう\n隠しステージがあるよ\n今回もいろいろな仕掛けがあるよ
Illuminati Platformer! (Part 2) #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Mission Impossible Theme\(full theme\) v] until done\n wait (208) seconds\n clear sound effects\n play sound [Mission Impossible Theme\(full theme\) v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [jump v] to [0]\n go to x: (-210) y: (-55)\n repeat until <<(x position) > [240]> or <touching (danger v)?>>\n change [x vel v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [x vel v] to ((X Vel) * (0.9))\n create clone of (_myself_ v)\n change x by (round (X Vel))\n if <touching (platform v)?> then\n change x by (round ((X Vel) * (-1)))\n if <key (up arrow v) pressed?> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [jump v] to [0]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (Y Vel)\n if <touching (platform v)?> then\n change y by ((Y Vel) * (-1))\n if <(Y Vel) < [0]> then\n set [jump v] to [0]\n end\n set [y vel v] to [0]\n end\n if <key (up arrow v) pressed?> then\n if <(Jump) = [0]> then\n set [y vel v] to [15]\n set [jump v] to [1]\n end\n end\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (normal v)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (10) seconds\n\nwhen flag clicked\nforever\n if <touching (speed right v)?> then\n change [x vel v] by (5)\n end\nend\n\n\n\nset [x vel v] to [0]\n\nwhen flag clicked\nforever\n if <touching (speed left v)?> then\n change [x vel v] by (-00.9)\n end\nend\n\nmove (10) steps\n\nwhen flag clicked\nforever\n\nwhen [right arrow v] key pressed\nswitch costume to (right v)\n\nwhen [up arrow v] key pressed\nswitch costume to (up v)\n\nwhen [left arrow v] key pressed\nswitch costume to (left v)\n\nwhen [down arrow v] key pressed\nswitch costume to (down v)\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Love and fave reminder\n\nwhen I receive [intro v]\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (3) to (5)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Thumbnail \n\nwhen flag clicked\nforever\n go to [front v] layer\n reset timer\n hide\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@雪\n\nwhen I start as a clone\nshow\nset size to (pick random (40) to (80)) %\ngo to x: (0) y: (300)\nchange x by (pick random (-300) to (300))\nrepeat until <(y position) < [-175]>\n change y by (pick random (-1) to (-3))\n turn right (pick random (-50) to (50)) degrees\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n
This will surely give you nostalgia from 2015.\nWe have now entered the MLG cave! \nwhat will you find at the end?\n\nhopefully, this gets a lot of views cause it took a while to create
Generic A Platformer II #platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@Player by @-complexcodes for the art\n\ndefine Reset\nshow\nset size to (35) %\nset [ghost v] effect to (0)\ngo to x: (-205) y: (-46)\nset [x v] to [0]\nset [deaths v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [skips v] to [2]\nReset\nforever\n Tick\n Physics \nend\n\ndefine Tick\nif <(x position) > [240]> then\n broadcast (Come now v)\n wait (1) seconds\n broadcast (Next level v)\n Reset\nend\nif <<touching (danger v)?> or <touching (saw v)?>> then\n broadcast (Reset v)\n Death\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 (player right look v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (player left look v)\nend\n\ndefine Death\nrepeat (10)\n wait (.002) seconds\n change [ghost v] effect by (10)\nend\nReset\n\ndefine Physics \nchange [y v] by (-0.5)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (0.8)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [x v] by (-0.8)\nend\nchange x by (X)\nset [x v] to ((X) * (0.9))\nif <touching (level2 v)?> then\n change y by (1)\n if <touching (level2 v)?> then\n change y by (1)\n if <touching (level2 v)?> then\n change y by (1)\n if <touching (level2 v)?> then\n change y by (1)\n if <touching (level2 v)?> then\n change y by (1)\n if <touching (level2 v)?> then\n change y by (1)\n if <touching (level2 v)?> then\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)>>>> then\n set [y v] to [4]\n if <[0] < (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((X) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching (level2 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (level2 v)?> and <<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]\nend\nchange y by (0.5)\n\ndefine Effect\nrepeat (15)\n switch costume to (cubee original v)\n change size by (-1)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nEffect\n\nwhen I receive [next level v]\nReset\n\nwhen I receive [next level v]\nReset\n\nif <key (q v) pressed?> then\n if <(Skips) > [1]> then\n broadcast (Next level v)\n end\nend\n\nwhen flag clicked\nswitch costume to (cubee original v)\n\n@Level2\n\nwhen flag clicked\nset [time v] to [0]\ngo to x: (36) y: (28)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [reset v]\n\nswitch costume to (level 1 v)\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n repeat until <(costume [name v]) = [End level]>\n change [time v] by (.2)\n wait (.1) seconds\n end\n if <(Time) < (☁ World record)> then\n set [☁ world record v] to (Time)\n end\nend\n\nwhen flag clicked\n\nforever\n\nset [☁ world record v] to [1000]\n\n@Danger \n\nwhen flag clicked\ngo to x: (33) y: (46)\ngo to [back v] layer\nswitch costume to (danger 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [reset v]\n\nswitch costume to (danger 1 v)\n\nwait (1) seconds\n\n@Particles\n\nwhen flag clicked\nhide\nforever\n wait (.2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\n delete this clone\nend\n\n@Next\n\nwhen flag clicked\ngo to x: (500) y: (0)\nhide\n\nwhen I receive [come now v]\nshow\ngo to [front v] layer\nglide (1) secs to x: (36) y: (0)\nwait (.5) seconds\nglide (1) secs to x: (36) y: (250)\nhide\n\nglide (1) secs to x: (36) y: (0)\nwait (.5) seconds\nglide (1) secs to x: (500) y: (0)\nhide\n\n@Level\n\nwhen flag clicked\ngo to x: (-500) y: (-16)\nhide\n\nwhen I receive [come now v]\nshow\ngo to [front v] layer\nglide (1) secs to x: (36) y: (0)\nwait (.5) seconds\nglide (1) secs to x: (36) y: (-250)\nhide\n\nglide (1) secs to x: (-36) y: (-16)\nwait (.5) seconds\nglide (1) secs to x: (-500) y: (-16)\nhide\n\n@Saw\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n turn right (1) degrees\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Costume4]> then\n go to x: (178) y: (-21)\n end\n if <(costume [name v]) = [Costume7]> then\n go to x: (81) y: (-128)\n end\n if <(costume [name v]) = [Costume9]> then\n go to x: (13) y: (-136)\n end\n if <(costume [name v]) = [Costume10]> then\n go to x: (-120) y: (-136)\n end\nend\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\nhide\n\n@Thumbnail\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\ngo to x: (0) y: (500)\nglide (1) secs to x: (36) y: (28)\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to x: (36) y: (500)\nglide (0.5) secs to x: (36) y: (28)\n\n@Coins\n\nwhen flag clicked\nhide\nforever\n wait (.02) seconds\n next costume\nend\n\n
❤️Can we reach 100 loves???❤️\n\n⭐️How to play:⭐️\nWASD, arrows or mobile :)\nAvoid spikes and saws\n=========================================\n#generic_platformer\n========================================\n\nCredits:\n—@-xaf for the song\n-@0014049 for the coins\n\nEnjoy!!
Massive Multiplayer Platformer v1.5
@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\nwhen flag clicked\nforever\n set [x 風 v] to [10]\n wait (8) seconds\n if <(pick random (1) to (3)) = [1]> then\n repeat (10)\n change [x 風 v] by (-4)\n end\n wait (8) seconds\n repeat (10)\n change [x 風 v] by (4)\n end\n repeat (10)\n change [x 風 v] by (2)\n end\n wait (8) seconds\n repeat (10)\n change [x 風 v] by (-2)\n end\n else\n repeat (10)\n change [x 風 v] by (-2)\n end\n wait (8) seconds\n repeat (10)\n change [x 風 v] by (2)\n end\n end\nend\n\nwait (0.05) seconds\n\nwait (0.05) seconds\n\nwhen flag clicked\nforever\n if <key (x v) pressed?> then\n set [@platform sx v] to ((@Platform SX) * (0.1))\n set [@platform sy v] to ((@Platform SY) * (0.1))\n wait until <not <key (x v) pressed?>>\n if <(@Player Mode) = [+J]> then\n set [@platform sx v] to ((@Platform SX) * (500))\n set [@platform sy v] to ((@Platform SY) * (500))\n else\n set [@platform sx v] to ((@Platform SX) * (10))\n set [@platform sy v] to ((@Platform SY) * (10))\n end\n end\nend\n\nset [flag count v] to [0]\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 if <touching (スプライト1 v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\n end\nend\n\nset [touch v] to [0]\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 if <key (x v) pressed?> then\n set [key left right v] to [0.15]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [1.5]\n set [mouse inactive v] to [0]\n end\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <key (x v) pressed?> then\n set [key left right v] to [-0.15]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [-1.5]\n set [mouse inactive v] to [0]\n end\n else\n set [key left right v] to [0]\n end\nend\nchange [key left right v] by (0)\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) = [1296-cat]> or <(username) = [bravecat999]>> 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\nset [!源 v] to (@Player X)\nset [!元 v] to (@Player Y)\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 Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\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\nif <<([floor v] of (!PK) ) = [5]> and <key (w v) pressed?>> then\n if <(@Player Mode) = [Para shimau]> then\n set [@player sy v] to [12]\n set [!pk v] to [0]\n set [@player mode v] to [+J]\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 if <key (x v) pressed?> then\n change [@player sy v] by ((-0.6) / (10))\n else\n change [@player sy v] by (-0.6)\n end\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n if <key (x v) pressed?> then\n change [@player sy v] by ((((-5) - (@Player SY)) * (0.1)) / (10))\n else\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n end\n else\n if <key (x v) pressed?> then\n change [@player sy v] by ((-1.2) / (10))\n else\n change [@player sy v] by (-1.2)\n end\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n if <not <(@Player Mode) = [+J]>> then\n set [!pk v] to [1]\n set [@player mode v] to [Parachute]\n end\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 [Para shimau]\n set [!pk v] to [1]\n end\nend\nif <(@Player Mode) = [+J]> then\n if <key (w v) pressed?> then\n if <key (x v) pressed?> then\n change [@player sy v] by ((((8) - (@Player SY)) * (0.5)) / (1))\n else\n change [@player sy v] by (((8) - (@Player SY)) * (0.5))\n end\n end\nend\nif <key (x v) pressed?> then\n change [@player y v] by ((@Player SY) / (10))\nelse\n change [@player y v] by (@Player SY)\nend\nif <not <(on platform) = []>> then\n if <key (x v) pressed?> then\n change [@player sy v] by ((-5) / (10))\n else\n change [@player sy v] by (-5)\n end\n Check Collide\n if <not <(touch) = [102]>> then\n if <key (x v) pressed?> then\n change [@player sy v] by ((5) / (10))\n else\n change [@player sy v] by (5)\n end\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n if <key (x v) pressed?> then\n change [@player y v] by ((-4) / (10))\n else\n change [@player y v] by (-4)\n end\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 if <key (x v) pressed?> then\n set [@player sy v] to ((@Platform SY) - (0.2))\n else\n set [@player sy v] to ((@Platform SY) - (2))\n end\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\nif <(!PK) < [999999]> then\n if <key (x v) pressed?> then\n change [!pk v] by (0.1)\n else\n change [!pk v] by (1)\n end\nend\nif <[7] < (!PK)> then\n if <(@Player Mode) = [Para shimau]> then\n set [@player mode v] to []\n end\nend\nif <[16] < (!PK)> then\n if <(@Player Mode) = [+J]> then\n set [@player mode v] to []\n end\nend\n\nchange [@player sy v] by (-0.6)\n\nchange [@player sy v] by (-1.2)\n\nchange [@player y v] by (@Player SY)\n\nchange [@player y v] by (-5)\n\nchange [@player y v] by (5)\n\nchange [@player y v] by (-4)\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nif <key (x v) pressed?> then\n change [@player x v] by ((@Player SX) / (10))\nelse\n change [@player x v] by (@Player SX)\nend\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\nset [flag count v] to [0]\n\nset [@player sy v] to [4]\n\nchange [@player y v] by (10)\n\nif <key (x v) pressed?> then\nend\n\nset [@player sx v] to [0]\nset [@player sy v] to [0]\n\nchange [@player x v] by (((@Player X) - (!源)) / (10))\nchange [@player y v] by (((@Player Y) - (!元)) / (10))\n\nwait ((9) / (30)) seconds\n\nchange [@player sy v] by (1.4)\nchange [@player sy v] by (-1.2)\n\nif <key (x v) pressed?> then\n change [@player sy v] by ((-4) / (10))\nelse\n change [@player sy v] by (-4)\nend\n\nchange [@player y v] by ((-4) / (10))\n\nchange [@player y v] by (-4)\n\nif <key (x v) pressed?> then\n change [@player y v] by ((-4) / (10))\nelse\n change [@player y v] by (-4)\nend\n\nchange [@player y v] by ((-4) / (10))\n\nchange [@player y v] by (-4)\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) = [+J]> then\n Set Costume (29)\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n else\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 <(@Player Mode) = [Para shimau]> then\n Set Costume ((!PK) + (21))\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 end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\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) = [1296-cat]> or <(username) = [bravecat999]>> 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))\nset [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\nset [x v] to [-1]\nsetup clone at x,y: (round (x)) (round (y))\n\nwhen I start as a clone\nswitch costume to (big v)\n\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 next costume\nend\nset [showing v] to [-1]\nnext costume\n\nset [showing v] to [-1]\nnext costume\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)\nset [showing v] to [-1]\n\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 []\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 else\n if <(typ) = [15]> then\n switch costume to (コスチューム1 v)\n end\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 else\n if <(typ) = [15]> then\n if <touching (player v)?> then\n move to (round (ox)) ((oy) - (15)) cycle []\n else\n move to (round (ox)) (round (oy)) cycle []\n end\n end\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\nset [time iterations v] to [0.25]\nset [height v] to (width)\n\nshow\n\nsetup clone at x,y: (0) (0) typ [4] width [0] time [0.5] costume [] 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: (380) (95)\nsetup clone at x,y: (1200) (15)\nsetup clone at x,y: (900) (495)\nset [showing v] to [-1]\n\nsetup clone at x,y: (-146) (-31)\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n set volume to (75) %\n play sound [743019_dj-N-Hypercharged v] until done\n end\nend\n\n@YouTube\n\nwhen flag clicked\nhide\n\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\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] [62]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@スプライト1\n\nwhen I start as a clone\nforever\n show\n if <(costume [number v]) = [1]> then\n go to x: (((!CX) - (@Scroll X)) + (([sin v] of ((((days since 2000) * (86400)) + (!CZ)) * (150)) ) * (!CU))) y: ((!CY) - (@Scroll Y))\n else\n if <(costume [number v]) = [2]> then\n go to x: ((!CX) - (@Scroll X)) y: (((!CY) - (@Scroll Y)) + (([sin v] of ((((days since 2000) * (86400)) + (!CZ)) * (150)) ) * (!CU)))\n else\n if <(costume [number v]) = [3]> then\n go to x: (((!CX) - (@Scroll X)) + (([sin v] of ((((days since 2000) * (86400)) + (!CZ)) * (150)) ) * (!CU))) y: ((!CY) - (@Scroll Y))\n else\n if <(costume [number v]) = [4]> then\n go to x: ((!CX) - (@Scroll X)) y: (((!CY) - (@Scroll Y)) + (([sin v] of ((((days since 2000) * (86400)) + (!CZ)) * (150)) ) * (!CU)))\n end\n end\n end\n end\nend\n\ndefine X (x) Y (y) C (c) U (u) Z (z)\nset [!cx v] to (x)\nset [!cy v] to (y)\nset [!cz v] to (z)\nswitch costume to (c)\nset [!cu v] to (u)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nX [-80] Y [-50] C [1] U [80] Z []\nX [105] Y [-50] C [1] U [-80] Z []\nX [160] Y [0] C [2] U [80] Z []\nX [230] Y [0] C [2] U [-80] Z []\nX [300] Y [30] C [1] U [150] Z []\nX [380] Y [80] C [2] U [0] Z []\nX [500] Y [40] C [1] U [0] Z []\nX [550] Y [70] C [4] U [50] Z []\nX [600] Y [-30] C [4] U [25] Z []\nX [630] Y [-30] C [4] U [25] Z [1]\nX [660] Y [-30] C [4] U [25] Z [2]\nX [690] Y [-30] C [4] U [25] Z [3]\nX [720] Y [-30] C [4] U [25] Z [4]\nX [750] Y [-30] C [4] U [25] Z [5]\nX [780] Y [-30] C [4] U [25] Z [6]\nX [900] Y [-30] C [3] U [60] Z []\nX [940] Y [-30] C [3] U [60] Z [0.1]\nX [980] Y [-30] C [3] U [60] Z [0.2]\nX [1020] Y [-30] C [3] U [60] Z [0.3]\nX [1200] Y [0] C [1] U [0] Z [0]\nX [1250] Y [180] C [4] U [100] Z [0]\nX [1250] Y [280] C [4] U [100] Z [0]\nX [1250] Y [380] C [4] U [100] Z [0]\nX [1250] Y [480] C [4] U [100] Z [0]\nX [1150] Y [280] C [4] U [100] Z [0]\nX [1150] Y [380] C [4] U [100] Z [0]\nX [1150] Y [480] C [4] U [100] Z [0]\nX [1100] Y [480] C [2] U [100] Z [0]\nX [1000] Y [480] C [2] U [100] Z [0]\nX [900] Y [480] C [1] U [0] Z [0]\n\n@スプライト2\n\nwhen flag clicked\nレイニーセット\nset size to ((1) / (0)) %\nforever\n erase all\n レイニー\nend\n\ndefine レイニーセット\nrepeat (100)\n add (pick random (-240) to (240)) to [レイニーx v]\n add (pick random (-170) to (200)) to [レイニーy v]\nend\n\ndefine レイニー\nset [rb v] to [0]\nrepeat (100)\n change [rb v] by (1)\n pen up\n go to x: (item (RB) of [レイニーx v]) y: (item (RB) of [レイニーy v])\n set pen color to (#00ffff)\n set pen (transparency v) to (50)\n set pen size to (6)\n pen down\n go to x: ((item (RB) of [レイニーx v]) - (X 風)) y: ((item (RB) of [レイニーy v]) - (30))\n pen up\n replace item (RB) of [レイニーx v] with ((item (RB) of [レイニーx v]) - ((X 風) / (3)))\n replace item (RB) of [レイニーy v] with ((item (RB) of [レイニーy v]) - (9))\n if <(item (RB) of [レイニーx v]) < [-260]> then\n replace item (RB) of [レイニーx v] with (pick random (220) to (260))\n end\n if <[260] < (item (RB) of [レイニーx v])> then\n replace item (RB) of [レイニーx v] with (pick random (-220) to (-260))\n end\n if <(item (RB) of [レイニーy v]) < [-180]> then\n replace item (RB) of [レイニーy v] with (pick random (200) to (250))\n end\nend\n\nwhen flag clicked\nforever\n set volume to (100) %\n play sound [Rain v] until done\nend\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
Minecraft 4 | Snowy Biome | Scrolling Platformer | #games #all #minecraft #trending
@Stage\n\nwhen flag clicked\nforever\n play sound [So Calming v] until done\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo [forward v] (10000) layers\n\n@TB\n\nwhen flag clicked\nhide\n\n@BACKGROUND\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\n if <touching (background v)?> then\n Game - Die\n end\nend\n\ndefine Game on\nset [x v] to (item ((Checkpoint) + (1)) of [checkpoint x v])\nset [y v] to (item ((Checkpoint) + (1)) of [checkpoint y v])\nif <(Checkpoint) = [0]> then\n switch backdrop to (backdrop1 v)\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (70) %\nclear graphic effects\nshow\n\ndefine Tick\nswitch costume to (touchbox v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [5]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <not <<key (any v) pressed?> or <mouse down?>>> then\n set [animateshowsprite v] to [0]\n set [animatetimervariable v] to [0]\nelse\n change [animatetimervariable v] by (1)\n set [animateshowsprite v] to (((AnimateShowSprite) + ([floor v] of ((((AnimateTimerVariable) mod (3)) + (1)) / (3)) )) mod (4))\nend\nswitch costume to ((AnimateShowSprite) + (1))\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\n
-Minecraft A Scrolling Platformer-\n-Part 4: Snowy Biome-\n\nI am so excited for this platformer! \n\nThis is one of my better ones :)\nPlease like and fav for more!\nFollow @TrentonTNT for more games!\n\nEnjoy :D\n\n\nINSTRUCTIONS:\n\n> WAD to move\n> Jump on blocks\n> Look at the awesome detail (XD)\n> Beat the platformer!\n\nTAGS:\n#games #all #stories #music #art #animations #enjoy #minecraft #like #fav #trending #platformers\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment "PUMPKINS!!!"
The Snowman - A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset y to (180)\nset x to (pick random (-240) to (236))\nset [acceleration v] to (pick random (-1.0) to (-10.0))\nrepeat until <<touching (ground v)?> or <(y position) = [-180]>>\n change y by (Acceleration)\nend\ndelete this clone\n\nwhen I receive [next level v]\nset x to (pick random (-240) to (236))\n\n@Snowman\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-185) y: (-77)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nset size to (100) %\nclear graphic effects\nset [vx v] to [0]\nset [vy v] to [0]\nshow\nforever\n horizontal movement\n wall jump\n vertical movement\n check collisions\nend\n\ndefine horizontal movement\nset [vx v] to ((Vx) * (.8))\nchange x by (Vx)\nif <<<mouse down?> and <(mouse x) > (x position)>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [vx v] by (2)\nend\nif <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [vx v] by (-2)\nend\n\ndefine vertical movement\nchange [vy v] by (-1)\nchange y by (Vy)\nif <touching (ground v)?> then\n change y by ((0) - (Vy))\n set [vy v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> and <touching (ground v)?>> then\n set [vy v] to [12]\nend\nchange y by (1)\n\ndefine check collisions\nif <touching (flag v)?> then\n broadcast (next level v)\n go to x: (-185) y: (-74)\n point in direction (90)\nend\nif <touching (spikes v)?> then\n go to x: (-185) y: (-74)\n point in direction (90)\nend\nif <touching (trampoline v)?> then\n set [vy v] to [18]\nend\nif <(y position) < [-200]> then\n go to x: (-185) y: (-74)\n point in direction (90)\nend\nif <touching (water v)?> then\n go to x: (-185) y: (-74)\n point in direction (90)\nend\n\ndefine wall jump\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n 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 ((0) - (Vx))\n change y by (-10)\n if <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> then\n if <(Vx) > [0]> then\n set [vx v] to [-7]\n else\n set [vx v] to [7]\n end\n set [vy v] to [14]\n else\n set [vx 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\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (flag v)\nbroadcast (spike levels v)\nbroadcast (trampoline levels v)\nbroadcast (water levels v)\n\n@Flag\n\nwhen flag clicked\nshow\ngo to x: (199) y: (-78)\n\nwhen I receive [flag v]\nif <([costume # v] of [ground v]) = [5]> then\n go to x: (191) y: (100)\nend\nif <([costume # v] of [ground v]) = [6]> then\n go to x: (199) y: (-78)\nend\nif <([costume # v] of [ground v]) = [8]> then\n go to x: (183) y: (132)\nend\nif <([costume # v] of [ground v]) = [9]> then\n go to x: (199) y: (-78)\nend\nif <([costume # v] of [ground v]) = [13]> then\n go to x: (189) y: (74)\nend\nif <([costume # v] of [ground v]) = [14]> then\n go to x: (199) y: (-78)\nend\nif <([costume # v] of [ground v]) = [15]> then\n go to x: (175) y: (116)\nend\nif <([costume # v] of [ground v]) = [16]> then\n go to x: (199) y: (-78)\nend\nif <([costume # v] of [ground v]) = [18]> then\n go to x: (201) y: (77)\nend\nif <([costume # v] of [ground v]) = [19]> then\n go to x: (204) y: (129)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen I receive [spike levels v]\nif <([costume # v] of [ground v]) = [3]> then\n show\n go to x: (-30) y: (-80)\nend\nif <([costume # v] of [ground v]) = [4]> then\n show\n go to x: (-84) y: (-78)\n create clone of (_myself_ v)\n move (150) steps\nend\nif <([costume # v] of [ground v]) = [5]> then\n hide\nend\nif <([costume # v] of [ground v]) = [6]> then\n show\n point in direction (-90)\n go to x: (-90) y: (86)\n create clone of (_myself_ v)\n change x by (100)\n create clone of (_myself_ v)\n change x by (100)\nend\nif <([costume # v] of [ground v]) = [7]> then\n hide\nend\nif <([costume # v] of [ground v]) = [11]> then\n show\n point in direction (90)\n go to x: (-80) y: (-78)\n create clone of (_myself_ v)\n change x by (150)\nend\nif <([costume # v] of [ground v]) = [12]> then\n show\n point in direction (90)\n go to x: (-80) y: (-78)\n create clone of (_myself_ v)\n change x by (150)\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (-10) y: (78)\nend\nif <([costume # v] of [ground v]) = [13]> then\n show\n point in direction (90)\n go to x: (-36) y: (-76)\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (-38) y: (90)\nend\nif <([costume # v] of [ground v]) = [14]> then\n hide\nend\nif <([costume # v] of [ground v]) = [16]> then\n show\n point in direction (0)\n go to x: (-81) y: (-72)\n create clone of (_myself_ v)\n point in direction (180)\n go to x: (140) y: (-70)\nend\nif <([costume # v] of [ground v]) = [17]> then\n show\n point in direction (0)\n go to x: (-81) y: (-72)\n create clone of (_myself_ v)\n point in direction (180)\n go to x: (140) y: (-70)\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (32) y: (-9)\nend\nif <([costume # v] of [ground v]) = [18]> then\n hide\nend\n\nwhen I start as a clone\nif <([costume # v] of [ground v]) = [4]> then\n wait until <not <([costume # v] of [ground v]) = [4]>>\n delete this clone\nend\nif <([costume # v] of [ground v]) = [6]> then\n wait until <not <([costume # v] of [ground v]) = [6]>>\n delete this clone\nend\nif <([costume # v] of [ground v]) = [11]> then\n wait until <not <([costume # v] of [ground v]) = [11]>>\n delete this clone\nend\nif <([costume # v] of [ground v]) = [12]> then\n wait until <not <([costume # v] of [ground v]) = [12]>>\n delete this clone\nend\nif <([costume # v] of [ground v]) = [13]> then\n wait until <not <([costume # v] of [ground v]) = [13]>>\n delete this clone\nend\nif <([costume # v] of [ground v]) = [16]> then\n wait until <not <([costume # v] of [ground v]) = [16]>>\n delete this clone\nend\nif <([costume # v] of [ground v]) = [17]> then\n wait until <not <([costume # v] of [ground v]) = [17]>>\n delete this clone\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [trampoline levels v]\nif <([costume # v] of [ground v]) = [5]> then\n show\n go to x: (-81) y: (-94)\nend\nif <([costume # v] of [ground v]) = [6]> then\n show\n go to x: (-81) y: (-94)\n create clone of (_myself_ v)\n move (200) steps\nend\nif <([costume # v] of [ground v]) = [7]> then\n hide\nend\nif <([costume # v] of [ground v]) = [10]> then\n show\n go to x: (-119) y: (-92)\nend\nif <([costume # v] of [ground v]) = [11]> then\n hide\nend\n\nwhen I start as a clone\nif <([costume # v] of [ground v]) = [6]> then\n wait until <not <([costume # v] of [ground v]) = [6]>>\n delete this clone\nend\n\n@Text\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [water levels v]\nif <([costume # v] of [ground v]) = [9]> then\n show\n switch costume to (costume1 v)\n go to x: (-20) y: (-154)\nend\nif <([costume # v] of [ground v]) = [10]> then\n show\n switch costume to (costume2 v)\n go to x: (28) y: (-150)\nend\nif <([costume # v] of [ground v]) = [11]> then\n hide\nend\nif <([costume # v] of [ground v]) = [18]> then\n show\n switch costume to (costume3 v)\n go to x: (41) y: (-161)\nend\nif <([costume # v] of [ground v]) = [19]> then\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n set [stop detector v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (stop detector)\ngo to [front v] layer\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n
The hacked version is out! https://scratch.mit.edu/projects/685703506\nPart 2 is out! https://scratch.mit.edu/projects/683568554\n\nPlease do not say “THIS IS TOO EASY, PLEASE MAKE IT HARDER” or anything similar. I tried to make the game at a normal level of difficulty and possible without dying.\nYou also can’t call it generic or copying. However, this was inspired by other platformers.\n\nMy entry for @-CodingAnimations-‘s 3K contest!\nI worked really hard on it so I would really like a lot of views on this! (Yes, 200!)\n3K views, yes!\nTYSM FOR 4K+ VIEWS!\nCurated by @Funky-Pineapple on April 18 and 19 2022!\n\nArrow keys or mobile to move.\nAvoid spikes and water.\nTrampolines make you bounce high.\nWhen you touch the flag you beat a level.\n19 levels in total. (Not including the end one)\n\nIf you want it to be harder you can remix and make your own levels, but I will not make it harder.\nI will delete comments that are spam/advertising/hate on this project (or they will be reported)\n\n#snowman #platformer #platformers #game #games #music #all #entry #contest #pandan_the_coder #3k #3kcontest #3kcontestentry #snow #winter
TOKYO / Platformer ~Japanese capital~
@Stage\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nset size to (100) %\nhide variable [タイム v]\nhide\nwait (12) seconds\nbroadcast (表示してくれー v)\ngo to x: (-186) y: (-8)\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 (柱 v)?> or <touching (柱2 v)?>> 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 \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 \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 (地面 v)?> 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 (東京タワー v)?> 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 (柱 v)?> or <touching (柱2 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 [13]\n end\n end\n if <touching (東京タワー 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 [13]\n end\n end\n \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 \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 (地面 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 [13]\n end\n end\n if <touching color (#a2a2a3)?> then\n start sound [Rip v]\n 初期化\n end\n if <touching color (#8b8b8b)?> then\n start sound [Rip v]\n 初期化\n end\n if <touching (マグマ 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\n if <touching (風 v)?> then\n start sound [ピューンと逃げる v]\n set [y v] to [15]\n end\nend\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-186) y: (-10)\n\nwhen [timer v] > (0)\nset rotation style [all around v]\nshow\npoint in direction (83)\ngo to x: (35) y: (-3)\nset size to (200) %\nhide variable [タイム v]\n\nwhen I receive [表示してくれー v]\nforever\n start sound [Disfigure - Blank _NCS Release_ v]\n wait (210) seconds\nend\n\nwhen I receive [最後 v]\nstop [other scripts in sprite v]\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\ndefine タイマースタート\nset [タイム v] to [0]\nrepeat until <(costume [number v]) = [10]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nif <(☁ 世界記録) > (タイム)> then\n set [☁ 世界記録 v] to (タイム)\nend\nbroadcast (タイム v)\nbroadcast (世界記録 v)\n\nwhen I receive [表示してくれー v]\nshow\nswitch costume to (block_2022_1_12-17_38_33 v)\nタイマースタート\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nswitch costume to (block_2022_1_12-17_38_33 v)\nhide\nhide variable [タイム v]\ngo to x: (0) y: (-4)\npoint in direction (90)\nswitch backdrop to (コスチューム1 \(3\) v)\nset size to (100) %\n\nwhen [timer v] > (0)\nshow\npoint in direction (100)\ngo to [front v] layer\ngo to x: (-341) y: (65)\nset size to (130) %\nswitch costume to (block_2022_1_12-17_38_3 v)\ngo to [front v] layer\nhide variable [タイム v]\n\nwhen flag clicked\nforever\n reset timer\nend\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\ngo to [front v] layer\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\nwhen I receive [最後 v]\nstop [other scripts in sprite v]\n\n@Next!\n\nwhen I receive [次! v]\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n broadcast (次いくでー v)\n delete this clone\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@ぴょん\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\ngo to x: (80) y: (-118)\nwait (0.0001) seconds\ngo to [front v] layer\nshow\n\n@Yzx\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\n@ラストの表示\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <([costume # v] of [地面 v]) = [11]> then\n show\n end\nend\n\n@Love fave\n\nwhen flag clicked\nhide\n\nwhen I receive [表示してくれー v]\nset [costume v] to [0]\nhide\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen [timer v] > (0)\nhide\n\n@ターボ対策⚡\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [ターボ対策 v] to [0]\nforever\n change [ターボ対策 v] by (1)\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [ターボ対策 v] to [0]\nforever\n wait (0.000000001) seconds\n set [ターボ対策 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(ターボ対策) > [5]> then\n wait (0.01) seconds\n go to [front v] layer\n show\n broadcast (最後 v)\n stop [all v]\n end\nend\n\n@platformer(1)\n\nwhen [timer v] > (0)\nwait (0.0001) seconds\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@tokyo\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\n@送風機\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [4]> then\n show\n else\n hide\n end\nend\n\n@風\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [4]> then\n repeat until <not <([costume # v] of [地面 v]) = [4]>>\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (11) to (81)) y: (-107)\nrepeat until <(y position) > [0]>\n change y by (5)\n next costume\n if <not <([costume # v] of [地面 v]) = [4]>> then\n delete this clone\n end\nend\ndelete this clone\n\n@マグマ\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <([costume # v] of [地面 v]) = [2]> then\n show\n go to x: (-34) y: (-79)\n set [速度 v] to [0]\n repeat until <not <([costume # v] of [地面 v]) = [2]>>\n set [速度 v] to [0]\n repeat (7)\n change [速度 v] by (0.4)\n change y by (速度)\n if <not <([costume # v] of [地面 v]) = [2]>> then\n hide\n end\n end\n set [速度 v] to [0]\n if <not <([costume # v] of [地面 v]) = [2]>> then\n hide\n end\n wait (0.5) seconds\n repeat (7)\n change [速度 v] by (-0.4)\n change y by (速度)\n if <not <([costume # v] of [地面 v]) = [2]>> then\n hide\n end\n end\n if <not <([costume # v] of [地面 v]) = [2]>> then\n hide\n end\n wait (0.5) seconds\n end\n else\n hide\n end\nend\n\n@柱\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <([costume # v] of [地面 v]) = [6]> then\n show\n go to x: (46) y: (-110)\n set [速度 v] to [0]\n repeat until <not <([costume # v] of [地面 v]) = [6]>>\n set [速度 v] to [0]\n repeat (13)\n change [速度 v] by (0.4)\n change y by (速度)\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n end\n set [速度 v] to [0]\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n wait (0.5) seconds\n repeat (13)\n change [速度 v] by (-0.4)\n change y by (速度)\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n end\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n wait (0.5) seconds\n end\n else\n hide\n end\nend\n\nif <([costume # v] of [地面 v]) = [2]> then\n show\n go to x: (-34) y: (-79)\n set [速度 v] to [0]\n repeat until <not <([costume # v] of [地面 v]) = [2]>>\n set [速度 v] to [0]\n repeat (7)\n change [速度 v] by (0.4)\n change y by (速度)\n end\n set [速度 v] to [0]\n wait (0.5) seconds\n repeat (7)\n change [速度 v] by (-0.4)\n change y by (速度)\n end\n wait (0.5) seconds\n end\nelse\n hide\nend\n\n@柱2\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <([costume # v] of [地面 v]) = [6]> then\n show\n go to x: (180) y: (-47)\n repeat until <not <([costume # v] of [地面 v]) = [6]>>\n set [速度2 v] to [0]\n repeat (13)\n change [速度2 v] by (0.4)\n change y by (速度2)\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n end\n set [速度2 v] to [0]\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n wait (0.6) seconds\n repeat (13)\n change [速度2 v] by (-0.4)\n change y by (速度2)\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n end\n if <not <([costume # v] of [地面 v]) = [6]>> then\n hide\n end\n wait (0.6) seconds\n end\n else\n hide\n end\nend\n\nif <([costume # v] of [地面 v]) = [2]> then\n show\n go to x: (-34) y: (-79)\n set [速度 v] to [0]\n repeat until <not <([costume # v] of [地面 v]) = [2]>>\n set [速度 v] to [0]\n repeat (7)\n change [速度 v] by (0.4)\n change y by (速度)\n end\n set [速度 v] to [0]\n wait (0.5) seconds\n repeat (7)\n change [速度 v] by (-0.4)\n change y by (速度)\n end\n wait (0.5) seconds\n end\nelse\n hide\nend\n\n@東京タワー\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <([costume # v] of [地面 v]) = [8]> then\n show\n else\n hide\n end\nend\n\n@1桁目\n\nwhen flag clicked\nhide\n\nwhen I receive [タイム v]\nshow\nforever\n if <(length of (タイム)) = [1]> then\n switch costume to (letter (1) of (タイム))\n end\n if <(length of (タイム)) = [2]> then\n switch costume to (letter (2) of (タイム))\n end\n if <(length of (タイム)) = [3]> then\n switch costume to (letter (3) of (タイム))\n end\n if <(length of (タイム)) = [4]> then\n switch costume to (letter (4) of (タイム))\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@2桁目\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [タイム v]\nshow\nforever\n if <(length of (タイム)) = [2]> then\n switch costume to (letter (1) of (タイム))\n else\n if <(length of (タイム)) = [3]> then\n switch costume to (letter (2) of (タイム))\n else\n if <(length of (タイム)) = [4]> then\n switch costume to (letter (3) of (タイム))\n else\n switch costume to (0 v)\n end\n end\n end\nend\n\nbroadcast (タイム v)\n\nwhen [timer v] > (0)\nhide\n\n@3桁目\n\nwhen flag clicked\nhide\n\ngo to x: (-25) y: (0)\n\nwhen I receive [タイム v]\nshow\nforever\n if <(length of (タイム)) = [3]> then\n switch costume to (letter (1) of (タイム))\n else\n if <(length of (タイム)) = [4]> then\n switch costume to (letter (2) of (タイム))\n else\n switch costume to (0 v)\n end\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@1桁目2\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [世界記録 v]\nshow\nforever\n if <(length of (☁ 世界記録)) = [1]> then\n switch costume to (letter (1) of (☁ 世界記録))\n end\n if <(length of (☁ 世界記録)) = [2]> then\n switch costume to (letter (2) of (☁ 世界記録))\n end\n if <(length of (☁ 世界記録)) = [3]> then\n switch costume to (letter (3) of (☁ 世界記録))\n end\n if <(length of (☁ 世界記録)) = [4]> then\n switch costume to (letter (4) of (☁ 世界記録))\n end\nend\n\nbroadcast (世界記録 v)\n\n@2桁目2\n\nwhen [timer v] > (0)\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [世界記録 v]\nshow\nforever\n if <(length of (☁ 世界記録)) = [2]> then\n switch costume to (letter (1) of (☁ 世界記録))\n else\n if <(length of (☁ 世界記録)) = [3]> then\n switch costume to (letter (2) of (☁ 世界記録))\n else\n if <(length of (☁ 世界記録)) = [4]> then\n switch costume to (letter (3) of (☁ 世界記録))\n else\n switch costume to (0 v)\n end\n end\n end\nend\n\n@3桁目2\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [世界記録 v]\nshow\nforever\n if <(☁ 世界記録) = [3]> then\n switch costume to (letter (1) of (☁ 世界記録))\n else\n if <(length of (☁ 世界記録)) = [4]> then\n switch costume to (letter (2) of (☁ 世界記録))\n else\n switch costume to (0 v)\n end\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <([costume # v] of [地面 v]) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n
~日本の首都、東京がテーマ~\n~The theme is Tokyo, the capital of Japan~\n<日本語>\nWASDキー、矢印キー、タップで操作。\nマグマか下に落ちるとゲームオーバーです。\n面白かったらぜひ❤と★を押してくださいね。\n<English>\nOperate with WASD key, arrow key, tap.\nThe game is over when the magma falls down.\nIf you find it interesting, please press ❤ and ★.
跑酷遊戲4(Platformer)
@Stage\n\n@Sprite1\n\ndefine reset\ngo to x: (-190) y: (-10)\npoint in direction (90)\nswitch costume to (costume1 v)\nset rotation style [left-right v]\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop1, v)\nreset\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-4)\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [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 v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <<<mouse down?> and <(y position) > (mouse y)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n reset\n end\nend\n\nwhen flag clicked\nforever\n if <[-170] > (y position)> then\n reset\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n next backdrop\n reset\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching color (#00fff2)?> then\n change [y v] by (25)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#1d00ff)?> then\n set [y v] to [-20]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen this sprite clicked\nnext backdrop\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n hide\n else\n show\n end\nend\n\n
感謝@longlong2011教我做
My First Platformer
@Stage\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (-4) y: (117)\nforever\n wait (60) seconds\n show\n repeat (8)\n glide (0.5) secs to x: (-4) y: (90)\n glide (0.5) secs to x: (-4) y: (117)\n end\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nplay sound [Alone v] until done\nwait (10) seconds\nplay sound [Regina Spektor - The Call v] until done\nwait (10) seconds\nplay sound [Alone v] until done\nwait (10) seconds\nplay sound [Regina Spektor - The Call v] until done\nwait (10) seconds\nplay sound [Alone v] until done\nwait (10) seconds\nplay sound [Regina Spektor - The Call v] until done\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set volume to (0) %\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\n set volume to (100) %\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-203) y: (64)\nset volume to (100) %\n\n@Spicks\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Ground\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nset [time v] to [0]\nforever\n change [time v] by (0.1)\n wait (0.1) seconds\n if <(costume [number v]) = [18]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide variable [☁ highscore v]\nif <(costume [number v]) = [18]> then\n change [amount of wins v] by (1)\nend\nforever\n if <(costume [number v]) = [18]> then\n if <(Time) < (☁ Highscore)> then\n set [☁ highscore v] to (Time)\n end\n end\nend\n\nwhen flag clicked\n\nwait (12) seconds\n\nwhen flag clicked\nhide variable [amount of wins v]\nwait (12) seconds\nshow variable [amount of wins v]\n\n@YOUR Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nstart sound [Electro-Light - Symbolism v]\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [your intro: i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [your intro: i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [your intro: i v] to (YOUR Intro: i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (YOUR Intro: i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (YOUR Intro: i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\nend\n\nrepeat (5)\n change [brightness v] effect by (-20)\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (12) seconds\nhide variable [x v]\nhide variable [y v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [start v]\npoint in direction (90)\nswitch costume to (2 v)\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nclear graphic effects\nset [m v] to [1]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (1 v)\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n 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 (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching (ground v)?> then\n set [y v] to [15]\n end\n end\n if <touching color (#0026ff)?> then\n set [y v] to [22]\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [219]> then\n set size to (100) %\n go to x: (-180) y: (-60)\n broadcast (Next v)\n end\n if <<touching (spicks v)?> or <(y position) < [-182]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-180) y: (-60)\n end\nend\n\nwhen flag clicked\nwait (12) seconds\nbroadcast (Start v)\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [next v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ highscore v]\nwait (12) seconds\nshow variable [time v]\nshow variable [☁ highscore v]\n\nif <[] = [50]> then\n\n
Is this first remix Wow, cool!\n\nGo follow @manh_noob
Sketch it! - a pen platformer (+ EDITOR) v0.05
@Stage\n\nwhen [x v] key pressed\nif <[hosts v] contains (username)?> then\n change [level # v] by (1)\n broadcast (spawn player v)\nend\n\n@ \n\nset [tile index v] to ((((([floor v] of (([abs v] of ((y) - (180)) ) / (25)) ) - (1)) * (18)) * <(([floor v] of (([abs v] of ((y) - (180)) ) / (25)) ) - (1)) > [0]>) + ([floor v] of (([abs v] of ((-240) - (x)) ) / (25)) ))\n\n@renderer\n\ndefine draw square centered (x) (y) side length (pl) able to see? <f/t>\nset pen color to (#0000ff)\nset pen size to (5)\npen up\ngo to x: ((x) + ((pl) / (2))) y: ((y) + ((pl) / (2)))\npen down\nchange x by ((pl) * (-1))\nchange y by ((pl) * (-1))\nchange x by (pl)\nchange y by (pl)\n\nwhen flag clicked\nset [level # v] to [1]\nrender - regular mode\nshow list [save code v]\nset [code load v] to [n]\nset [time v] to [0]\nbroadcast (SETUP v)\nset [deaths v] to [0]\nbroadcast (spawn player v)\nforever\n if <<(mode) = [PLAY]> and <(code load) = [n]>> then\n load level code (item (LEVEL #) of [level codes v])\n end\n if <<(mode) = [PLAY]> and <(code load) = [y]>> then\n load level code (_ENTERED CODE)\n end\n if <<(DEATHS) = [0]> and <(LEVEL #) = (length of [level codes v])>> then\n change [☁ people who survived with 0 deaths v] by (1)\n end\nend\n\ndefine render - regular mode\n​​log​​ (join [render triggered ] (timer))\nerase all\nset pen color to (#0000ff)\nbroadcast (draw endline v)\nset [i v] to [1]\nset [stamp y v] to [150]\nrepeat (14)\n set [stamp x v] to [-210]\n repeat (18)\n if <<(item (i) of [tile grid v]) = [1]> or <(item (i) of [tile grid v]) = [E]>> then\n draw square centered (stamp x) (stamp y) side length [25] able to see? <>\n else\n if <(item (i) of [tile grid v]) = [2]> then\n draw spike centered (stamp x) (stamp y) size [25]\n else\n if <(item (i) of [tile grid v]) = [3]> then\n draw bouncy (stamp x) (stamp y)\n else\n if <(item (i) of [tile grid v]) = [S]> then\n draw square centered (stamp x) (stamp y) side length [25] able to see? <>\n render sticky (stamp x) (stamp y)\n else\n if <(item (i) of [tile grid v]) = [4]> then\n draw coin at (stamp x) (stamp y)\n else\n if <(item (i) of [tile grid v]) = [5]> then\n render half LEFT sticky (stamp x) (stamp y)\n draw square centered (stamp x) (stamp y) side length [25] able to see? <>\n else\n if <(item (i) of [tile grid v]) = [6]> then\n render half RIGHT sticky (stamp x) (stamp y)\n draw square centered (stamp x) (stamp y) side length [25] able to see? <>\n else\n if <(item (i) of [tile grid v]) = [7]> then\n draw coin at (stamp x) (stamp y)\n end\n end\n end\n end\n end\n end\n end\n end\n change [stamp x v] by (25)\n change [i v] by (1)\n end\n change [stamp y v] by (-25)\nend\n​​log​​ (join [render done] (timer))\n\ndefine load level code (code)\n​​log​​ (join [loading level code ] (timer))\ndelete all of [tile grid v]\nset [i v] to [1]\nrepeat (239)\n add (letter (i) of (code)) to [tile grid v]\n change [i v] by (1)\nend\n​​log​​ (join [loading level code done ] (timer))\nrender - regular mode\n\ndefine draw spike centered (x) (y) size (pl)\nset pen color to (#ff0000)\nset pen size to (5)\npen up\ngo to x: ((x) - (13)) y: ((y) - (13))\npen down\ngo to x: (x) y: (y)\ngo to x: ((x) + (13)) y: ((y) - (13))\n\ndefine draw bouncy (x) (y)\nset pen color to (#ff8800)\nset pen size to (5)\npen up\ngo to x: ((x) - ((25) / (4))) y: ((y) - (12.5))\npen down\ngo to x: (x position) y: ((y position) + (18.75))\npen up\ngo to x: ((x) + ((25) / (4))) y: ((y) - (12.5))\npen down\ngo to x: (x position) y: ((y position) + (18.75))\npen up\ngo to x: ((x) - (12.5)) y: ((y) + ((25) / (4)))\npen down\ngo to x: ((x) + (12.5)) y: ((y) + (6.75))\n\ndefine render sticky (x) (y)\nset pen color to (#ff06c9)\nset pen size to (5)\npen up\ngo to x: ((x) - (12.5)) y: ((y) + (15.5))\npen down\ngo to x: ((x) + (12.5)) y: ((y) + (15.5))\n\nwhen I receive [switch - play mode v]\nshow\n\ndefine render - editor\nerase all\nset pen color to (#0000ff)\nbroadcast (draw endline v)\nset [i v] to [1]\nset [stamp y v] to [150]\nrepeat (14)\n set [stamp x v] to [-210]\n repeat (18)\n if <<(item (i) of [edit tile grid v]) = [1]> or <(item (i) of [edit tile grid v]) = [E]>> then\n draw square (stamp x) (stamp y)\n else\n if <(item (i) of [edit tile grid v]) = [2]> then\n draw spike centered (stamp x) (stamp y) size [50]\n else\n if <(item (i) of [edit tile grid v]) = [3]> then\n draw bouncy (stamp x) (stamp y)\n else\n if <(item (i) of [edit tile grid v]) = [S]> then\n draw square (stamp x) (stamp y)\n render sticky (stamp x) (stamp y)\n else\n if <(item (i) of [edit tile grid v]) = [4]> then\n draw coin at (stamp x) (stamp y)\n else\n if <(item (i) of [edit tile grid v]) = [5]> then\n render half LEFT sticky (stamp x) (stamp y)\n draw square centered (stamp x) (stamp y) side length [25] able to see? <>\n else\n if <(item (i) of [edit tile grid v]) = [6]> then\n render half RIGHT sticky (stamp x) (stamp y)\n draw square centered (stamp x) (stamp y) side length [25] able to see? <>\n else\n if <(item (i) of [edit tile grid v]) = [7]> then\n draw coin at (stamp x) (stamp y)\n end\n end\n end\n end\n end\n end\n end\n end\n change [stamp x v] by (25)\n change [i v] by (1)\n end\n change [stamp y v] by (-25)\nend\n\nwhen I receive [render - editor v]\nrender - editor\n\ndefine draw square (x) (y)\nset pen color to (#0000ff)\nset pen size to (5)\npen up\ngo to x: ((x) + ((25) / (2))) y: ((y) + ((25) / (2)))\npen down\nchange x by ((25) * (-1))\nchange y by ((25) * (-1))\nchange x by (25)\nchange y by (25)\n\nwhen [l v] key pressed\nask [Level code? \(Only ] and wait\nset [_entered code v] to (answer)\nset [code load v] to [y]\n\ndefine draw coin at (x) (y)\nset pen color to (#eeff00)\nset pen size to (10)\npen up\ngo to x: (x) y: (y)\npen down\n\ndefine render half LEFT sticky (x) (y)\nset pen color to (#ff06c9)\nset pen size to (5)\npen up\ngo to x: ((x) - (12.5)) y: ((y) + (15.5))\npen down\ngo to x: (x) y: ((y) + (15.5))\n\ndefine render half RIGHT sticky (x) (y)\nset pen color to (#ff06c9)\nset pen size to (5)\npen up\ngo to x: ((x) + (12.5)) y: ((y) + (15.5))\npen down\ngo to x: (x) y: ((y) + (15.5))\n\nwhen I receive [render v]\nchange [coins on level v] by (1)\nremove spaces\nreplace item (LEVEL #) of [level codes v] with (CODE)\n\nwhen flag clicked\nset [i6 v] to [1]\ndelete all of [level codes v]\nrepeat (length of [storage \(do not edit\) v])\n add (item (i3) of [storage \(do not edit\) v]) to [level codes v]\n change [i3 v] by (1)\nend\n\ndefine remove spaces\nset [i4 v] to [1]\nset [code v] to []\nrepeat (239)\n set [code v] to (join (CODE) (item (i4) of [tile grid v]))\n change [i4 v] by (1)\nend\n\nwhen [r v] key pressed\nreplace item (LEVEL #) of [level codes v] with (item (LEVEL #) of [storage \(do not edit\) v])\n\nwhen I receive [die v]\nreplace item (LEVEL #) of [level codes v] with (item (LEVEL #) of [storage \(do not edit\) v])\n\n@player\n\ndefine touch ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching color (#0000ff)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine walk (d) (s)\npoint in direction (d)\nchange x by (s)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#0000ff)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (s))\n change y by ((0) - (slope))\nend\n\nwhen I receive [spawn player v]\nshow\ngo to x: (-150) y: (0)\nset [speed y v] to [-1]\nset [falling v] to [12]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n touch ground <(speed y) > [0]>\n set rotation style [left-right v]\n if then\n walk [-90] [-4]\n end\n if then\n walk [90] [4]\n end\n if <<not <touching color (#ff06c9)?>> and <<<key (up arrow v) pressed?> or > and <(falling) < [3]>>> then\n set [speed y v] to [15]\n end\nend\n\nwhen I receive [die v]\nchange [deaths v] by (1)\nbroadcast (spawn player v)\n\nwhen I receive [switch - play mode v]\nshow\nwait (0) seconds\ngo to x: (-150) y: (0)\n\nwhen I receive [_test edited v]\ngo to x: (-150) y: (0)\n\nwhen I receive [spawn player v]\nforever\n if <touching color (#ff8800)?> then\n set [speed y v] to [20]\n end\n if <touching color (#ff0000)?> then\n broadcast (die v)\n end\n if <(x position) > [239]> then\n if <not <(LEVEL #) = (length of [storage \(do not edit\) v])>> then\n hide\n go to x: (0) y: (0)\n reset timer\n change [level # v] by (1)\n ​​log​​ (join [level successfully changed ] (timer))\n if <[] = []> then\n broadcast (load v) and wait\n end\n show\n broadcast (spawn player v)\n set [coins on level v] to [0]\n else\n if <(mode) = [EDITOR]> then\n hide\n go to x: (0) y: (0)\n reset timer\n change [level # v] by (1)\n ​​log​​ (join [level successfully changed ] (timer))\n if <[] = []> then\n broadcast (load v) and wait\n end\n show\n broadcast (spawn player v)\n set [coins on level v] to [0]\n end\n end\n end\n if <<<(mode) = [EDITOR]> or <(PLAY) = [EDIT]>> and <not <(mode) = [PLAY]>>> then\n hide\n end\n if <(PLAY) = [TEST]> then\n show\n end\n if <touching color (#eeff00)?> then\n broadcast (coin v)\n end\n if <(y position) < [-175]> then\n broadcast (die v)\n end\n if <key (r v) pressed?> then\n broadcast (spawn player v)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nhide\nbroadcast (load v)\nshow\nset [coins on level v] to [0]\nforever\n if <(speed y) < [-10]> then\n set [speed y v] to [-10]\n end\nend\n\nwhen I receive [coin v]\nget tile at ([x position v] of [player v]) ([y position v] of [player v])\nreplace item (tile index) of [tile grid v] with [0]\nbroadcast (RENDER v)\n\nset [level # v] to [17]\n\nwhen I receive [hide player v]\nhide\n\nwhen I receive [show player v]\nshow\n\nwhen I receive [drag-non v]\nset drag mode [not draggable v]\n\nwhen I receive [drag-on v]\nset drag mode [draggable v]\n\n@EDITOR\n\ndefine get tile at (x) (y)\nset [tile index v] to ((((([floor v] of (([abs v] of ((y) - (180)) ) / (25)) ) - (1)) * (18)) * <(([floor v] of (([abs v] of ((y) - (180)) ) / (25)) ) - (1)) > [0]>) + ([floor v] of (([abs v] of ((-240) - (x)) ) / (25)) ))\n\nwhen [space v] key pressed\nif <(mode) = [EDITOR]> then\n set [mode v] to [PLAY]\n broadcast (switch - play mode v)\nelse\n broadcast (editor v)\nend\n\nwhen I receive [editor v]\nset [code load v] to [n]\nset [play v] to [EDIT]\nerase all\nset [mode v] to [EDITOR]\nset [brush v] to [1]\nhandle - setup \nforever\n get tile at (mouse x) (mouse y)\n handle - paint block\n broadcast (render - editor v)\nend\n\nwhen I receive [switch - play mode v]\nwait (0) seconds\nstop [other scripts in sprite v]\n\nwhen [1 v] key pressed\nset [brush v] to [1]\n\nwhen [2 v] key pressed\nset [brush v] to [2]\n\nwhen [3 v] key pressed\nset [brush v] to [3]\n\nwhen [0 v] key pressed\nset [brush v] to [0]\n\nwhen [d v] key pressed\nif <(mode) = [EDITOR]> then\n set [brush v] to (item (tile index) of [edit tile grid v])\nend\n\nwhen [s v] key pressed\nset [brush v] to [S]\n\ndefine handle - setup \ndelete all of [edit tile grid v]\nrepeat (234)\n add [0] to [edit tile grid v]\nend\n\ndefine handle - paint block\nif <<mouse down?> and <(PLAY) = [EDIT]>> then\n replace item (tile index) of [edit tile grid v] with (brush)\nend\n\nwhen [c v] key pressed\nif <(save shown) = [1]> then\n set [save shown v] to [0]\n show list [save code v]\nelse\n set [save shown v] to [1]\n hide list [save code v]\n if <(mode) = [EDITOR]> then\n delete all of [save code v]\n add (EDIT TILE GRID) to [save code v]\n end\nend\n\nwhen flag clicked\nset [save shown v] to [0]\n\nwhen [p v] key pressed\nif <(PLAY) = [EDIT]> then\n if <(mode) = [EDITOR]> then\n set [play v] to [TEST]\n broadcast (_test edited v)\n end\nelse\n set [play v] to [EDIT]\nend\n\nwhen flag clicked\nset [mode v] to [PLAY]\nforever\n get tile at ([x position v] of [player v]) ([y position v] of [player v])\nend\n\nwhen [5 v] key pressed\nset [brush v] to [5]\n\nwhen [6 v] key pressed\nset [brush v] to [6]\n\nwhen [e v] key pressed\nhide\nask [Edit existing level? What is the code?] and wait\nshow\nif <(length of (answer)) = [234]> then\n EDIT EXISTING LEVEL\nend\n\ndefine EDIT EXISTING LEVEL\ndelete all of [edit tile grid v]\nset [newi v] to [0]\nrepeat (234)\n change [newi v] by (1)\n add (letter (NEWI) of (answer)) to [edit tile grid v]\nend\nset [newi v] to [1]\n\nwhen [7 v] key pressed\nset [brush v] to [7]\n\nwhen I receive [coin v]\nget tile at ([x position v] of [player v]) ([y position v] of [player v])\nreplace item (tile index) of [debug length v] with [0]\nbroadcast (RENDER v)\n\n@music\n\nwhen flag clicked\nforever\n play sound [Hot Diggity Dog v] until done\nend\n\nset [level # v] to [6]\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@loading\n\nwhen flag clicked\nhide\n\nwhen I receive [load v]\nshow\nwait (1.5) seconds\nhide\n\nset [loading? v] to [1]\n\nset [loading? v] to [0]\n\nwhen I receive [load v]\nreset timer\nrepeat until <(timer) > [1.49999999999999999999]>\n broadcast (HIDE PLAYER v)\nend\nbroadcast (SHOW PLAYER v)\n\n@admin controls\n\ndefine Decode (code)\ndelete (all) of [decodedcode v]\ndelete (all) of [tobedecoded v]\nset [tobedecodedcount v] to [1]\nrepeat until <(length of [tobedecoded v]) = ((length of (code)) / (2))>\n add (join (letter (tobedecodedcount) of (code)) (letter ((tobedecodedcount) + (1)) of (code))) to [tobedecoded v]\n change [tobedecodedcount v] by (2)\nend\nset [codecount v] to [1]\nrepeat until <(codecount) > (length of [tobedecoded v])>\n if <(item (codecount) of [tobedecoded v]) = [31]> then\n add [a] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [32]> then\n add [b] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [33]> then\n add [c] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [34]> then\n add [d] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [35]> then\n add [e] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [36]> then\n add [f] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [37]> then\n add [g] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [38]> then\n add [h] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [39]> then\n add [i] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [10]> then\n add [j] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [11]> then\n add [k] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [12]> then\n add [l] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [13]> then\n add [m] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [14]> then\n add [n] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [15]> then\n add [o] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [16]> then\n add [p] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [17]> then\n add [q] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [18]> then\n add [r] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [19]> then\n add [s] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [20]> then\n add [t] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [21]> then\n add [u] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [22]> then\n add [v] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [23]> then\n add [w] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [24]> then\n add [x] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [25]> then\n add [y] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [26]> then\n add [z] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [40]> then\n add [:] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [41]> then\n add [.] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [42]> then\n add [!] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [43]> then\n add [?] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [51]> then\n add [1] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [52]> then\n add [2] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [53]> then\n add [3] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [54]> then\n add [4] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [55]> then\n add [5] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [56]> then\n add [6] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [57]> then\n add [7] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [58]> then\n add [8] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [59]> then\n add [9] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [60]> then\n add [0] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [44]> then\n add [_] to [decodedcode v]\n else\n if <(item (codecount) of [tobedecoded v]) = [00]> then\n add [ ] to [decodedcode 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 end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [codecount v] by (1)\nend\nset [fulldecoded v] to (item (1) of [decodedcode v])\nset [codeadd v] to [2]\nrepeat ((length of [decodedcode v]) - (1))\n set [fulldecoded v] to (join (fulldecoded) (item (codeadd) of [decodedcode v]))\n change [codeadd v] by (1)\nend\n\ndefine Encode (words)\ndelete (all) of [encodedtext v]\nset [wordcount v] to [1]\nrepeat until <(wordcount) > (length of (words))>\n if <(letter (wordcount) of (words)) = [a]> then\n add [31] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [b]> then\n add [32] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [c]> then\n add [33] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [d]> then\n add [34] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [e]> then\n add [35] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [f]> then\n add [36] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [g]> then\n add [37] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [h]> then\n add [38] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [i]> then\n add [39] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [j]> then\n add [10] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [k]> then\n add [11] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [l]> then\n add [12] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [m]> then\n add [13] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [n]> then\n add [14] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [o]> then\n add [15] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [p]> then\n add [16] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [q]> then\n add [17] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [r]> then\n add [18] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [s]> then\n add [19] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [t]> then\n add [20] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [u]> then\n add [21] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [v]> then\n add [22] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [w]> then\n add [23] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [x]> then\n add [24] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [y]> then\n add [25] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [z]> then\n add [26] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [:]> then\n add [40] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [.]> then\n add [41] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [!]> then\n add [42] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [?]> then\n add [43] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [1]> then\n add [51] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [2]> then\n add [52] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [3]> then\n add [53] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [4]> then\n add [54] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [5]> then\n add [55] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [6]> then\n add [56] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [7]> then\n add [57] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [8]> then\n add [58] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [9]> then\n add [59] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [0]> then\n add [60] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [_]> then\n add [44] to [encodedtext v]\n else\n if <(letter (wordcount) of (words)) = [ ]> then\n add [00] to [encodedtext 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 end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [wordcount v] by (1)\nend\nset [fullencoded v] to (item (1) of [encodedtext v])\nset [wordadd v] to [2]\nrepeat ((length of [encodedtext v]) - (1))\n set [fullencoded v] to (join (fullencoded) (item (wordadd) of [encodedtext v]))\n change [wordadd v] by (1)\nend\n\nwhen flag clicked\nhide variable [loc decoded last viewer v]\nhide variable [brush v]\nhide variable [code v]\nhide variable [mode v]\nhide variable [coins on level v]\nhide variable [deaths v]\nhide variable [level # v]\nset [toggle v] to [1]\nset [toggle2 v] to [1]\nbroadcast (DRAG-NON v)\nif <[admins lvl 2 v] contains (username)?> then\n forever\n if <<key (j v) pressed?> and <not <(LEVEL #) = (length of [level codes v])>>> then\n if <[admins lvl 2 v] contains (username)?> then\n wait until <not <key (j v) pressed?>>\n change [level # v] by (1)\n end\n end\n if <<key (h v) pressed?> and <not <(LEVEL #) = [1]>>> then\n if <[admins lvl 2 v] contains (username)?> then\n wait until <not <key (h v) pressed?>>\n change [level # v] by (-1)\n end\n end\n if <key (y v) pressed?> then\n if <[admins lvl 1 v] contains (username)?> then\n wait until <not <key (y v) pressed?>>\n change [toggle v] by (1)\n show/hide vars <((toggle) mod (2)) = [0]>\n end\n end\n if <key (t v) pressed?> then\n if <[admins lvl 1 v] contains (username)?> then\n wait until <not <key (t v) pressed?>>\n change [toggle2 v] by (1)\n if <((toggle2) mod (2)) = [0]> then\n show variable [loc decoded last viewer v]\n else\n hide variable [loc decoded last viewer v]\n end\n end\n end\n if <not <[admins lvl 1 v] contains (username)?>> then\n broadcast (DRAG-NON v)\n end\n if <[admins lvl 1 v] contains (username)?> then\n broadcast (DRAG-ON v)\n end\n end\nend\n\ndefine show/hide vars <show?>\nif <show?> then\n show variable [brush v]\n show variable [code v]\n show variable [coins on level v]\n show variable [deaths v]\n show variable [level # v]\n show variable [mode v]\nelse\n hide variable [brush v]\n hide variable [code v]\n hide variable [coins on level v]\n hide variable [deaths v]\n hide variable [level # v]\n hide variable [mode v]\nend\n\nwhen flag clicked\nEncode (username)\nset [☁ last viewer v] to (fullencoded)\n\nwhen flag clicked\nforever\n Decode (☁ Last Viewer)\n set [loc decoded last viewer v] to (fulldecoded)\nend\n\nwhen flag clicked\nforever\n hide variable [notice v]\n wait until <key (u v) pressed?>\n wait until <not <key (u v) pressed?>>\n show variable [notice v]\n if <[owners v] contains (username)?> then\n set [notice v] to [Hello! You are considered a lead manager of this game. You have max permissions, see the admin section of the instructions for info \(you have all permissions listed\). \(Press \[U\] to toggle this dialog\)]\n else\n if <[admins lvl 1 v] contains (username)?> then\n set [notice v] to [Hello! You are considered a Level 1 Admin \(highest admin level, only below manager\) of this game. You don't have max permissions, still more than a normal users, see section in instructions marked "A1+" or "A2+" for your permissions. \(Press \[U\] to toggle this dialog\)]\n else\n if <[admins lvl 2 v] contains (username)?> then\n set [notice v] to [Hello! You are considered a Level 2 Admin \(lowest admin level\) of this game. You have minimum permissions, but still more than a normal users, see section in instructions marked "A2+" for your permissions. \(Press \[U\] to toggle this dialog\)]\n else\n hide variable [notice v]\n end\n end\n end\n wait until <key (u v) pressed?>\n hide variable [notice v]\nend\n\n
~blue sky~ scroll platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nrepeat until <(2000年からの日数) = (days since 2000)>\n set [2000年からの日数 v] to (days since 2000)\n wait () seconds\nend\nstop [all v]\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\nstart sound [チーン v]\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen I receive [ビントロ v]\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\nwhen flag clicked\nforever\n play sound [青空 v] until done\nend\n\nwhen I receive [あいう v]\n\ngo to x: (0) y: (-20)\n\n@ステージ\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [ビントロ v]\n\nwhen flag clicked\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@障害物\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [ビントロ v]\n\nwhen flag clicked\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (あいう v)\n end\nend\n\n@もくもく\n\n
日本語は下\n\nEnglish\nI made a platformer with the image of the blue sky. Operate with the arrow keys. If you touch the thorn or fall down, it will return to the beginning.\n\n\n\n日本語\n青空をイメージしたプラットフォーマーを作りました。\n\n矢印キーで操作します。 とげに触れたり落ちたりすると最初に戻ります。\n雲に乗れるのは仕様です\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nハートと星をください!!!!!!
cUrSeD Platformer! || #games #platformer
@Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n set volume to (70) %\n play sound [Vexento - Syndrome v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (9) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Bouncy\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [4]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\n\n@Woter\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (11) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Saw\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n set size to (70) %\n hide\n go to [front v] layer\n go [backward v] (9) layers\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n Clone at x: [150] y: [-125]\nelse\n if <(Level) = [3]> then\n Clone at x: [30] y: [125]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [2]> then\n Clone at x: [150] y: [-125]\nelse\n if <(Level) = [4]> then\n Clone at x: [30] y: [125]\n else\n hide\n delete this clone\n end\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n turn right (10) degrees\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwait until <(Level) = [50]>\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Tb\n\nwhen flag clicked\nhide variable [timer v]\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (0)\nshow\nforever\n go to [front v] layer\nend\n\n
Suprise and boom!\nYes this is a game I didn't told to release, itz a suprise! Congo!\n\n⭐Wasd Or Arrow keys to move\n⭐Everything is cursed! Might be lava is water and water is lava, the background is coral and the spikes and saws are different colored. Making it harder!\n⭐Down key to crouch \n✅3 Levels till now, working on moree
hell 〜地獄〜 platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@キャラ\n\nwhen flag clicked\ngo to [front v] layer\nhide\nhide variable [x v]\nhide variable [y v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (クローン v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10.0000000000000000000000000000000000000000000000000000000000000000000000000777777777777777777777777777777777777777777777)\nend\ndelete this clone\n\nwhen I receive [スタート v]\npoint in direction (90)\nswitch costume to (左 v)\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nclear graphic effects\nset [ステージ v] to [1]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> 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 (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching (すていじ v)?> then\n set [y v] to [15]\n end\n end\n if <touching color (#0026ff)?> then\n set [y v] to [22]\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (すていじ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [219]> then\n set size to (100) %\n go to x: (-180) y: (-60)\n broadcast (Next v)\n end\n if <<touching (とげ v)?> or <(y position) < [-182]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-180) y: (-60)\n end\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen I receive [next v]\ngo to [front v] layer\n\nhide\n\n@すていじ\n\nwhen flag clicked\nshow\nswitch backdrop to (背景1 v)\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n switch backdrop to (背景2 v)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nforever\n change [タイム v] by (0.1)\n wait (0.05) seconds\n if <(costume [number v]) = [20]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow variable [タイム v]\nhide variable [☁ 世界記録 v]\nforever\n if <(costume [number v]) = [20]> then\n show variable [☁ 世界記録 v]\n if <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\n else\n set [☁ 世界記録 v] to (☁ 世界記録)\n end\n end\nend\n\n@とげ\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\n@68A50E55-7817-46EB-ACF6-3DF347B7D6B0\n\nwhen flag clicked\nhide\n\n
https://scratch.mit.edu/projects/644593811\nこっちも見てくれ〜〜\n\n〜説明〜(日本語は下)\n【English】\nArrow key move\nDifficulty: ★★★ ☆☆\nCan be cleared\n(Odorikaihatusya has cleared)\n【日本語】\n矢印キー移動\n難易度:★★★☆☆\nクリア可能です\n(odorikaihatusyaはクリアしました)\n\n拡散希望!\n下の「スタジオに追加」からどんどん追加してね!\n(スタジオの注意は絶っっっっっ対に守ってください)
Forest- A Platformer!!!... #All #Art #Music #Games #Stories #Animation
@Stage\n\nwhen I receive [game start!!! v]\nforever\n\n@phoenix-gif-5\n\nwhen flag clicked\nshow\nrepeat (27)\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [game start!!! v]\nhide\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite1\n\nwhen flag clicked\nstart sound [Guitar Chords2 v]\nshow\n\nwhen I receive [game start!!! v]\nstop all sounds\nhide\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nbroadcast (Game Start!!! v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@player\n\nwhen I receive [game start!!! v]\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nwait (1) seconds\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (bear-walk-a v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\ngo to x: (-190) y: (-24)\ngo to x: (-201) y: (14)\n\nwhen I receive [game start!!! v]\ngo to [front v] layer\nset [level v] to [1]\ngo [backward v] (3) layers\nshow\nset size to (60) %\nswitch costume to (costume1 \(36\) v)\ngo to x: (-210) y: (75)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (sprite5 v)?> then\n change y by (1)\n if <touching (sprite5 v)?> then\n change y by (1)\n if <touching (sprite5 v)?> then\n change y by (1)\n if <touching (sprite5 v)?> then\n change y by (1)\n if <touching (sprite5 v)?> then\n change y by (1)\n if <touching (sprite5 v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (sprite5 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [13]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (sprite5 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <<(x position) > [230]> and > then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-210) y: (0)\n end\n if <(y position) < [-170]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (0)\n end\n if <touching (sprite6 v)?> then\n start sound [ Whoosh v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-210) y: (0)\n end\n if <touching (sprite3 v)?> then\n start sound [ Whoosh v]\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Death v)\n go to x: (-210) y: (0)\n end\nend\n\nwhen I receive [game start!!! v]\nsay (join (username) [ Please help me reach the picnic spot!]) for (2) seconds\nspeak [Please help me reach the picnic spot!]::tts\n\nwhen I receive [start 2 v]\nforever\n if <touching (costume16 v)?> then\n repeat (5)\n change [y v] by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [game start!!! v]\nforever\n if <key (r v) pressed?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (-50)\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume1 \(36\)2 v)\n else\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (costume1 \(36\)4 v)\n else\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (costume1 \(36\)3 v)\n else\n switch costume to (costume1 \(36\) v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite9 v)?> then\n wait (0.2) seconds\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite11\n\nwhen flag clicked\nshow\ngo [forward v] (10000) layers\ngo to [front v] layer\nset [ghost v] effect to (0)\nforever\n go to [front v] layer\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [game start!!! v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [game start!!! v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nset size to (100) %\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n@Sprite4\n\nwhen I receive [game start!!! v]\nhide\nwait (0.2) seconds\ngo to [back v] layer\nwait (0.2) seconds\ngo to [back v] layer\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen I receive [game start!!! v]\nhide\nwait (0.1) seconds\ngo to [back v] layer\nforever\n if <<(Level) = [3]> or <(Level) = [8]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [game start!!! v]\nshow\ngo to x: (0) y: (0)\nwait (0.1) seconds\ngo to [back v] layer\nset size to (100) %\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\n
Hi!\nHope I win!\nI worked hard!\nInstructions-\nArrow or WASD or mobile controls to move\nPass all the levels\n10 levels\nEasy\nStory:-You are in a forest for a picnic and you got lost, help him to go to his friends\nCredits-\n@griffpatch for Platformer code (tutorial)\n@TrentonTNT for love and fav engine\ninkpx.com for Word Art\nSong- Adventure\nRest (me) @SRIJAN2412\nPlease LOVE, FAV AND FOLLOW and propose it to be featured plz and also we have to get this on TRENDING!!!\nBye!\nTags:- #All #Art #Music #Games #Stories #Animation #SRIJAN2412
The Bunny’s way || a platformer (MOBILE FRIENDLY)
@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\nwhen flag clicked\n\n@Bunny!\n\nwhen flag clicked\nswitch costume to (still v)\nset size to (100) %\n\nwhen I receive [done shining thing v]\nset [diescore v] to [0]\nswitch costume to (still v)\ngo to x: (-193) y: (-84)\ngo to [front v] layer\nshow\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <touching (spikes v)?> then\n go to x: (-193) y: (-84)\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 (0.8)\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 [xv v] by (-0.8)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground! v)?> then\n change y by (1)\n if <touching (ground! v)?> then\n change y by (1)\n if <touching (ground! v)?> then\n change y by (1)\n if <touching (ground! v)?> then\n change y by (1)\n if <touching (ground! v)?> then\n change y by (1)\n if <touching (ground! v)?> then\n change x by ((Xv) * (-1))\n change x by (-5)\n change y by (-7)\n change x by (0.5)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching (ground! v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground! v)?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [Jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n go to x: (-193) y: (-84)\n broadcast (Next level! v)\n end\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?>>>>>> or <<<mouse down?> and <(mouse y) > (y position)>> or <<<mouse down?> and <(mouse x) < (x position)>> or <<mouse down?> and <(mouse x) > (x position)>>>>>> then\n switch costume to (still v)\n end\n if <touching (trampoline! v)?> then\n set [yv v] to [13]\n end\nend\n\nwhen I receive [done shining thing v]\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n wait (0.1) seconds\n switch costume to (back 1 v)\n wait (0.1) seconds\n switch costume to (back 2 v)\n end\nend\n\nwhen I receive [done shining thing 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 (run 2 v)\n wait (0.1) seconds\n switch costume to (run 1 v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nshow\nset [brightness v] effect to (100)\nwait (1) seconds\nset [brightness v] effect to (90)\nwait (0.01) seconds\nset [brightness v] effect to (80)\nwait (0.01) seconds\nset [brightness v] effect to (70)\nwait (0.01) seconds\nset [brightness v] effect to (60)\nwait (0.01) seconds\nset [brightness v] effect to (50)\nwait (0.01) seconds\nset [brightness v] effect to (40)\nwait (0.01) seconds\nset [brightness v] effect to (30)\nwait (0.01) seconds\nset [brightness v] effect to (20)\nwait (0.01) seconds\nset [brightness v] effect to (10)\nwait (0.01) seconds\nset [brightness v] effect to (0)\nbroadcast (Done shining thing v)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-193) y: (-84)\n end\nend\n\nwhen I receive [restart! v]\ngo to x: (-193) y: (-84)\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\n@Ground!\n\nwhen I receive [done shining thing v]\nswitch costume to (costume1 v)\nforever\n show\n go to x: (36) y: (28)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level! v]\nnext costume\n\nwhen flag clicked\nshow\nset [brightness v] effect to (100)\nwait (1) seconds\nset [brightness v] effect to (90)\nwait (0.01) seconds\nset [brightness v] effect to (80)\nwait (0.01) seconds\nset [brightness v] effect to (70)\nwait (0.01) seconds\nset [brightness v] effect to (60)\nwait (0.01) seconds\nset [brightness v] effect to (50)\nwait (0.01) seconds\nset [brightness v] effect to (40)\nwait (0.01) seconds\nset [brightness v] effect to (30)\nwait (0.01) seconds\nset [brightness v] effect to (20)\nwait (0.01) seconds\nset [brightness v] effect to (10)\nwait (0.01) seconds\nset [brightness v] effect to (0)\nbroadcast (Done shining thing v)\n\n@Spikes\n\nwhen flag clicked\nshow\nset [brightness v] effect to (100)\nwait (1) seconds\nset [brightness v] effect to (90)\nwait (0.01) seconds\nset [brightness v] effect to (80)\nwait (0.01) seconds\nset [brightness v] effect to (70)\nwait (0.01) seconds\nset [brightness v] effect to (60)\nwait (0.01) seconds\nset [brightness v] effect to (50)\nwait (0.01) seconds\nset [brightness v] effect to (40)\nwait (0.01) seconds\nset [brightness v] effect to (30)\nwait (0.01) seconds\nset [brightness v] effect to (20)\nwait (0.01) seconds\nset [brightness v] effect to (10)\nwait (0.01) seconds\nset [brightness v] effect to (0)\nbroadcast (Done shining thing v)\n\nwhen flag clicked\nhide\n\nwhen I receive [done shining thing v]\nswitch costume to (costume2 v)\nforever\n show\n go to x: (36) y: (28)\n go [backward v] (1) layers\nend\n\nwhen I receive [next level! v]\nnext costume\n\nwhen flag clicked\nhide\n\n@Trampoline!\n\nwhen flag clicked\nshow\nset [brightness v] effect to (100)\nwait (1) seconds\nset [brightness v] effect to (90)\nwait (0.01) seconds\nset [brightness v] effect to (80)\nwait (0.01) seconds\nset [brightness v] effect to (70)\nwait (0.01) seconds\nset [brightness v] effect to (60)\nwait (0.01) seconds\nset [brightness v] effect to (50)\nwait (0.01) seconds\nset [brightness v] effect to (40)\nwait (0.01) seconds\nset [brightness v] effect to (30)\nwait (0.01) seconds\nset [brightness v] effect to (20)\nwait (0.01) seconds\nset [brightness v] effect to (10)\nwait (0.01) seconds\nset [brightness v] effect to (0)\nbroadcast (Done shining thing v)\n\nwhen flag clicked\nhide\n\nwhen I receive [done shining thing v]\nswitch costume to (costume3 v)\nforever\n show\n go to x: (36) y: (28)\nend\n\nwhen I receive [next level! v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [brightness v] effect to (100)\nwait (1) seconds\nset [brightness v] effect to (90)\nwait (0.01) seconds\nset [brightness v] effect to (80)\nwait (0.01) seconds\nset [brightness v] effect to (70)\nwait (0.01) seconds\nset [brightness v] effect to (60)\nwait (0.01) seconds\nset [brightness v] effect to (50)\nwait (0.01) seconds\nset [brightness v] effect to (40)\nwait (0.01) seconds\nset [brightness v] effect to (30)\nwait (0.01) seconds\nset [brightness v] effect to (20)\nwait (0.01) seconds\nset [brightness v] effect to (10)\nwait (0.01) seconds\nset [brightness v] effect to (0)\nbroadcast (Done shining thing v)\n\nwhen I receive [done shining thing v]\nforever\n go [forward v] (2) layers\n go to x: (36) y: (28)\n show\nend\n\nwhen this sprite clicked\nbroadcast (Restart! v)\n\n@Dark\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n go [backward v] (3) layers\n show\nend\n\nwhen flag clicked\nshow\nset [brightness v] effect to (100)\nwait (1) seconds\nset [brightness v] effect to (90)\nwait (0.01) seconds\nset [brightness v] effect to (80)\nwait (0.01) seconds\nset [brightness v] effect to (70)\nwait (0.01) seconds\nset [brightness v] effect to (60)\nwait (0.01) seconds\nset [brightness v] effect to (50)\nwait (0.01) seconds\nset [brightness v] effect to (40)\nwait (0.01) seconds\nset [brightness v] effect to (30)\nwait (0.01) seconds\nset [brightness v] effect to (20)\nwait (0.01) seconds\nset [brightness v] effect to (10)\nwait (0.01) seconds\nset [brightness v] effect to (0)\nbroadcast (Done shining thing v)\n\nwhen I receive [done shining thing v]\nswitch costume to (costume2 v)\nforever\n show\n go to x: (36) y: (28)\nend\n\nwhen I receive [next level! v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen I receive [done shining thing v]\nchange [ghost v] effect by (3.5)\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n go to (bunny! v)\n go [backward v] (10) layers\n show\nend\n\n@Sprite3\n\nwhen I receive [done shining thing v]\nswitch costume to (costume2 v)\nforever\n show\n go to x: (36) y: (28)\n go [forward v] (1) layers\nend\n\nwhen I receive [next level! v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nset [brightness v] effect to (100)\nwait (1) seconds\nset [brightness v] effect to (90)\nwait (0.01) seconds\nset [brightness v] effect to (80)\nwait (0.01) seconds\nset [brightness v] effect to (70)\nwait (0.01) seconds\nset [brightness v] effect to (60)\nwait (0.01) seconds\nset [brightness v] effect to (50)\nwait (0.01) seconds\nset [brightness v] effect to (40)\nwait (0.01) seconds\nset [brightness v] effect to (30)\nwait (0.01) seconds\nset [brightness v] effect to (20)\nwait (0.01) seconds\nset [brightness v] effect to (10)\nwait (0.01) seconds\nset [brightness v] effect to (0)\nbroadcast (Done shining thing v)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (40) y: (19)\n go [forward v] (20) layers\n show\n change [ghost v] effect by (100)\nend\n\n
NO ADVERTISING!!! Or it’ll REPORTED!!!!!\n\nHi! New platformer! Hope you like it!\n\nWARNING: may have flashing lights!!!\n\nINSTRUCTIONS:\n\n• Arrow keys, WASD or mobile.\n• r ou the button « restart » to restart\n• … do not touch spikes\n• have fun!\n\n\n#TRENDING #THANKS #YOU #16 #ALL #WHY #DO #TAGS #EXIST #trending #yay #4th #4 #on #animations #gets #1 #view #per #minute #lol #5th #5 #on #music #plus #another #view #LOL #on #nvm #it #is #5th #5 #on #tranding #all #and #3rd #3 #on #art #yay #and #2rd #2 #on #music #did #ya #see #this #if #yes #comment #bunbun #lol #How #did #it #get #so #much #views #yay #it #is #now #4 #4th #in #all #YAY #1 #on #art #now #trending\n\nTHANK YOU SO MUCH FOR 480+ views!!!\nNO, 500 views!!! LET’S GOO\nNO, 600+ WHAAAAT???!!!\nNO WAY!!! 700!!!\n:OOOO 925?!\n#1 on art! LET’S GOOOO\n1K and 300+ VIEWS?! THXTHXTHX!\n1k and 500+ views? You kidding?!\nNooo wayyy 2k+ VIEWS????\n\nPart 2: https://scratch.mit.edu/projects/647395860
Platformer with a lot of gimmicks ギミック多めのプラットフォーマー!【 #S_Fes】
@Stage\n\nwhen I receive [the end v]\nforever\n play sound [Time To Leaf v] until done\nend\n\n@player\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 (stand v)\ngo to x: (-200) y: (-50)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (しゃがむクローン v)\n repeat (4)\n change size by (-4)\n change [ghost v] effect by (1.34)\n end\n delete this clone\nelse\n switch costume to (止まるクローン v)\n repeat (4)\n change size by (-4)\n change [ghost v] effect by (1.34)\n end\n delete this clone\nend\n\nwhen I receive [the end v]\nforever\n switch costume to (止まる v)\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (しゃがむ v)\n end\nend\n\nwhen I receive [the end v]\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1)\n create clone of (_myself_ v)\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 create clone of (_myself_ v)\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 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 broadcast (メッセージ1 v)\n hide\n wait (0) seconds\n 初期設定プログラム\n end\n if <<touching (トゲ v)?> or <(y position) < [-170]>> then\n 初期設定プログラム\n start sound [crashed oof v]\n end\n if <touching (ジャンプ台 v)?> then\n if <not <(y) = [0]>> then\n set [y v] to [18.5]\n start sound [Whiz v]\n end\n end\n if <touching (水 v)?> then\n set [x v] to ((x) / (1.3))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (4)\n else\n change [y v] by (-2)\n end\n end\n if <(ステージ) = [19]> then\n change [x v] by (0.7)\n end\nend\n\n@地面\n\nwhen flag clicked\nhide variable [time v]\nhide\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\nhide\nwait (0) seconds\nshow\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]\nrepeat until <(ステージ) = [20]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [the end v]\nforever\n if <(ステージ) = [20]> then\n show variable [time v]\n end\nend\n\n@トゲ\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [the end v]\nforever\n if <(ステージ) = [4]> then\n show\n switch costume to (1 v)\n end\n if <(ステージ) = [5]> then\n show\n switch costume to (2 v)\n end\n if <(ステージ) = [6]> then\n hide\n end\n if <(ステージ) = [7]> then\n show\n switch costume to (3 v)\n end\n if <(ステージ) = [8]> then\n hide\n end\n if <(ステージ) = [9]> then\n show\n switch costume to (4 v)\n end\n if <(ステージ) = [10]> then\n show\n switch costume to (5 v)\n end\n if <(ステージ) = [11]> then\n hide\n end\n if <(ステージ) = [12]> then\n switch costume to (6 v)\n show\n end\n if <(ステージ) = [13]> then\n show\n turn right (-5) degrees\n switch costume to (7 v)\n end\n if <(ステージ) = [14]> then\n point in direction (90)\n end\n if <(ステージ) = [14]> then\n switch costume to (9 v)\n hide\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (9 v)\n if <(distance to [player v]) < [150]> then\n show\n else\n hide\n end\n end\n if <(ステージ) = [15]> then\n switch costume to (10 v)\n show\n end\n if <(ステージ) = [16]> then\n switch costume to (11 v)\n show\n end\n if <(ステージ) = [17]> then\n switch costume to (12 v)\n if <(distance to [player v]) < [60]> then\n show\n else\n hide\n end\n end\n if <(ステージ) = [18]> then\n show\n switch costume to (13 v)\n end\n if <(ステージ) = [19]> then\n show\n switch costume to (14 v)\n end\n if <(ステージ) = [20]> then\n hide\n end\n if <(ステージ) = [21]> then\n show\n switch costume to (15 v)\n turn right (-10) degrees\n end\n if <(ステージ) = [22]> then\n hide\n end\nend\n\n@ジャンプ台\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nforever\n if <(ステージ) = [12]> then\n show\n end\n if <(ステージ) = [13]> then\n hide\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nshow\ngo to [back v] layer\nset size to (100) %\nforever\n change [s v] by (5)\n change size by ([cos v] of (s) )\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [19]> then\n set [ghost v] effect to (30)\n show\n go to x: (pick random (1) to (10)) y: (pick random (1) to (10))\n else\n hide\n end\nend\n\nwhen I receive [メッセージ1 v]\nif <(ステージ) = [19]> then\n start sound [風が吹く v]\nend\nif <(ステージ) = [20]> then\n stop all sounds\nend\n\n@スプライト3\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Free INTR\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (blue v)\n go to [front v] layer\n wait (0.7) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nreset timer\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [1]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [3]\ncreate clone of (_myself_ v)\nwait (6) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [4]\ngo to x: (-240) y: (0)\npoint in direction (0)\ncreate clone of (_myself_ v)\nrepeat (9)\n change x by (55)\n turn right (1) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[2] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n set [ghost v] effect to (40)\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-394)\n switch costume to (x% v)\n show\n glide (2) secs to x: (0) y: (394)\n delete this clone\nend\n\nwhen flag clicked\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [0]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nrepeat (200)\n set [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [2]\n create clone of (_myself_ v)\n wait (0.8) seconds\nend\n\nwhen I start as a clone\nif <[0] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n switch costume to (black v)\n go to x: (0) y: (0)\n show\n forever\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nwhen I start as a clone\nif <[3] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (100)\n go to x: (0) y: (186)\n switch costume to (your name v)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change y by ((() - (y position)) / (7))\n end\n repeat (2)\n wait () seconds\n end\n set rotation style [all around v]\n repeat (5)\n point in direction (-90)\n set [π v] to [0]\n set size to (0) %\n repeat (30)\n set [π v] to (((π) * (0.75)) + (((90) - (direction)) / (5)))\n turn right (π) degrees\n change size by ((((π) + (10)) * (0.5)) + (((100) - (size)) / (3)))\n end\n end\nend\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n switch costume to (white v)\n set [π v] to (direction)\n set [color v] effect to (((π) mod (2)) * (25))\n set size to (0) %\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-361)\n repeat (20)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to ((100) - (size))\n change x by ((((-240) + ((55) * (π))) - (x position)) / (3))\n change y by ((() - (y position)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (0.2) seconds\n broadcast (THE END v)\nend\n\nwhen I receive [the end v]\nif <(ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ) = [4]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait ((1) / ()) seconds\n delete this clone\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nstart sound [Blooom - Be Around \[NCS Release\] v]\n\n
難易度 ★★★★☆\nタップ、または矢印キーで操作します!\n\nDifficulty ★★★★ ☆\nOperate with taps or arrow keys!
NICE ©️ a very generic platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [mixkit-driving-ambition-32 v] until done\nend\n\n@Plateforme \n\nwhen I receive [niveau v]\nchange [niveau v] by (1)\nnext costume\n\nwhen flag clicked\nhide\nset [niveau v] to [1]\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\ngo to [front v] layer\nswitch costume to (costume 1 v)\ngo to [front v] layer\ngo to [back v] layer\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (level 1 1 v)\ngo to x: (-45) y: (-14)\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n end\nend\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Niveau) = [10]> then\n go to x: (-45) y: (-14)\n repeat (10)\n change y by (10)\n end\n wait (1.25) seconds\n repeat (10)\n change y by (-10)\n end\n end\n if <(Niveau) = [9]> then\n go to x: (0) y: (-10)\n repeat (5)\n change y by (-5)\n end\n wait (0.5) seconds\n repeat (5)\n change y by (5)\n end\n end\nend\n\n@Danger2\n\nwhen flag clicked\nhide\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (level 1 1 v)\ngo to x: (-45) y: (-14)\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n end\nend\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen flag clicked\ngo to [back v] layer\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 go to x: (157) y: (-95)\n set size to (100) %\n go to [back v] layer\n turn right (2) degrees\n end\n if <(Niveau) = [5]> then\n show\n go to x: (3) y: (-93)\n go to [back v] layer\n set size to (182) %\n turn right (5) degrees\n end\n if <(Niveau) = [6]> then\n show\n go to [back v] layer\n go to x: (60) y: (50)\n turn left (3) degrees\n end\n if <(Niveau) = [7]> then\n show\n point in direction (90)\n go to x: (40) y: (12)\n go to x: (40) y: (12)\n go to [back v] layer\n repeat (10)\n change y by (5)\n end\n repeat (10)\n change y by (-5)\n end\n wait (1) seconds\n end\n if <(Niveau) = [8]> then\n hide\n end\n if <(Niveau) = [9]> then\n show\n set size to (100) %\n go to x: (100) y: (-80)\n turn right (3) degrees\n end\n if <(Niveau) = [10]> then\n point in direction (90)\n go to x: (0) y: (0)\n repeat (10)\n change x by (10)\n end\n wait (1.2) seconds\n repeat (10)\n change x by (-10)\n end\n end\nend\n\ngo to [front v] layer\n\nwait (1) seconds\n\n@Le drapeau veeert\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go [backward v] (6) layers\n if <touching (player v)?> then\n broadcast (Niveau v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\n@Water\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume2 v)\nforever\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\nend\n\nwhen I receive [niveau v]\nnext costume\n\nwhen flag clicked\nhide\nset [niveau v] to [1]\n\ngo to [back v] layer\n\n@danger 3\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 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 [front v] layer\n go to x: (-100) y: (-80)\n turn right (2) degrees\n end\n if <(Niveau) = [10]> then\n hide\n end\nend\n\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (level 1 1 v)\ngo to x: (-45) y: (-14)\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n go to [back v] layer\n end\nend\n\nwhen I receive [start v]\nforever\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(Niveau) = [11]> then\n show\n end\nend\n\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [niveau v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen [timer v] > (0.1)\nshow\nrepeat (150)\n hide\n change [ghost v] effect by (100)\n go to [back v] layer\nend\n\n@Player \n\nwhen I receive [niveau v]\nif <(Niveau) = [8]> then\n go to x: (-183) y: (-60)\nelse\n go to x: (-183) y: (100)\nend\n\nwhen I receive [mort v]\n\nwhen flag clicked\nset [mort v] to [0]\nhide\n\nwhen I receive [mort v]\ngo to x: (-183) y: (100)\nif <(Niveau) = [8]> then\n go to x: (-183) y: (-50)\nend\n\nwhen I receive [start v]\nswitch costume to (ouiiiiis v)\n\nwhen I receive [start v]\nset rotation style [left-right v]\nshow\ngo to x: (-208) y: (48)\nset size to (15) %\nforever\n go to [front v] layer\n set [x_x v] to [0]\n set [y_y v] to [0]\n forever\n change [y_y v] by (-1)\n set [x_x v] to ((X_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 [x_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_x v] by (-1)\n end\n change x by (X_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_X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y_y v] to [10]\n if <([abs v] of (X_X) ) = (X_X)> then\n set [x_x v] to [-4]\n else\n set [x_x v] to [4]\n end\n else\n set [x_x v] to [0]\n end\n switch costume to (button3-a4 v)\n end\n change y by (Y_Y)\n if <touching (plateforme v)?> then\n change y by ((Y_Y) - ((Y_Y) * (2)))\n set [y_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 [y_y v] by (14)\n end\n change y by (1)\n end\nend\n\nset size to (150) %\n\nwhen I start as a clone\n\nwhen I receive [start v]\nforever\n\nset rotation style [left-right v]\n\nset rotation style [left-right v]\nset size to (110) %\ngo to x: (-208) y: (48)\nchange [mort v] by (1)\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\nforever\n switch costume to (ouiiiiis v)\nend\n\npoint in direction (-90)\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 (ouiiiiis v)\n else\n switch costume to (ooooouuuuuiiiiii ohhhaaaauuuuyyy 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 (ooooouuuuuiiiiii ohhhaaaauuuuyyy v)\n else\n switch costume to (hauuuuut 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 (li v)\n else\n switch costume to (miiiiiiiiliiiilllliiiieeeeuuuuuuuuuu v)\n end\n end\n end\nend\n\nswitch costume to (button3-a2 v)\n\nswitch costume to (button3-a3 v)\n\npoint in direction (-90)\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>> then\n set [x_x v] to [2]\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (20))>>> then\n set [x_x v] to [-2]\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) < [10]>>> then\n set [y_y v] to [-3]\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [20]>>> then\n set [y_y v] to [3]\n end\n set [y_y v] to ((Y_Y) * (0.8))\n change [y_y v] by (((Y_Y) / (15)) + (0.5))\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-180]> then\n broadcast (Mort v)\n wait until <not <(y position) = [-180]>>\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (5)\n set [brightness v] effect to (-100)\n change [ghost v] effect by (20)\n change size by (-2)\nend\ndelete this clone\n\nwait (0.) seconds\n\n\n\nwhen [timer v] > (0.1)\nshow\nrepeat (150)\n change [ghost v] effect by (1000)\n go to [front v] layer\nend\n\n@Sprite3\n\n@Sprite9\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwait (1) seconds\n\nwhen [timer v] > (0.1)\nshow\nrepeat (150)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n reset timer\nend\n\n
BIEN TOUT LIRE\n[FRANCAIS]\nMerci beaucoup je suis #1 en tendance française après 2 jours \nBonjour tt le monde, voici un platformer ( generic) pour la compétition de @-CodingAnimations-.\n10 niveau 100% possible \n100% par moi \nEntant donner que mon jeu est court je compte faire plusieurs suites et faire à la fin un récapitulatif de toute les suites.\nPartit 2 si \n600/500 vues\n27/50 étoiles\n55/50 cœur ( je commence la partit 2) \n08/02/2022 sortit du jeu \n10/02/2022 330 vues\n10/02/2022 #5 en tendance ( LET’S GO )\n10/02/2022 521 ᵥᵤₑₛ. wₒᵤₐw\n10/02/2022 600 vues\n10/02/2022 #1 en tendance \n11/02/2022 #1 tendance avec 700 vues\n11/02/2022 1200 vues\n12/02/2022 1500 vues\nSuivez moi svp et @Romain57330 \nFaite moi gagner svp ( et oui encore svp )\naller bye \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nfranchement je l’ai fait ça car tt le monde le fait et j’ai bc de temps à tuer \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nok merci de m’avoir suivi jusqu’ici \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nc’était la dernier fois jurer \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nbon aller cette fois j’arrête et suivre moi stp \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nje voudrais être #1 en tendance \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nbye ; )
Turtles! A platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Ocean Wave v] until done\nend\n\nwhen flag clicked\nforever\n if <(pick random (0) to (100)) = [67]> then\n play sound [Seagulls v] until done\n end\nend\n\nwhen flag clicked\nforever\n play sound [Ripples v] until done\nend\n\n@player\n\nwhen flag clicked\nswitch costume to (player v)\nswitch backdrop to (backdrop1 v)\nset rotation style [left-right v]\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nshow\ngo to x: (-215) y: (-70)\nforever\n if <touching color (#1b0000)?> then\n go to x: (-215) y: (-70)\n broadcast (death v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n change y by (-4)\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 change [y v] by (-1)\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n go to x: (-215) y: (-70)\n next backdrop\n broadcast (death v)\n end\n if <<touching (loggerhead v)?> or <touching (green sea turtle v)?>> then\n go to x: (-215) y: (-70)\n broadcast (death v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (15)\n change size by (-7.5)\n change [ghost v] effect by (7.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@turtles\n\n@loggerhead\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n if <<(backdrop [number v]) = [7]> or <(backdrop [number v]) = [5]>> then\n create clone of (_myself_ v)\n wait until <not <<(backdrop [number v]) = [7]> or <(backdrop [number v]) = [5]>>>\n end\nend\n\nwhen I start as a clone\nshow\nif <(backdrop [number v]) = [5]> then\n go to x: (36) y: (10)\nend\nif <(backdrop [number v]) = [7]> then\n go to x: (-165) y: (100)\n show\nend\nforever\n if <(distance to [player v]) < [200]> then\n point towards (player v)\n move (3) steps\n end\n if <not <<(backdrop [number v]) = [7]> or <(backdrop [number v]) = [5]>>> then\n delete this clone\n end\nend\n\nwhen I receive [death v]\nif <(backdrop [number v]) = [5]> then\n go to x: (36) y: (10)\nend\nif <(backdrop [number v]) = [7]> then\n go to x: (-165) y: (100)\nend\n\n@green sea turtle\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n if <(backdrop [number v]) = [9]> then\n create clone of (_myself_ v)\n wait until <not <(backdrop [number v]) = [9]>>\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (7) y: (10)\nforever\n if <(distance to [player v]) < [180]> then\n point towards (player v)\n move (4) steps\n end\n if <not <(backdrop [number v]) = [9]>> then\n delete this clone\n end\nend\n\nwhen I receive [death v]\ngo to x: (15) y: (10)\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nshow\n\n
Welcome to [Turtles! a platformer].\nIn this game, use your arrow keys for movement.\n<move left\n>move right\n^jump\ncheck out my youtube channel!\nhttps://www.youtube.com/channel/UCwKrwrnlkmfFAajlwpmLa0g\n30 loves or favs for part 2; tortoises!\n\nno turtles were harmed in the makings of this game.
-\\▽□ ☛Pictogram platformer☚ □▽//-
@Stage\n\nwhen I receive [あ v]\nnext backdrop\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nswitch costume to (背景2 v)\nshow variable [☁ タイム v]\nset [☁ タイム v] to [0]\nforever\n repeat until <([costume # v] of [スプライト1 v]) = [9]>\n wait (1) seconds\n change [☁ タイム v] by (1)\n end\n show variable [☁ タイム v]\n if <([costume # v] of [スプライト1 v]) = [9]> then\n if <(☁ タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (☁ タイム)\n show variable [☁ 世界記録 v]\n stop [this script v]\n else\n show variable [☁ 世界記録 v]\n stop [this script v]\n end\n end\nend\n\n@スプライト1\n\nwhen I receive [あ v]\nnext costume\nforever\n if <(costume [number v]) = [4]> then\n broadcast (sds v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (うううう v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (くぁああああああああああ v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (uwa v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (uee v)\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nset [☁ 世界記録 v] to [30]\n\n@スプライト3\n\nwhen flag clicked\nswitch backdrop to (背景7 v)\ngo to x: (-210) y: (-50)\nshow\nstart sound [音3 v]\nswitch costume to (m v)\nset size to (30) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-210) y: (-30)\nforever\n set rotation style [left-right v]\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (m v)\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x2 v] by (-1)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x2 v] by (1)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\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 (1.0)\n if <touching (スプライト1 v)?> then\n change x by ((X2) * (-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 <touching (スプライト1 v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [se_jump3 v]\n set [y2 v] to [15]\n switch costume to (m \(1\) v)\n if <<<key (down arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (s v) pressed?> and <key (w v) pressed?>>> then\n start sound [可愛いジャンプ v]\n switch costume to (m2 v)\n change [brightness v] effect by (10)\n wait (0.01) seconds\n switch costume to (m3 v)\n wait (0.01) seconds\n switch costume to (m4 v)\n change [brightness v] effect by (10)\n clear graphic effects\n wait (0.01) seconds\n switch costume to (m \(2\) v)\n set [y2 v] to [20]\n end\n if <<<key (space v) pressed?> and <key (up arrow v) pressed?>> or <<key (space v) pressed?> and <key (w v) pressed?>>> then\n start sound [可愛いジャンプ v]\n switch costume to (m2 v)\n change [brightness v] effect by (10)\n wait (0.01) seconds\n switch costume to (m3 v)\n wait (0.01) seconds\n switch costume to (m4 v)\n change [brightness v] effect by (10)\n clear graphic effects\n wait (0.01) seconds\n switch costume to (m \(2\) v)\n set [y2 v] to [20]\n end\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (スプライト1 v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (あ v)\n go to x: (-216) y: (-30)\n next backdrop\n end\n if <[-180] > (y position)> then\n go to x: (-216) y: (-30)\n end\n if <<<touching (スプライト2 v)?> or <touching (スプライト6 v)?>> or <touching (スプライト7 v)?>> then\n start sound [Crunch v]\n go to x: (-216) y: (-30)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (m \(20\) v)\n end\n end\n if <not <<<<<key (a v) pressed?> or <key (d v) pressed?>> or <key (s v) pressed?>> or <key (w v) pressed?>> or <<<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>> or <key (down arrow v) pressed?>>>> then\n switch costume to (m \(21\) v)\n end\nend\n\nwait (0.5) seconds\n\nchange y by ((Y2) * (-1))\n\n@スプライト2\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nswitch costume to (コスチューム2 v)\ngo to x: (143) y: (205)\n\nwhen I receive [あ v]\nnext costume\n\nwhen I start as a clone\nshow\ngo to x: (pick random (100) to (190)) y: (170)\nrepeat until <touching (_edge_ v)?>\n change y by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n repeat until <([costume # v] of [スプライト1 v]) = [4]>\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n if <([costume # v] of [スプライト1 v]) = [4]> then\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [sds v]\npoint in direction (90)\nshow\n\ngo to x: (143) y: (180)\n\n@スプライト4\n\nwhen I receive [あ v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\n\n@zanei\n\nwhen flag clicked\nhide\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to (スプライト3 v)\n point in direction (pick random (0) to (360))\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n move (2) steps\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n go to (スプライト3 v)\n set size to (100) %\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n switch costume to (コスチューム2 v)\n create clone of (_myself_ v)\n wait until <not <mouse down?>>\n end\nend\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nhide variable [☁ タイム v]\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen flag clicked\nshow variable [☁ タイム v]\nshow variable [☁ 世界記録 v]\n\n@スプライト6\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (129) y: (100)\nforever\n change y by ([sin v] of ((timer) * (50)) )\nend\n\nwhen flag clicked\nhide\nforever\n point in direction (90)\n wait (pick random (0.9) to (2)) seconds\n point in direction (-90)\n wait (pick random (1) to (2)) seconds\nend\n\nwhen I receive [うううう v]\nshow\n\nwhen I receive [くぁああああああああああ v]\nhide\n\n@スプライト7\n\nwhen I receive [uwa v]\nshow\ngo to x: (50) y: (-55)\n\nwhen I receive [uee v]\nhide\n\nwhen flag clicked\nhide\n\n@スプライト8\n\nwhen flag clicked\nforever\n play sound [The Next Thing I Knew v] until done\nend\n\n@ターボを対策\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n set [ターボ対策 v] to [0]\nend\n\nwhen flag clicked\nhide\nforever\n if <(ターボ対策) > [20]> then\n broadcast (最後 v)\n end\nend\n\nwhen I receive [最後 v]\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nset [ターボ対策 v] to [0]\nforever\n change [ターボ対策 v] by (10)\nend\n\n
----------------------------日本語は下------------------------------\n\n-------------------------------English--------------------------------\n\nThis game is a pictogram world.\nIt's so easy that anyone can do it.\n\nOperate with arrow keys\nOperate with WASD\n・ Large jump with ↓ & ↑ or space & ↑\n・ Jump with ↑\n・ Crouch at ↓\n・ Move with ← →\n\n------------------------------日本語----------------------------------\n\nこのゲームはピクトグラムの世界です。\nものすごく、簡単なので誰でもできます。\n\n矢印キーで操作\nWASDで操作\n・↓&↑または、スペース&↑で大ジャンプ\n・↑でジャンプ\n・↓でしゃがむ\n・← →で移動
Adsız - Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [The Fat Rat - Unity \(Without female voice\).mp3 v] until done\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\nreset timer\nhide variable [oynadığın süre: v]\nset [oynadığın süre: v] to [0]\n\nwhen I receive [level v]\nnext costume\n\nwhen I receive [level v]\nif <(costume [number v]) = [7]> then\n set [oynadığın süre: v] to (timer)\n show variable [oynadığın süre: v]\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [1]> then\n set [level v] to [1]\n end\n if <(costume [name v]) = [2]> then\n set [level v] to [2]\n end\n if <(costume [name v]) = [3]> then\n set [level v] to [3]\n end\n if <(costume [name v]) = [4]> then\n set [level v] to [4]\n end\n if <(costume [name v]) = [5]> then\n set [level v] to [5]\n end\n if <(costume [name v]) = [6]> then\n set [level v] to [6]\n end\n if <(costume [name v]) = [7]> then\n set [level v] to [7]\n end\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume20 v)\nset rotation style [left-right v]\nshow\nset size to (100) %\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-161) y: (-29)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change x by (4)\n if <touching (level v)?> then\n change x by (-4)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change x by (-4)\n if <touching (level v)?> then\n change x by (4)\n end\n end\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\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 (level v)?> then\n change y by ((yv) * (-1))\n set [yv 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?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (Level v)\n go to x: (-161) y: (-29)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (dikenler v)?> then\n go to x: (-161) y: (-29)\n end\nend\n\n@Dikenler\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch costume to (1 v)\n end\n if <(level) = [2]> then\n switch costume to (2 v)\n end\n if <(level) = [3]> then\n switch costume to (3 v)\n end\n if <(level) = [4]> then\n switch costume to (4 v)\n end\n if <(level) = [5]> then\n switch costume to (5 v)\n end\n if <(level) = [6]> then\n switch costume to (6 v)\n end\n if <(level) = [7]> then\n switch costume to (7 v)\n end\nend\n\n
Bu kolay bir parkur oyunudur.\n-------------------------------------------------------------------\nHareket:\nWASD/Ok tuşları\nAdsız 2:\nhttps://scratch.mit.edu/projects/654714749/\n\n#Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur #Platformer #Parkur
✿-----Platformer-----✿
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景 v)\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n play sound [魔王魂 ピアノ18 v] until done\nend\n\n@キャラクター\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (-184) y: (-62)\nswitch costume to (キャラクター v)\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n create clone of (_myself_ v)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n create clone of (_myself_ v)\n end\n if <<mouse down?> and <(x position) < (mouse x)>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<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 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?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\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 (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n play sound [Pop v] until done\n set [y v] to [15]\n end\n end\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 if <<(x position) = [248]> or <(x position) = [247]>> then\n broadcast (つぎにいこう v) and wait\n go to x: (-184) y: (-106)\n end\n if <touching (スプライト4 v)?> then\n start sound [Glug v]\n go to x: (-200) y: (-2)\n end\n if <[-187] = (y position)> then\n go to x: (-200) y: (-2)\n end\n if <touching (スプライト2 v)?> then\n start sound [Jump v]\n set [y v] to [20 ]\n end\n if <touching (針 v)?> then\n go to x: (-184) y: (-106)\n end\nend\n\n@地面\n\nwhen flag clicked\ngo to x: (-5) y: (-20)\nswitch costume to (1 v)\nshow\n\nwhen I receive [つぎにいこう v]\nnext costume\n\n@針\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (20) y: (-105)\ngo to [back v] layer\nshow\n\nwhen I receive [つぎにいこう v]\nnext costume\n\n@物\n\nwhen I receive [つぎにいこう v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\n
‐ー⁻Platformer⁻ー‐\n\n▼移動-----move\nJump-----⇧/tap\nRight-----⇨/tap\nLeft-----⇦/tap
Nature 2 - A platformer #All #Games #Art #Music #Stories #griffpatch
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [play music v]\nstop all sounds\nforever\n play sound (music) until done\nend\n\nwhen I receive [start game v]\nstop all sounds\nswitch backdrop to (backdrop1 v)\nset [music v] to (pick random (1) to (4))\nbroadcast (Play Music v)\n\nwhen I receive [volume v]\nset volume to (100) %\n\nwhen I receive [no volume v]\nset volume to (0) %\n\n@Blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Player\n\nwhen flag clicked\nhide\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 (enemy 2 v)?> or <<touching (enemy 1 v)?> or <<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)\nbroadcast (Delete Clones v)\n\ndefine Check Touching Hazard <hazard?>\nif <hazard?> then\n broadcast (Die v)\n broadcast (Explode v)\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\nbroadcast (Chance Scene v)\n\nwhen I receive [start game v]\nshow\nset [costume v] to [1]\nset [down? v] to [0]\nset [scene # v] to [1]\nGame On\n\nwhen [k v] key pressed\nbroadcast (Die v)\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [chance scene v]\nI mean Change Scene\n\ndefine I mean Change Scene\nAre you reading this Madrid2030?\n\ndefine Are you reading this Madrid2030?\nswitch costume to (Scene #)\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\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\nhide\n\nwhen I receive [chance scene v]\nswitch costume to (Scene #)\n\nwhen I receive [start game v]\nshow\nforever\n go to [back v] layer\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n switch costume to (Scene #)\nend\n\nwhen I receive [start game v]\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\nhide\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\nwhen I receive [start game v]\nswitch costume to (stand v)\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (Next Skin v)\n\nwhen flag clicked\nhide\nset [in v] to [0]\n\nwhen I receive [start game v]\nforever\n if <(in) = [1]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\n@Lava\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [chance scene v]\nswitch costume to (Scene #)\n\nwhen I receive [start game v]\nshow\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (10)) + (30))\nend\n\n@Trail\n\nwhen flag clicked\nhide\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\nwhen I receive [start game v]\nforever\n wait (0.02) seconds\n create clone of (_myself_ v)\nend\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\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [start game v]\ngo to [back v] layer\nwait (3) seconds\nforever\n create clone of (_myself_ v)\n wait (pick random (5) to (10)) seconds\nend\n\n@Button\n\nwhen flag clicked\nhide\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 [start game v]\nshow\nset [in v] to [0]\nforever\n set size to ((([sin v] of ((timer) * (300)) ) * (4)) + (90)) %\nend\n\n@Grey\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\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@Sprite4\n\nwhen flag clicked\nhide\nwait until <(Scene #) = [18]>\nshow\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\nforever\n switch costume to (Scene #)\nend\n\n@Grass\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n switch costume to (Scene #)\n go to [back v] layer\nend\n\n@Music\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [music v] by (1)\nbroadcast (Play Music v)\n\nwhen I receive [start game v]\nshow\nforever\n set size to ((([sin v] of ((timer) * (300)) ) * (10)) + (90)) %\nend\n\n@Slide\n\nwhen flag clicked\nset [scene # v] to [0]\nhide\nwait (0.5) seconds\nset [new x v] to [-120]\nset [new y v] to [90]\nset [slide costume v] to [1]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [new x v] to [120]\nset [new y v] to [90]\nset [slide costume v] to [2]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [new x v] to [-114]\nset [new y v] to [-80]\nset [slide costume v] to [3]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [new x v] to [114]\nset [new y v] to [-80]\nset [slide costume v] to [4]\ncreate clone of (_myself_ v)\nwait (3) seconds\nbroadcast (Start Game v)\n\nwhen I start as a clone\nswitch costume to (Slide Costume)\ngo to x: (New X) y: (New Y)\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [start game v]\nrepeat (1)\n delete this clone\nend\n\nwhen I receive [skip v]\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\nbroadcast (Start Game v)\n\n@Skip\n\nwhen flag clicked\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen this sprite clicked\nbroadcast (Skip v)\nbroadcast (Start Game v)\n\n@Sound\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nbroadcast (Volume v)\n\nwhen I receive [start game v]\nshow\nforever\n set size to ((([sin v] of ((timer) * (300)) ) * (10)) + (90)) %\nend\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n broadcast (Volume v)\nelse\n broadcast (No Volume v)\nend\n\n@Enemy 1\n\nwhen flag clicked\nhide\nforever\n if <<(Scene #) = [16]> or <(Scene #) = [17]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (-119) y: (-99)\n glide (1) secs to x: (156) y: (-99)\nend\n\n@Enemy 2\n\nwhen flag clicked\nhide\nforever\n if <(Scene #) = [17]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (156) y: (-99)\n glide (1) secs to x: (-119) y: (-99)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait until <(Scene #) = [18]>\nshow\ngo to [back v] layer\nforever\n turn right (2) degrees\nend\n\n
----- Nature 2 by makscratchy -------\nPlay my new game Summerformer.\n\nFollow me so I can get 600 followers. Do it now!!\n\nI need 100 remixes \n\n--------------- Story ---------------\nIn Nature 2, you will have to go on a dangerous quest to find the second gem.\nYou will face many dangers such as spikes, lava, and adversaries.\n\nNature 1: https://scratch.mit.edu/projects/632883548\n\nInstructions:\n[Up] to jump\n[Right] to move right\n[Left] to move left\nClick the music button to change music\n\nI worked hard, so leave a love and fav, and maybe a follow?
Sky platformer!! NEW version!!
@Stage\n\nwhen I receive [開始 v]\nforever\n play sound [Inferno v] until done\nend\n\n@四角\n\nwhen flag clicked\nhide\n\nwhen I receive [次 v]\nchange [ステージ v] by (1)\ngo to x: (-200) y: (-60)\nswitch costume to (主人公 v)\nset rotation style [left-right v]\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\n\ndefine 死\nrepeat (25)\n change [brightness v] effect by (4)\nend\ngo to x: (-200) y: (-80)\nswitch costume to (主人公 v)\nset rotation style [left-right v]\ngo to [front v] layer\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [開始 v]\nset [ジャンプ中 v] to [0]\nforever\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n start sound [ぷよん v]\n set [y v] to [15]\n set [ジャンプ中 v] to [1]\n wait until <(ジャンプ中) = [0]>\n end\nend\n\nwhen I receive [開始 v]\ngo to x: (-200) y: (-60)\nswitch costume to (主人公 v)\nset rotation style [left-right v]\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset size to (80) %\nclear graphic effects\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((X) * (0.85))\n change x by (X)\n if <touching color (#005fff)?> then\n change y by (5)\n if <touching color (#005fff)?> 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 <<mouse down?> and <(mouse y) > [0]>>> 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 change [y v] by (-1)\n change y by (Y)\n if <touching color (#005fff)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n set [ジャンプ中 v] to [0]\n end\n if <<touching color (#a5a5a5)?> or <<touching color (#808080)?> or <touching color (#ff0000)?>>> then\n 死\n end\n if <(y position) < [-179]> then\n 死\n end\n if <(x position) < [-239]> then\n set x to (-240)\n end\n if <(x position) > [239]> then\n broadcast (次 v)\n end\nend\n\n@ステージ\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\ngo to x: (-6) y: (-73)\nswitch costume to (line v)\nshow\n\n@サムネ\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (36) y: (28)\n go to [front v] layer\n show\nend\n\n@Intro\n\ndefine Rotato Effect (dir)\nshow\npoint in direction ((dir) + (1))\nswitch costume to (rotato effect8 v)\nrepeat (7)\n set [costume memory v] to (costume [name v])\n switch costume to (poshack v)\n turn right (([abs v] of ((dir) - (direction)) ) / (5)) degrees\n set x to ((My x) - (\[Intro\]CameraX))\n switch costume to (join [Rotato Effect] ((letter (14) of (Costume Memory)) + (-1)))\nend\nrepeat (34)\n set [costume memory v] to (costume [name v])\n switch costume to (poshack v)\n turn right (([abs v] of ((dir) - (direction)) ) / (5)) degrees\n set x to ((My x) - (\[Intro\]CameraX))\n switch costume to (Costume Memory)\nend\nrepeat (7)\n set [costume memory v] to (costume [name v])\n switch costume to (poshack v)\n turn right (([abs v] of ((dir) - (direction)) ) / (5)) degrees\n set x to ((My x) - (\[Intro\]CameraX))\n switch costume to (join [Rotato Effect] ((letter (14) of (Costume Memory)) + (1)))\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nset [my y \[arrow\] v] to [0]\nset [my y v] to [0]\nset [my x v] to [0]\nswitch costume to (sizehack v)\nstart sound [Diamond Eyes - Stars v]\nreset timer\nhide\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nclone [BG] [1]\nclone [Arrow1] [5]\nclone [Arrow2] [5]\nclone [Arrow3] [5]\nclone [Arrow4] [5]\nclone [Arrow5] [5]\nclone [Arrow6] [5]\nclone [R effect] [4]\nclone [R effect2] [4]\nclone [R effect3] [8]\nclone [R effect4] [3]\nclone [R effect5] [3]\nclone [R effect6] [10]\nclone [Fireworks] [8]\nclone [RotatoEffect] [2]\nclone [Hexagon] [1]\nclone [star] [100]\nclone [star2] [100]\nclone [Text] [3]\nclone [hole] [2]\nclone [end] [2]\n\ndefine clone (id) (count)\nset [control v] to [-1]\nrepeat (count)\n set [cloneid v] to (id)\n change [control v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine wait (秒)\nwait until <(timer) > (秒)>\n\nwhen I start as a clone\nif <(cloneID) = [BG]> then\n show\n switch costume to (screen v)\nend\nif <(cloneID) = [hole]> then\n show\n switch costume to (screen v)\n set [brightness v] effect to (-100)\n wait (2.5) seconds\n switch costume to (join [hole] ((control) + (1)))\n set [brightness v] effect to (0)\n set size to (35) %\n repeat (20)\n if <(size) > [100]> then\n switch costume to (sizehack v)\n else\n if <(size) > [49]> then\n switch costume to (sizehack2 v)\n end\n end\n change size by (((size) - (34)) * (0.3))\n switch costume to (join [hole] ((control) + (1)))\n end\n repeat (50)\n switch costume to (sizehack v)\n Size Easing [620] [8]\n switch costume to (join [hole] ((control) + (1)))\n if <(control) = [1]> then\n change [fisheye v] effect by (20)\n end\n end\nend\n\ndefine Firework\nshow\nrepeat (20)\n switch costume to (join [FireWorks] ((join (letter (10) of (costume [name v])) (letter (11) of (costume [name v]))) + (1)))\n move (Var) steps\n set [var v] to ((Var) * (0.9))\nend\nset [var v] to [0]\nhide\nclear graphic effects\n\ndefine Dot Shot\nswitch costume to (dot v)\nshow\nrepeat (20)\n change size by (-2)\n move (Var) steps\n set [var v] to ((Var) * (0.8))\n turn right (5) degrees\nend\nset [var v] to [0]\n\ndefine Shock Wave\nset size to (0) %\nshow\nset [var v] to [10]\nrepeat (30)\n change [fisheye v] effect by (Var)\n change [var v] by ((Var) * (0.2))\n Size Easing [100] [5]\nend\nhide\nclear graphic effects\n\ndefine Pos Easing (x) (y) (spd)\nchange x by (((x) - (x position)) / (spd))\nchange y by (((y) - (y position)) / (spd))\n\ndefine Angle Easing (angle) (spd)\nturn right (((angle) - (direction)) / (spd)) degrees\n\ndefine Size Easing (size) (spd)\nchange size by (((size) - (size)) / (spd))\n\ndefine Rect Effect (size)\nset size to ((size) - (50)) %\nswitch costume to (r1 v)\nshow\nset [var v] to [8]\nrepeat (17)\n next costume\n Size Easing (size) [5]\n set [var v] to ((Var) * (0.8))\n move (Var) steps\nend\nhide\nclear graphic effects\n\nwhen I start as a clone\nif <(cloneID) = [R effect6]> then\n wait ((8) + (<[4] < (control)> * (1))) seconds\n set y to ((-60) + (((control) mod (5)) * (30)))\n show\n set [brightness v] effect to (100)\n if <(control) < [5]> then\n set [my x v] to ((300) - (([abs v] of ((2) - ((control) mod (5))) ) * (10)))\n point in direction (-90)\n Rect Effect3 [80] [-10]\n else\n set [my x v] to ((660) + (([abs v] of ((2) - ((control) mod (5))) ) * (10)))\n point in direction (90)\n Rect Effect3 [80] [10]\n end\nend\nif <(cloneID) = [R effect5]> then\n wait (6) seconds\n set [brightness v] effect to (100)\n if <((control) mod (3)) = [0]> then\n go to x: (-60) y: (60)\n else\n if <((control) mod (3)) = [1]> then\n go to x: (-60) y: (20)\n else\n go to x: (-20) y: (60)\n end\n end\n show\n point in direction (-45)\n Rect Effect [100]\nend\nif <(cloneID) = [R effect4]> then\n wait (6) seconds\n set [brightness v] effect to (100)\n if <((control) mod (3)) = [0]> then\n go to x: (60) y: (-60)\n else\n if <((control) mod (3)) = [1]> then\n go to x: (60) y: (-20)\n else\n go to x: (20) y: (-60)\n end\n end\n show\n point in direction (135)\n Rect Effect [100]\nend\nif <(cloneID) = [R effect]> then\n wait (3.5) seconds\n set [brightness v] effect to (100)\n point in direction ((135) + ((control) * (-90)))\n go to x: (([cos v] of (((control) * (90)) + (45)) ) * (100)) y: (([sin v] of (((control) * (90)) + (45)) ) * (100))\n Rect Effect [150]\nend\nif <(cloneID) = [R effect2]> then\n wait (3.5) seconds\n point in direction ((135) + ((control) * (-90)))\n go to x: (([cos v] of (((control) * (90)) + (45)) ) * (100)) y: (([sin v] of (((control) * (90)) + (45)) ) * (100))\n Rect Effect [100]\nend\nif <(cloneID) = [R effect3]> then\n wait (5) seconds\n set [brightness v] effect to (100)\n point in direction ((135) + ((control) * (-45)))\n turn right (45) degrees\n go to x: (([cos v] of (((control) * (45)) + (45)) ) * (100)) y: (([sin v] of (((control) * (45)) + (45)) ) * (100))\n Rect Effect2 [135]\nend\n\nwhen I start as a clone\nif <(cloneID) = [Text]> then\n if <(control) = [0]> then\n set [my x v] to [0]\n else\n if <(control) = [1]> then\n set [my x v] to [480]\n else\n set [my x v] to [960]\n end\n end\n set [var v] to [0]\n show\n switch costume to (text v)\n set size to (100) %\n wait (3) seconds\n set [size memory v] to ((size) - (1))\n repeat (10)\n change size by (([abs v] of ((Size Memory) - (size)) ) * (.5))\n end\n repeat (18)\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))))\n switch costume to (poshack v)\n set x to ((([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))) + ((My x) - (\[Intro\]CameraX)))\n switch costume to (text v)\n set [var v] to ((((100) - (size)) / (5)) + ((Var) * (.8)))\n change size by (Var)\n end\n set [size memory v] to ((size) - (1))\n repeat (8)\n change size by (([abs v] of ((Size Memory) - (size)) ) * (.5))\n end\n repeat (18)\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))))\n switch costume to (poshack v)\n set x to ((([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))) + ((My x) - (\[Intro\]CameraX)))\n switch costume to (text v)\n set [var v] to ((((100) - (size)) / (5)) + ((Var) * (.8)))\n change size by (Var)\n end\n set [size memory v] to ((size) - (1))\n repeat (8)\n change size by (([abs v] of ((Size Memory) - (size)) ) * (.5))\n end\n repeat (18)\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))))\n switch costume to (poshack v)\n set x to ((([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))) + ((My x) - (\[Intro\]CameraX)))\n switch costume to (text v)\n set [var v] to ((((100) - (size)) / (5)) + ((Var) * (.8)))\n change size by (Var)\n end\n set [size memory v] to ((size) + (1))\n repeat (8)\n change size by (([abs v] of ((Size Memory) - (size)) ) * (-0.6))\n end\n repeat (10)\n switch costume to (poshack v)\n set x to ((([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))) + ((My x) - (\[Intro\]CameraX)))\n switch costume to (text v)\n set [var v] to ((((100) - (size)) / (5)) + ((Var) * (.8)))\n change size by (Var)\n end\n point in direction (91)\n repeat (32)\n switch costume to (poshack v)\n set x to ((([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))) + ((My x) - (\[Intro\]CameraX)))\n switch costume to (text v)\n set [var v] to ((((100) - (size)) / (5)) + ((Var) * (.8)))\n change size by (Var)\n turn right (([abs v] of ((90) - (direction)) ) / (4)) degrees\n end\n set [size memory v] to ((size) - (1))\n repeat (8)\n change size by (([abs v] of ((Size Memory) - (size)) ) * (.4))\n turn right (([abs v] of ((90) - (direction)) ) / (4)) degrees\n switch costume to (poshack v)\n set x to ((My x) - (\[Intro\]CameraX))\n switch costume to (text v)\n end\n repeat (16)\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))))\n switch costume to (poshack v)\n set x to ((([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))) + ((My x) - (\[Intro\]CameraX)))\n switch costume to (text v)\n set [var v] to ((((100) - (size)) / (5)) + ((Var) * (.8)))\n change size by (Var)\n end\n repeat (3)\n set [size memory v] to ((size) - (1))\n repeat (8)\n switch costume to (poshack v)\n change size by (([abs v] of ((Size Memory) - (size)) ) * (.5))\n set x to ((My x) - (\[Intro\]CameraX))\n switch costume to (text v)\n end\n repeat (18)\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))))\n switch costume to (poshack v)\n set x to ((([sin v] of ((timer) * (500)) ) * (((100) - (size)) / (5))) + ((My x) - (\[Intro\]CameraX)))\n switch costume to (text v)\n set [var v] to ((((100) - (size)) / (5)) + ((Var) * (.8)))\n change size by (Var)\n end\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [Arrow1]> then\n set [my x v] to [0]\n set [my y \[arrow\] v] to ((-360) - ((control) * (500)))\n show\n forever\n switch costume to (poshack v)\n go to x: ((My x) - (\[Intro\]CameraX)) y: ((My y \[Arrow\]) + ([pos y \[arrow\] v] of [intro v]))\n switch costume to (arrow1 v)\n end\nend\nif <(cloneID) = [Arrow2]> then\n set [my x v] to [0]\n set [my y \[arrow\] v] to ((-610) - ((control) * (500)))\n show\n forever\n switch costume to (poshack v)\n go to x: ((My x) - (\[Intro\]CameraX)) y: ((My y \[Arrow\]) + ([pos y \[arrow\] v] of [intro v]))\n switch costume to (arrow2 v)\n end\nend\n\nwhen flag clicked\nset [var2 v] to [1]\nrepeat until <(timer) > [12]>\n change [var2 v] by (((1) - (Var2)) / (8))\nend\n\nwhen flag clicked\nrepeat (12)\n wait (0.8) seconds\n set [var2 v] to [15]\nend\n\nwhen flag clicked\nset [pos y \[arrow\] v] to [0]\nwait (3) seconds\nrepeat until <(timer) > [12]>\n change [pos y \[arrow\] v] by (Var2)\nend\n\nwhen I start as a clone\nif <(cloneID) = [Fireworks]> then\n wait (4.2) seconds\n switch costume to (fireworks0 v)\n set size to (80) %\n set [brightness v] effect to (100)\n point in direction ((control) * (45))\n set [var v] to [10]\n Firework\nend\n\nwhen flag clicked\nset [\[intro\]camerax v] to [0]\nwait (6) seconds\nrepeat (30)\n change [\[intro\]camerax v] by (([abs v] of ((-1) - (\[Intro\]CameraX)) ) * (.2))\nend\nrepeat (30)\n change [\[intro\]camerax v] by (((480) - (\[Intro\]CameraX)) / (5))\nend\nrepeat (15)\n change [\[intro\]camerax v] by (([abs v] of ((481) - (\[Intro\]CameraX)) ) * (-0.3))\nend\nrepeat (15)\n change [\[intro\]camerax v] by (((320) - (\[Intro\]CameraX)) / (5))\nend\nrepeat (10)\n change [\[intro\]camerax v] by (([abs v] of ((319) - (\[Intro\]CameraX)) ) * (0.3))\nend\nrepeat (20)\n change [\[intro\]camerax v] by (((640) - (\[Intro\]CameraX)) / (5))\nend\nrepeat (30)\n change [\[intro\]camerax v] by (((480) - (\[Intro\]CameraX)) / (5))\nend\nbroadcast (開始 v)\nwait (1) seconds\n\nwhen I start as a clone\nif <(cloneID) = [Arrow3]> then\n set [my x v] to [480]\n set [my y \[arrow\] v] to ((-360) - ((control) * (500)))\n show\n forever\n switch costume to (poshack v)\n go to x: ((My x) - (\[Intro\]CameraX)) y: ((My y \[Arrow\]) + ([pos y \[arrow\] v] of [intro v]))\n switch costume to (arrow1 v)\n end\nend\nif <(cloneID) = [Arrow4]> then\n set [my x v] to [480]\n set [my y \[arrow\] v] to ((-610) - ((control) * (500)))\n show\n forever\n switch costume to (poshack v)\n go to x: ((My x) - (\[Intro\]CameraX)) y: ((My y \[Arrow\]) + ([pos y \[arrow\] v] of [intro v]))\n switch costume to (arrow2 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [RotatoEffect]> then\n wait (6) seconds\n if <(control) = [0]> then\n set [my x v] to [0]\n else\n set [my x v] to [480]\n end\n set [brightness v] effect to (100)\n Rotato Effect [0]\nend\n\ndefine Rect Effect2 (size)\nset size to ((size) - (50)) %\nswitch costume to (r1 v)\nshow\nset [var v] to [25]\nrepeat (17)\n next costume\n Size Easing (size) [5]\n move (Var) steps\n set [var v] to ((Var) * (0.8))\nend\nhide\nclear graphic effects\n\nwhen I start as a clone\nif <(cloneID) = [Arrow5]> then\n set [my x v] to [960]\n set [my y \[arrow\] v] to ((-360) - ((control) * (500)))\n show\n forever\n switch costume to (poshack v)\n go to x: ((My x) - (\[Intro\]CameraX)) y: ((My y \[Arrow\]) + ([pos y \[arrow\] v] of [intro v]))\n switch costume to (arrow1 v)\n end\nend\nif <(cloneID) = [Arrow6]> then\n set [my x v] to [960]\n set [my y \[arrow\] v] to ((-610) - ((control) * (500)))\n show\n forever\n switch costume to (poshack v)\n go to x: ((My x) - (\[Intro\]CameraX)) y: ((My y \[Arrow\]) + ([pos y \[arrow\] v] of [intro v]))\n switch costume to (arrow2 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [star]> then\n wait (pick random (0.00) to (9.00)) seconds\n switch costume to (star v)\n show\n set [my x v] to (pick random (-240.0) to (960))\n set [my y v] to [-240]\n set [my size v] to (pick random (50) to (100))\n forever\n switch costume to (poshack v)\n go to x: ((My x) - (\[Intro\]CameraX)) y: (My y)\n switch costume to (star v)\n set size to (My Size) %\n change [my x v] by ((My Size) / (-25))\n change [my y v] by ((My Size) / (25))\n end\nend\nif <(cloneID) = [star2]> then\n wait (pick random (0.00) to (9.00)) seconds\n switch costume to (star v)\n show\n set [my x v] to (pick random (-480) to (720))\n set [my y v] to [-240]\n set [my size v] to (pick random (150) to (250))\n set [ghost v] effect to (50)\n forever\n switch costume to (poshack v)\n go to x: ((My x) - (\[Intro\]CameraX)) y: (My y)\n switch costume to (star v)\n set size to (My Size) %\n change [my x v] by ((My Size) / (100))\n change [my y v] by ((My Size) / (100))\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [Hexagon]> then\n wait (7.3) seconds\n show\n switch costume to (hexagon v)\n set size to (0) %\n repeat (10)\n change size by (([abs v] of ((-1) - (size)) ) * (.3))\n end\n repeat (50)\n switch costume to (sizehack v)\n Size Easing [1100] [8]\n switch costume to (hexagon v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [end]> then\n wait ((10) + ((control) * (0.2))) seconds\n switch costume to (sizehack v)\n show\n set [brightness v] effect to ((100) - ((control) * (100)))\n switch costume to (poshack v)\n go to x: (480) y: (480)\n repeat (50)\n switch costume to (poshack v)\n Pos Easing [-20] [20] [8]\n switch costume to (end v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <not <(cloneID) = [end]>> then\n wait (11) seconds\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set [color v] effect to (\[Intro\]Color)\nend\n\nwhen flag clicked\nset [\[intro\]color v] to [0]\nwait (6) seconds\nforever\n change [\[intro\]color v] by (2)\nend\n\ndefine Rect Effect3 (size) ( )\nset size to ((size) - (50)) %\nswitch costume to (r18 v)\nshow\nset [var v] to ( )\nrepeat (17)\n set [costume memory v] to (costume [name v])\n switch costume to (poshack v)\n Size Easing (size) [5]\n set [var v] to ((Var) * (0.8))\n set x to (((My x) - (\[Intro\]CameraX)) + (Var))\n switch costume to (join [r] ((join (letter (2) of (Costume Memory)) (letter (3) of (Costume Memory))) + (-1)))\nend\nturn right (180) degrees\nrepeat (17)\n set [costume memory v] to (costume [name v])\n switch costume to (poshack v)\n Size Easing (size) [5]\n set [var v] to ((Var) * (0.8))\n set x to (((My x) - (\[Intro\]CameraX)) + (Var))\n switch costume to (join [r] ((join (letter (2) of (Costume Memory)) (letter (3) of (Costume Memory))) + (1)))\nend\nhide\nclear graphic effects\n\n
<English> Difficulty ★★★☆☆ \nThis is sky platformer \n (Mobile compatible)\n ~~How to play~~\n ・Right ant left ⇔\n ・Jamp ↑ \n      Enjoy this game!!\n   <日本語> (モバイル対応)\n  ~~遊び方~~\n ・矢印キー\n
【モバイル対応】マインクラフトプラットフォーマー 〜TNTまみれの世界〜《第2弾》Minecraft platformer #2
@Stage\n\nwhen flag clicked\nset volume to (100) %\nset [time v] to [0]\nhide variable [time v]\nswitch backdrop to (背景1 v)\n\nwhen I receive [end v]\nshow variable [time v]\nreset timer\nswitch backdrop to (背景2 v)\nforever\n play sound [Lost and stoned v] until done\nend\n\nwhen I receive [end v]\nrepeat until <([costume # v] of [地面 v]) = [8]>\n set [time v] to (timer)\nend\n\nwhen I receive [outro v]\nset volume to (0) %\nhide variable [time v]\n\n@村人\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (villager-walk-1 v)\nhide\n\nwhen I receive [end v]\ngo to x: (-190) y: (-50)\nshow\nforever\n if <(45) = []> then\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n next costume\n wait (0.07) seconds\n if <(costume [number v]) = [5]> then\n switch costume to (villager-walk-1 v)\n end\n if <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n switch costume to (villager-walk-3 v)\n end\n end\n end\nend\n\nwhen I receive [end v]\nset [ʕ⁎̯͡⁎ʔ༄ v] to [0]\ngo to [front v] layer\nset [saqwesrdtghyjik v] to []\nswitch costume to (villager-walk-3 v)\nset [45 v] to []\nset rotation style [left-right v]\npoint in direction (90)\nshow\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set rotation style [left-right v]\n change [動力\(x\) v] by (-0.65)\n point in direction (-90)\n broadcast (左 v)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set rotation style [left-right v]\n change [動力\(x\) v] by (0.65)\n point in direction (90)\n broadcast (右 v)\n end\n set [動力\(x\) v] to ((動力\(x\)) * (0.9))\n change x by (動力\(x\))\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change x by ((動力\(x\)) * (-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 <(動力\(x\)) > [0]> then\n set [動力\(x\) v] to [-5]\n else\n set [動力\(x\) v] to [5]\n end\n set [動力\(y\) v] to [10]\n else\n set [動力\(x\) 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 (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [動力\(y\) v] to [13]\n end\n end\n change y by (1)\n change [動力\(y\) v] by (-1)\n change y by (動力\(y\))\n if <<touching (地面 v)?> or <touching (4ステージ目用tnt走 v)?>> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n hide variable [動力\(x\) v]\n if <<key (down arrow v) pressed?> or <<<mouse down?> and <(mouse y) < (y position)>> or <key (s v) pressed?>>> then\n switch costume to (コスチューム4 v)\n else\n switch costume to (コスチューム1 v)\n end\n if <(x position) > [230]> then\n if <not <([costume # v] of [stage v]) = [10]>> then\n set [動力\(y\) v] to [0]\n set [動力\(x\) v] to [0]\n go to x: (-180) y: (-50)\n broadcast (Next v)\n end\n end\n if <<<<touching (障害物 v)?> or <(y position) < [-170]>> or <touching (敵mob v)?>> or <touching (敵mob2 v)?>> then\n start sound [hurt v]\n set [45 v] to [0]\n broadcast (死んだ v) and wait\n set [45 v] to []\n end\nend\n\nwhen I receive [死んだ v]\nset [ʕ⁎̯͡⁎ʔ༄ v] to [1]\nset [saqwesrdtghyjik v] to [0]\nお前はもう死んでいる\nset [ʕ⁎̯͡⁎ʔ༄ v] to [0]\n\ndefine お前はもう死んでいる\nswitch costume to (villager-walk-1-hurt v)\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\nbroadcast (飛んで飛んで飛んで飛んで飛んで回って回って回って回ーるー v)\nrepeat (5)\n change y by (10)\nend\nrepeat (3)\n change y by (7)\nend\nrepeat (3)\n change y by (4)\nend\nrepeat (3)\n change y by (2)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (3)\n change y by (-5)\nend\nrepeat (3)\n change y by (-7)\nend\nrepeat until <(y position) < [-170]>\n change y by (-15)\nend\nset rotation style [don't rotate v]\ngo to x: (-190) y: (-50)\nswitch costume to (villager-walk-1 v)\nset [saqwesrdtghyjik v] to []\n\nwhen I receive [飛んで飛んで飛んで飛んで飛んで回って回って回って回ーるー v]\nset rotation style [all around v]\nrepeat until <(y position) < [-170]>\n set rotation style [all around v]\n turn right (15) degrees\nend\n\nwhen I receive [end v]\nwait (4) seconds\nforever\n if <(45) = []> then\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [griffpatch様 v] to (pick random (1) to (2))\n if <(Griffpatch様) = [1]> then\n play sound [fallbig1 v] until done\n end\n if <(Griffpatch様) = [2]> then\n play sound [fallbig2 v] until done\n end\n end\n end\n end\nend\n\nwhen I receive [end v]\nforever\n if <key (r v) pressed?> then\n start sound [hurt v]\n switch costume to (villager-walk-1-hurt v)\n glide (1) secs to x: (-190) y: (-50)\n switch costume to (villager-walk-3 v)\n end\nend\n\nwhen I receive [リスポーン v]\nset [ʕ⁎̯͡⁎ʔ༄ v] to [1]\nstart sound [hurt v]\nswitch costume to (villager-walk-1-hurt v)\nglide (1) secs to x: (-190) y: (-50)\nswitch costume to (villager-walk-3 v)\nset [ʕ⁎̯͡⁎ʔ༄ v] to [0]\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nwait (0.01) seconds\ngo to [front v] layer\n\n@地面\n\nwhen flag clicked\nset [a v] to [0]\nswitch costume to (1 v)\nhide\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\nshow\nforever\n if <(costume [number v]) = [5]> then\n broadcast (くも v)\n stop [this script v]\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\n@攻撃手段\n\nwhen flag clicked\nset [剣の判定 v] to [なし\(?\)]\npoint in direction (90)\nhide\nswitch costume to (無 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n go to (村人 v)\nend\n\nwhen I receive [end v]\nshow\n\nwhen I receive [右 v]\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen I receive [左 v]\npoint in direction (-90)\nset rotation style [left-right v]\n\nwhen I receive [飛んで飛んで飛んで飛んで飛んで回って回って回って回ーるー v]\nset rotation style [all around v]\nrepeat (24)\n turn right (15) degrees\nend\n\nwhen I receive [剣 v]\nset rotation style [all around v]\nstart sound [〆 v]\nif <(direction) = [90]> then\n point in direction (90)\n repeat (5)\n turn right (15) degrees\n end\n repeat (5)\n turn right (-15) degrees\n end\n set rotation style [left-right v]\n point in direction (90)\n set [& v] to [1]\nend\nif <(direction) = [-90]> then\n point in direction (-90)\n repeat (5)\n turn left (15) degrees\n end\n repeat (5)\n turn left (-15) degrees\n end\n set rotation style [left-right v]\n point in direction (-90)\n set [& v] to [1]\nend\n\nwhen [space v] key pressed\nif <(A) = [0]> then\n if <(costume [number v]) = [2]> then\n if <(Saqwesrdtghyjik) = []> then\n set [& v] to [0]\n broadcast (剣 v)\n set [剣の判定 v] to [はい]\n wait until <(&) = [1]>\n set [反応 v] to [^_^]\n set [剣の判定 v] to [なし\(?\)]\n end\n end\nend\n\nwhen I receive [押 v]\nif <(costume [number v]) = [2]> then\n if <(Saqwesrdtghyjik) = []> then\n set [& v] to [0]\n set [剣の判定 v] to [はい]\n broadcast (剣 v)\n wait until <(&) = [1]>\n set [剣の判定 v] to [なし\(?\)]\n end\nend\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\nwhen [1 v] key pressed\nset size to (100) %\nswitch costume to (無 v)\n\nwhen [2 v] key pressed\nset size to (30) %\nswitch costume to (剣 v)\n\nwhen [3 v] key pressed\nset size to (100) %\nswitch costume to (bow v)\n\nwhen I receive [end v]\nforever\n if <(costume [number v]) = [2]> then\n set size to (30) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [end v]\nforever\n if <(costume [number v]) = [3]> then\n point in direction (90)\n set [変数 v] to [0]\n forever\n if <<mouse down?> and <(撃てるか) = [0]>> then\n set [変数 v] to [1]\n point towards (mouse-pointer v)\n if <(direction) < [45]> then\n point in direction (45)\n end\n if <[135] < (direction)> then\n point in direction (135)\n end\n wait until <(矢) = [0]>\n else\n if <(変数) = [1]> then\n set [撃てるか v] to [1]\n end\n end\n end\n end\nend\n\nset [撃てるか v] to [0]\n\nwhen I receive [end v]\nforever\n if <(costume [number v]) = [3]> then\n if <<mouse down?> and <(撃てるか) = [0]>> then\n switch costume to (bow v)\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n wait until <(矢) = [0]>\n end\n end\nend\n\nwhen I receive [素手 v]\nswitch costume to (無 v)\n\nwhen I receive [剣持つ v]\nswitch costume to (剣 v)\n\nwhen I receive [弓持つ v]\nswitch costume to (bow v)\n\n@敵MOB\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nset rotation style [left-right v]\n\nwhen I receive [end v]\nhide\nforever\n if <<([costume # v] of [地面 v]) = [3]> or <([costume # v] of [地面 v]) = [5 ]>> then\n if <([costume # v] of [地面 v]) = [3]> then\n set size to (100) %\n switch costume to (zombie5 v)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (35) y: (146)\n show\n forever\n if <([costume # v] of [地面 v]) = [3]> then\n point in direction (90)\n repeat until <(x position) > [192]>\n change x by (2)\n end\n wait (1) seconds\n point in direction (-90)\n repeat until <(x position) < [30]>\n change x by (-2)\n end\n wait (1) seconds\n if <not <([costume # v] of [地面 v]) = [3]>> then\n broadcast (まで v)\n stop [this script v]\n end\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [剣 v]\nforever\n if <(剣の判定) = [はい]> then\n if <touching (攻撃手段 v)?> then\n if <(costume [number v]) = (pick random (1) to (6))> then\n start sound [zombiedeath v]\n switch costume to (zombie_h4 v)\n else\n start sound [spiderdeath v]\n switch costume to (spiderhurt v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [end v]\nforever\n if <([costume # v] of [地面 v]) = [3]> then\n forever\n set [鳴き声 v] to (pick random (1) to (3))\n broadcast (鳴き声 v)\n if <not <([costume # v] of [地面 v]) = [3]>> then\n stop [this script v]\n end\n wait (3) seconds\n end\n end\nend\n\nwhen I receive [鳴き声 v]\nif <(鳴き声) = [1]> then\n start sound [zombie1 v]\nend\nif <(鳴き声) = [2]> then\n start sound [zombie2 v]\nend\nif <(鳴き声) = [3]> then\n start sound [zombie3 v]\nend\n\nwhen I receive [end v]\nforever\n if <([costume # v] of [地面 v]) = [3]> then\n next costume\n wait (0.12) seconds\n if <(costume [number v]) = [6]> then\n switch costume to (zombie4 v)\n end\n if <not <([costume # v] of [地面 v]) = [3]>> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [ブチュ v]\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\nwhen I receive [矢がきた v]\nif <(costume [number v]) = (pick random (1) to (6))> then\n start sound [zombiedeath v]\n switch costume to (zombie_h4 v)\nelse\n start sound [spiderdeath v]\n switch costume to (spiderhurt v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\nwhen I receive [くも v]\nclear graphic effects\npoint in direction (90)\nset size to (75) %\nswitch costume to (spiderface v)\ngo to [front v] layer\ngo to x: (40) y: (46)\nshow\nforever\n repeat until <(y position) < [-45]>\n change y by (-3)\n end\n wait (1) seconds\n repeat until <(y position) > [45]>\n change y by (3)\n end\n wait (1) seconds\nend\n\n@リスポーン\n\nwhen flag clicked\nhide\ngo to x: (-190) y: (-151)\n\nwhen I receive [end v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\nwhen this sprite clicked\nbroadcast (リスポーン v)\nwait (1) seconds\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n change [かくせぇ v] by (1)\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n set [かくせぇ v] to [0]\n end\nend\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\n@ON or OFF\n\nwhen this sprite clicked\nbroadcast (かくせぇ v)\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (-177) y: (152)\nhide\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\n@広告\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nforever\n wait (pick random (10) to (6.5)) seconds\n show\n go to [front v] layer\n start sound [ポップ v]\n go to x: (-150) y: (400)\n point in direction (90)\n set size to (100) %\n repeat until <[135] > (y position)>\n change y by (((2) - (y position)) / (20))\n end\n wait (2.9) seconds\n repeat until <(y position) > [207]>\n change y by ((y position) / (20))\n end\n hide\nend\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\n@5億年ボタン\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n end\nend\n\nwhen flag clicked\nset [かくせぇ v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (-240)\nhide\n\nwhen I receive [end v]\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (押 v)\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\n@お月様♪\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\nset size to (100) %\nshow\nforever\n change size by ([sin v] of ((timer) * (100)) )\nend\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\n@ゴール\n\nwhen flag clicked\ngo to x: (92) y: (-43)\nhide\n\nwhen I receive [end v]\nforever\n if <([costume # v] of [地面 v]) = [8]> then\n show\n if <touching (村人 v)?> then\n broadcast (Outro v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@4ステージ目用TNT走\n\nwhen flag clicked\nset [tnt ! v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end v]\nbroadcast (乙 v)\n\nwhen I start as a clone\nshow\nif <(TNT !) = [1]> then\n go to x: (-104) y: (-138)\n forever\n if <touching (tntに反応 v)?> then\n wait (0.1) seconds\n repeat until <[-204] > (y position)>\n change y by (((-205) - (y position)) / (4))\n end\n delete this clone\n end\n end\nend\nif <(TNT !) = [2]> then\n go to x: (-65) y: (-138)\n forever\n if <touching (tntに反応 v)?> then\n wait (0.1) seconds\n repeat until <[-204] > (y position)>\n change y by (((-205) - (y position)) / (4))\n end\n delete this clone\n end\n end\nend\nif <(TNT !) = [3]> then\n go to x: (-26) y: (-138)\n forever\n if <touching (tntに反応 v)?> then\n wait (0.1) seconds\n repeat until <[-204] > (y position)>\n change y by (((-205) - (y position)) / (4))\n end\n delete this clone\n end\n end\nend\nif <(TNT !) = [4]> then\n go to x: (13) y: (-138)\n forever\n if <touching (tntに反応 v)?> then\n wait (0.1) seconds\n repeat until <[-204] > (y position)>\n change y by (((-205) - (y position)) / (4))\n end\n delete this clone\n end\n end\nend\nif <(TNT !) = [5]> then\n go to x: (52) y: (-138)\n forever\n if <touching (tntに反応 v)?> then\n wait (0.1) seconds\n repeat until <[-204] > (y position)>\n change y by (((-205) - (y position)) / (4))\n end\n delete this clone\n end\n end\nend\nif <(TNT !) = [6]> then\n go to x: (91) y: (-138)\n forever\n if <touching (tntに反応 v)?> then\n wait (0.1) seconds\n repeat until <[-204] > (y position)>\n change y by (((-205) - (y position)) / (4))\n end\n delete this clone\n end\n end\nend\nif <(TNT !) = [7]> then\n go to x: (130) y: (-138)\n forever\n if <touching (tntに反応 v)?> then\n wait (0.1) seconds\n repeat until <[-204] > (y position)>\n change y by (((-205) - (y position)) / (4))\n end\n delete this clone\n end\n end\nend\nif <(TNT !) = [8]> then\n go to x: (169) y: (-138)\n forever\n if <touching (tntに反応 v)?> then\n wait (0.1) seconds\n repeat until <[-204] > (y position)>\n change y by (((-205) - (y position)) / (4))\n end\n delete this clone\n end\n end\nend\nif <(TNT !) = [9]> then\n go to x: (208) y: (-138)\n forever\n if <touching (tntに反応 v)?> then\n wait (0.1) seconds\n repeat until <[-204] > (y position)>\n change y by (((-205) - (y position)) / (4))\n end\n delete this clone\n end\n end\nend\nif <(TNT !) = [10]> then\n go to x: (247) y: (-138)\n forever\n if <touching (tntに反応 v)?> then\n wait (0.1) seconds\n repeat until <[-204] > (y position)>\n change y by (((-205) - (y position)) / (4))\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ʕ⁎̯͡⁎ʔ༄) = [1]> then\n broadcast (乙 v)\n delete this clone\n end\nend\n\nwhen I receive [乙 v]\nset [tnt ! v] to [0]\nforever\n if <([costume # v] of [地面 v]) = [4]> then\n repeat (10)\n change [tnt ! v] by (1)\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <([costume # v] of [地面 v]) = [5]> then\n delete this clone\n end\nend\n\n@TNTに反応\n\nwhen I receive [end v]\nforever\n if <([costume # v] of [地面 v]) = [4]> then\n set [ghost v] effect to (100)\n show\n forever\n go to (村人 v)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-107) y: (-97)\nhide\n\nwhen I receive [end v]\nforever\n if <([costume # v] of [地面 v]) = [5]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Outro\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nset [a v] to [A]\nbroadcast (ブチュ v)\nwait (2) seconds\nreset timer\nbroadcast (Outro start v)\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [3D text]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [でっかくなるしらたま]> then\n wait (0.5) seconds\n go [backward v] (1) layers\nend\n\nwhen I receive [outro start v]\nset [待つ v] to [おk]\nset [count2 v] to [0]\nstart sound [TheFatRat - Jackpot \(Jackpot EP Track 1\) v]\nset [何作るのか教えてごらんw\(\( v] to [背景]\ncreate clone of (_myself_ v)\nwait until <(timer) > [1]>\nset [何作るのか教えてごらんw\(\( v] to [Logo]\ncreate clone of (_myself_ v)\nwait until <(timer) > [2.4]>\nset [何作るのか教えてごらんw\(\( v] to [Thank you for watching]\ncreate clone of (_myself_ v)\nwait until <(timer) > [4.5]>\nset [何作るのか教えてごらんw\(\( v] to [Thanks]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [何作るのか教えてごらんw\(\( v] to [For]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [何作るのか教えてごらんw\(\( v] to [Watching]\ncreate clone of (_myself_ v)\nwait until <(待つ) = [やだ]>\nset [何作るのか教えてごらんw\(\( v] to [しらたま]\ncreate clone of (_myself_ v)\nwait until <(待つ) = [待つ]>\nrepeat (4)\n change [count2 v] by (1)\n set [何作るのか教えてごらんw\(\( v] to [でっかくなるしらたま]\n create clone of (_myself_ v)\nend\nset [何作るのか教えてごらんw\(\( v] to [effect]\ncreate clone of (_myself_ v)\nwait () seconds\nset [何作るのか教えてごらんw\(\( v] to [3D text]\ncreate clone of (_myself_ v)\nwait () seconds\nset [何作るのか教えてごらんw\(\( v] to [Logo2]\ncreate clone of (_myself_ v)\nwait () seconds\nset [何作るのか教えてごらんw\(\( v] to [ハート]\ncreate clone of (_myself_ v)\nwait () seconds\nset [何作るのか教えてごらんw\(\( v] to [星]\ncreate clone of (_myself_ v)\nwait () seconds\nset [何作るのか教えてごらんw\(\( v] to [フォロー]\ncreate clone of (_myself_ v)\nwait () seconds\nset [何作るのか教えてごらんw\(\( v] to [コメント]\ncreate clone of (_myself_ v)\nwait () seconds\nset [何作るのか教えてごらんw\(\( v] to [おすすめ]\ncreate clone of (_myself_ v)\nwait () seconds\nset [何作るのか教えてごらんw\(\( v] to [作品]\ncreate clone of (_myself_ v)\nwait () seconds\nforever\n set [count2 v] to [1個]\n set [何作るのか教えてごらんw\(\( v] to [背景がかっこよくなる\(?\)]\n create clone of (_myself_ v)\n wait (0.6) seconds\n set [count2 v] to [2個]\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [背景]> then\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n show\n switch costume to (背景 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine Y座標 (数字)\nrepeat until <(round (y position)) = (数字)>\n change y by (((y position) - (数字)) / (-3))\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [Logo]> then\n point in direction (90)\n set size to (100) %\n show\n switch costume to (logo v)\n go to x: (0) y: (216)\n Y座標 [0]\n wait until <(待つ) = [いいよ]>\n Y座標 [-216]\n delete this clone\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [Thank you for watching]> then\n point in direction (90)\n set size to (100) %\n show\n go to x: (0) y: (190)\n switch costume to (thanks for watching v)\n set [待つ v] to [いいよ]\n Y座標 [0]\n wait until <(timer) > [3.7]>\n Y座標 [-190]\n delete this clone\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [Thanks]> then\n point in direction (90)\n switch costume to (thanks v)\n set size to (100) %\n show\n go to x: (0) y: (190)\n Y座標 [0]\n wait (0.6) seconds\n Y座標 [-190]\n delete this clone\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [For]> then\n point in direction (90)\n switch costume to (for v)\n set size to (100) %\n show\n go to x: (0) y: (189)\n Y座標 [0]\n wait (0.4) seconds\n Y座標 [-189]\n delete this clone\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [Watching]> then\n point in direction (90)\n switch costume to (watching v)\n set size to (100) %\n show\n go to x: (0) y: (190)\n Y座標 [0]\n wait (0.2) seconds\n Y座標 [-190]\n set [待つ v] to [やだ]\n delete this clone\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [しらたま]> then\n point in direction (90)\n set size to (100) %\n show\n switch costume to (白い玉 v)\n go to x: (0) y: (207)\n Y座標 [0]\n point in direction (90)\n turn right (1) degrees\n 大きさ [150]\n 大きさ [100]\n しらたま君だけのY座標 [-207]\n delete this clone\nend\n\ndefine 大きさ (数字)\nrepeat until <(round (size)) = (数字)>\n change size by (((数字) - (size)) / (5))\nend\n\ndefine しらたま君だけのY座標 (数字)\nrepeat until <(round (y position)) = (数字)>\n change y by (((y position) - (数字)) / (-3))\n if <(y position) < [-195]> then\n set [待つ v] to [待つ]\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [でっかくなるしらたま]> then\n if <(count2) = [1]> then\n go to x: (0) y: (-180)\n end\n if <(count2) = [2]> then\n go to x: (0) y: (180)\n end\n if <(count2) = [3]> then\n go to x: (-240) y: (0)\n end\n if <(count2) = [4]> then\n go to x: (240) y: (0)\n end\n set size to (5) %\n go to [front v] layer\n show\n switch costume to (白い玉 v)\n 大きさ [643]\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [3D text]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (3dtext-by nanakusa03 v)\n show\n go to x: (-438) y: (100)\n X座標 [0]\n forever\n change y by ([sin v] of ((timer) * (100)) )\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [effect]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (無 v)\n set size to (0) %\n point in direction (90)\n show\n repeat (50)\n switch costume to (無 v)\n change size by (((1500) - (size)) / (30))\n change [ghost v] effect by (2)\n switch costume to (エフェクト v)\n end\n delete this clone\nend\n\ndefine X座標 (数字)\nrepeat until <(round (x position)) = (数字)>\n change x by (((x position) - (数字)) / (-5))\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [3D text]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [Logo2]> then\n go to [front v] layer\n set size to (100) %\n show\n switch costume to (logo v)\n go to x: (276) y: (-110)\n X座標 [-180]\n forever\n change y by ([sin v] of ((timer) * (100)) )\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [Logo2]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [ハート]> then\n set size to (100) %\n switch costume to (ハート v)\n show\n go to [front v] layer\n go to x: (-221) y: (0)\n X座標 [230]\n forever\n change y by ([sin v] of ((timer) * (100)) )\n end\nend\nif <(何作るのか教えてごらんw\(\() = [コメント]> then\n wait (0.4) seconds\n set size to (100) %\n switch costume to (コメント v)\n go to [front v] layer\n show\n go to x: (323) y: (-110)\n X座標 [0]\n forever\n change y by ([sin v] of ((timer) * (100)) )\n end\nend\nif <(何作るのか教えてごらんw\(\() = [星]> then\n wait (0.2) seconds\n set size to (100) %\n switch costume to (ほし v)\n show\n go to [front v] layer\n go to x: (-221) y: (0)\n X座標 [230]\n forever\n change y by ([sin v] of ((timer) * (100)) )\n end\nend\nif <(何作るのか教えてごらんw\(\() = [フォロー]> then\n wait (0.6) seconds\n set size to (100) %\n switch costume to (フォロー v)\n go to [front v] layer\n show\n go to x: (95) y: (-110)\n X座標 [0]\n forever\n change y by ([sin v] of ((timer) * (100)) )\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [ハート]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(何作るのか教えてごらんw\(\() = [コメント]> then\n wait (0.4) seconds\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(何作るのか教えてごらんw\(\() = [星]> then\n wait (0.2) seconds\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(何作るのか教えてごらんw\(\() = [フォロー]> then\n wait (0.6) seconds\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [背景がかっこよくなる\(?\)]> then\n if <(count2) = [1個]> then\n switch costume to (ビューンっていくやつ v)\n end\n if <(count2) = [2個]> then\n switch costume to (ビューンっていくやつ2 v)\n end\n show\n go to [back v] layer\n go [forward v] (25) layers\n go to x: (0) y: (-321)\n repeat until <(y position) > [315]>\n change y by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [おすすめ]> then\n point in direction (90)\n set size to (100) %\n switch costume to (おすすめ v)\n show\n go to x: (346) y: (10)\n X座標 [-90]\n forever\n change y by ([sin v] of ((timer) * (100)) )\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [おすすめ]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n wait (3) seconds\n point in direction (90)\n turn right (1) degrees\n repeat (30)\n turn right ([abs v] of (((90) - (direction)) / (3)) ) degrees\n end\n point in direction (90)\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [作品]> then\n point in direction (90)\n set size to (50) %\n switch costume to (作品 v)\n show\n go to x: (277) y: (-90)\n X座標 [-65]\n set [待つ v] to [またねーよ\(\(\(\(\(]\n forever\n shake [20]\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [作品]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine shake (s)\nset [shakesize v] to (s)\nrepeat (20)\n set [shakesize v] to (((ShakeSize) * (0.75)) + (((50) - (size)) / (12)))\n change size by (ShakeSize)\n point in direction ((((ShakeSize) / (2)) * ([sin v] of ((timer) * (300)) )) + (90))\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [作品]> then\n wait until <(待つ) = [またねーよ\(\(\(\(\(]>\n forever\n change y by ([sin v] of ((timer) * (100)) )\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [ハート]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [Logo2]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [おすすめ]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [作品]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [星]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [フォロー]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(何作るのか教えてごらんw\(\() = [コメント]> then\n forever\n go to [front v] layer\n end\nend\n\n@矢\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [矢 v] to [1]\nset [進んだ回数 v] to [0]\nrepeat until <<<touching (地面 v)?> or <touching (_edge_ v)?>> or <touching (敵mob v)?>>\n change [進んだ回数 v] by (1)\n move ((打った強さ) / (20)) steps\n if <[50] < (進んだ回数)> then\n point in direction (180)\n else\n turn right ((進んだ回数) / (10)) degrees\n end\nend\nset [変数 v] to [0]\nset [撃てるか v] to [0]\nset [矢 v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [end v]\nset [矢 v] to [0]\ngo to (攻撃手段 v)\nforever\n if <([costume # v] of [攻撃手段 v]) = [3]> then\n if <mouse down?> then\n go to (攻撃手段 v)\n point towards (mouse-pointer v)\n set [打った強さ v] to (distance to [mouse-pointer v])\n if <[350] < (打った強さ)> then\n set [打った強さ v] to [350]\n end\n if <(打った強さ) < [150]> then\n set [打った強さ v] to [150]\n end\n switch costume to (arrow v)\n create clone of (_myself_ v)\n hide\n wait (0.5) seconds\n else\n end\n end\nend\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nforever\n if <touching (敵mob v)?> then\n broadcast (矢がきた v)\n stop [this script v]\n end\nend\n\n@武器セレクト\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to [front v] layer\ngo to x: (-198) y: (80)\nswitch costume to (素手 v)\nshow\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (素手 v)\n\n@武器セレクト2\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nswitch costume to (剣 v)\ngo to x: (-198) y: (-4)\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (剣持つ v)\n\n@武器セレクト3\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nswitch costume to (弓矢//弓 v)\ngo to x: (-198) y: (-88)\n\nwhen I receive [ブチュ v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [かくせぇ v]\nif <(かくせぇ) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <[1] = (かくせぇ)> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (弓持つ v)\n\n@イントロ2\n\ndefine shake プラスする大きさ (最初) 最後の大きさ (最後) 遅さ (割る数) time (time)\nchange size by (最初)\nrepeat until <(time) < (timer)>\n change [ghost v] effect by (-20)\n go to x: (((([sin v] of ((timer) * (1000)) ) * (0.6)) * (((最後) - (size)) * (0.5))) - (item (3) of [intro v])) y: (((([cos v] of ((timer) * (800)) ) * (0.6)) * (((最後) - (size)) * (0.5))) - (item (4) of [intro v]))\n point in direction (((90) + ((([sin v] of ((timer) * (500)) ) * (0.6)) * (((最後) - (size)) * (0.5)))) + (item (5) of [intro v]))\n change size by (((最後) - (size)) / (割る数))\n set [pitch v] effect to (0)\nend\n\nwhen I receive [イントロ v]\ngo to x: (0) y: (0)\nset rotation style [all around v]\ngo to [back v] layer\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nhide\ndelete all of [intro v]\nrepeat (10)\n add [0] to [intro v]\nend\nrepeat (5)\n reset timer\nend\nstop all sounds\nset volume to (100) %\nstart sound [Pierce Fulton - Losing You \[Premiere\] v]\nreplace item (9) of [intro v] with [1]\n[背景] のクローンを [1] 回作る\n[ロゴ] のクローンを [1] 回作る\n[Click to Skip] のクローンを [1] 回作る\nif <not <(username) = []>> then\n [made by kako-ken] のクローンを [1] 回作る\nend\n[idontknow0315] のクローンを [1] 回作る\n[枠] のクローンを [2] 回作る\n[線] のクローンを [1] 回作る\n[最後] のクローンを [2] 回作る\n待つ [2.01]\n作成 x [0] y [0] 大きさ [100] 向き [] 回数 [] 回す [] スピード [] 種類 [パンゾイド]\n作成 x [0] y [0] 大きさ [110] 向き [0] 回数 [4] 回す [90] スピード [18] 種類 [FW]\n[Flash] のクローンを [1] 回作る\n待つ [2.92]\n作成 x [0] y [0] 大きさ [100] 向き [] 回数 [] 回す [] スピード [] 種類 [パンゾイド]\n作成 x [0] y [0] 大きさ [180] 向き [0] 回数 [2] 回す [90] スピード [5] 種類 [shockwave]\n[Flash] のクローンを [1] 回作る\n待つ [3.83]\n作成 x [0] y [0] 大きさ [100] 向き [] 回数 [] 回す [] スピード [] 種類 [パンゾイド]\n作成 x [-135] y [0] 大きさ [100] 向き [0] 回数 [4] 回す [90] スピード [15] 種類 [FW]\n作成 x [135] y [0] 大きさ [100] 向き [0] 回数 [4] 回す [90] スピード [15] 種類 [FW]\n[Flash] のクローンを [1] 回作る\n待つ [4.74]\n作成 x [0] y [0] 大きさ [100] 向き [] 回数 [] 回す [] スピード [] 種類 [パンゾイド]\n作成 x [0] y [0] 大きさ [130] 向き [0] 回数 [10] 回す [36] スピード [23] 種類 [FW]\n[Flash] のクローンを [1] 回作る\n待つ [5.75]\n作成 x [0] y [0] 大きさ [100] 向き [] 回数 [] 回す [] スピード [] 種類 [パンゾイド]\n[Flash] のクローンを [1] 回作る\n作成 x [0] y [0] 大きさ [130] 向き [0] 回数 [2] 回す [90] スピード [5] 種類 [shockwave]\nwait (0.2) seconds\n作成 x [-153] y [0] 大きさ [130] 向き [0] 回数 [2] 回す [90] スピード [5] 種類 [shockwave]\n作成 x [153] y [0] 大きさ [130] 向き [0] 回数 [2] 回す [90] スピード [5] 種類 [shockwave]\n待つ [6.66]\n作成 x [0] y [0] 大きさ [100] 向き [] 回数 [] 回す [] スピード [] 種類 [パンゾイド]\n[Flash] のクローンを [1] 回作る\n作成 x [-153] y [0] 大きさ [130] 向き [0] 回数 [2] 回す [90] スピード [5] 種類 [shockwave]\n作成 x [153] y [0] 大きさ [130] 向き [0] 回数 [2] 回す [90] スピード [5] 種類 [shockwave]\nwait (0.2) seconds\n作成 x [0] y [0] 大きさ [130] 向き [0] 回数 [2] 回す [90] スピード [5] 種類 [shockwave]\n待つ [7.57]\n作成 x [0] y [0] 大きさ [100] 向き [] 回数 [] 回す [] スピード [] 種類 [パンゾイド]\n[Flash] のクローンを [1] 回作る\n作成 x [0] y [0] 大きさ [130] 向き [0] 回数 [5] 回す [72] スピード [23] 種類 [FW]\nwait (0.1) seconds\n作成 x [0] y [0] 大きさ [130] 向き [36] 回数 [5] 回す [72] スピード [23] 種類 [FW]\n待つ [8.48]\n作成 x [0] y [0] 大きさ [100] 向き [] 回数 [] 回す [] スピード [] 種類 [パンゾイド]\n[Flash] のクローンを [1] 回作る\n作成 x [-145] y [0] 大きさ [120] 向き [0] 回数 [5] 回す [72] スピード [21] 種類 [FW]\n作成 x [145] y [0] 大きさ [120] 向き [36] 回数 [5] 回す [72] スピード [21] 種類 [FW]\nwait (0.1) seconds\n作成 x [-145] y [0] 大きさ [120] 向き [36] 回数 [5] 回す [72] スピード [21] 種類 [FW]\n作成 x [145] y [0] 大きさ [120] 向き [0] 回数 [5] 回す [72] スピード [21] 種類 [FW]\n待つ [9.49]\n作成 x [0] y [0] 大きさ [100] 向き [] 回数 [] 回す [] スピード [] 種類 [パンゾイド]\n[Flash] のクローンを [1] 回作る\n作成 x [-150] y [0] 大きさ [130] 向き [0] 回数 [2] 回す [90] スピード [5] 種類 [shockwave]\nwait (0.1) seconds\n作成 x [0] y [0] 大きさ [130] 向き [0] 回数 [2] 回す [90] スピード [5] 種類 [shockwave]\nwait (0.1) seconds\n作成 x [150] y [0] 大きさ [130] 向き [0] 回数 [2] 回す [90] スピード [5] 種類 [shockwave]\n\ndefine (お名前) のクローンを (回数) 回作る\nset [名前 v] to (お名前)\nset [id v] to [0]\nrepeat (回数)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(名前) = [idontknow0315]> then\n switch costume to (全塗り v)\n go to x: (0) y: (0)\n switch costume to (テキスト(かこけん製) v)\n go to [front v] layer\n go [backward v] (2) layers\n set [ghost v] effect to (100)\n set size to (0) %\n 待つ [1.5]\n show\n shake プラスする大きさ [0] 最後の大きさ [95] 遅さ [4] time [2.01]\n 待つ [2.01]\n shake プラスする大きさ [32] 最後の大きさ [95] 遅さ [8] time [2.92]\n shake プラスする大きさ [32] 最後の大きさ [95] 遅さ [8] time [3.83]\n shake プラスする大きさ [35] 最後の大きさ [95] 遅さ [5] time [4.74]\n shake プラスする大きさ [35] 最後の大きさ [95] 遅さ [5] time [5.75]\n shake プラスする大きさ [35] 最後の大きさ [95] 遅さ [5] time [6.66]\n shake プラスする大きさ [40] 最後の大きさ [95] 遅さ [8] time [7.57]\n repeat (10)\n 回転 ゴール [89] 遅さ [5.8] 方向 [右]\n set [pitch v] effect to (0)\n end\n repeat until <[9.49] < (timer)>\n 回転 ゴール [90] 遅さ [5.8] 方向 [右]\n set [pitch v] effect to (0)\n end\n 待つ [9.49]\n shake プラスする大きさ [35] 最後の大きさ [95] 遅さ [10] time [10.4]\nend\nif <(名前) = [ロゴ]> then\n switch costume to (全塗り v)\n go to x: (0) y: (-200)\n point in direction (180)\n set size to (0) %\n switch costume to (ロゴ v)\n show\n repeat until <[1.19] < (timer)>\n 滑らかに動かす x [0] y [0] 向き [90] 大きさ [75] 遅さ [8]\n set [pitch v] effect to (0)\n end\n forever\n 滑らかに動かす x [-750] y [0] 向き [90] 大きさ [1200] 遅さ [8]\n go to [back v] layer\n go [forward v] (1) layers\n set [pitch v] effect to (0)\n end\nend\nif <(名前) = [パンゾイド]> then\n go to [back v] layer\n go [forward v] (4) layers\n set [大きさ v] to [0]\n set size to (0) %\n show\n repeat until <[400] < (size)>\n 自動調整 [無限]\n go to x: ((0) - (item (3) of [intro v])) y: ((0) - (item (4) of [intro v]))\n change [大きさ v] by (item (2) of [intro v])\n if <(大きさ) < [100]> then\n switch costume to (全塗り v)\n end\n set size to (大きさ) %\n point in direction (item (6) of [intro v])\n switch costume to (パンゾイド v)\n set [pitch v] effect to (0)\n end\n delete this clone\nend\nif <(名前) = [枠]> then\n 自動調整 [無限]\n if <(ID) = [1]> then\n go to x: (0) y: (184)\n else\n go to x: (0) y: (-184)\n end\n switch costume to (枠 v)\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (100)\n repeat until <[1.5] < (timer)>\n go to [front v] layer\n go [backward v] (3) layers\n end\n show\n repeat (5)\n change [ghost v] effect by (-20)\n set [pitch v] effect to (0)\n end\n repeat until <[11] < (timer)>\n go to [front v] layer\n go [backward v] (2) layers\n if <(ID) = [1]> then\n if <[12] < (item (2) of [intro v])> then\n change y by ((0) - ((item (2) of [intro v]) * (0.54)))\n else\n change y by ((item (2) of [intro v]) * (0.15))\n end\n else\n if <[12] < (item (2) of [intro v])> then\n change y by ((item (2) of [intro v]) * (0.54))\n else\n change y by ((0) - ((item (2) of [intro v]) * (0.15)))\n end\n end\n set [pitch v] effect to (0)\n end\nend\nif <(名前) = [FW]> then\n go to x: (x) y: (y)\n point in direction (向き)\n switch costume to (fw1 v)\n go to [front v] layer\n go [backward v] (4) layers\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n set size to (50) %\n show\n set [雑用 v] to (SPD)\n repeat (10)\n move (雑用) steps\n set [雑用 v] to ((雑用) * (0.8))\n change [ghost v] effect by (-50)\n set [pitch v] effect to (0)\n end\n repeat (7)\n move (雑用) steps\n set [雑用 v] to ((雑用) * (0.8))\n next costume\n set [pitch v] effect to (0)\n end\n repeat (7)\n move (雑用) steps\n set [雑用 v] to ((雑用) * (0.8))\n next costume\n change [ghost v] effect by (15)\n set [pitch v] effect to (0)\n end\n delete this clone\nend\nif <(名前) = [shockwave]> then\n go to x: (x) y: (y)\n point in direction (向き)\n switch costume to (shockwave v)\n go to [front v] layer\n go [backward v] (4) layers\n set [fisheye v] effect to (180)\n set [brightness v] effect to (100)\n set size to (0) %\n show\n set [雑用 v] to [20]\n repeat (45)\n change [fisheye v] effect by (雑用)\n set [雑用 v] to ((雑用) * (1.3))\n change size by (((大きさ) - (size)) / (SPD))\n set [pitch v] effect to (0)\n end\n repeat (15)\n change [fisheye v] effect by (雑用)\n set [雑用 v] to ((雑用) * (1.3))\n change [ghost v] effect by (10)\n change size by (((大きさ) - (size)) / (SPD))\n set [pitch v] effect to (0)\n end\n delete this clone\nend\nif <(名前) = [線]> then\n 自動調整 [無限]\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (線 v)\n set [ghost v] effect to (100)\n 待つ [1.5]\n show\n repeat (10)\n change [ghost v] effect by (-10)\n set [pitch v] effect to (0)\n end\n 待つ [2.01]\n forever\n go to [back v] layer\n go [forward v] (2) layers\n point in direction (item (6) of [intro v])\n end\nend\nif <(名前) = [Flash]> then\n switch costume to (全塗り v)\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (4) layers\n show\n repeat until <[99] < (効果用)>\n change [効果用 v] by (((100) - (効果用)) / (10))\n set [ghost v] effect to (効果用)\n set [pitch v] effect to (0)\n end\n delete this clone\nend\nif <(名前) = [背景]> then\n 自動調整 [無限]\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (背景 v)\n show\n forever\n go to [back v] layer\n end\nend\nif <(名前) = [Click to Skip]> then\n 自動調整 [無限]\n go to x: (-350) y: (140)\n switch costume to (click to skip v)\n set size to (0) %\n show\n repeat until <[1.19] < (timer)>\n 滑らかに動かす x [0] y [140] 向き [90] 大きさ [50] 遅さ [6]\n set [pitch v] effect to (0)\n end\n forever\n 滑らかに動かす x [350] y [140] 向き [90] 大きさ [0] 遅さ [6]\n go to [front v] layer\n go [backward v] (2) layers\n set [pitch v] effect to (0)\n end\nend\nif <(名前) = [made by kako-ken]> then\n 自動調整 [無限]\n go to x: (-138) y: (-200)\n switch costume to (made by kako-ken v)\n set size to (39) %\n show\n repeat until <[1.19] < (timer)>\n 滑らかに動かす x [-138] y [-165] 向き [90] 大きさ [39] 遅さ [5]\n go to [front v] layer\n go [backward v] (2) layers\n set [pitch v] effect to (0)\n end\n forever\n 滑らかに動かす x [-138] y [-210] 向き [90] 大きさ [39] 遅さ [7]\n go to [front v] layer\n go [backward v] (2) layers\n set [pitch v] effect to (0)\n end\nend\nif <(名前) = [最後]> then\n 自動調整 [無限]\n go to x: (-1000) y: (0)\n switch costume to (最後 v)\n set size to (105) %\n go to [front v] layer\n if <(ID) = [1]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (-100)\n end\n repeat until <[9.35] < (timer)>\n go to [front v] layer\n if <(ID) = [1]> then\n go [backward v] (1) layers\n end\n end\n replace item (1) of [intro v] with [1]\nend\n\ndefine 待つ (時間)\nwait until <(時間) < (timer)>\n\ndefine 滑らかに動かす x (x) y (y) 向き (向き) 大きさ (大きさ) 遅さ (割る数)\nset [大きさ v] to (size)\nset [コスチューム v] to (costume [name v])\nswitch costume to (無限 v)\nset size to ((1) / (0)) %\nchange x by (((x) - (x position)) / (割る数))\nchange y by (((y) - (y position)) / (割る数))\nturn right (((向き) - (direction)) / (割る数)) degrees\nchange [大きさ v] by (((大きさ) - (大きさ)) / (割る数))\nif <(大きさ) < [100]> then\n switch costume to (全埋め v)\n set size to ((1) / (0)) %\nend\nset size to (大きさ) %\nswitch costume to (コスチューム)\n\ndefine 回転 ゴール (ゴール) 遅さ (割る数) 方向 (方向)\nif <(方向) = [右]> then\n turn right (([abs v] of ((ゴール) - (direction)) ) / (割る数)) degrees\nelse\n turn left (([abs v] of ((ゴール) - (direction)) ) / (割る数)) degrees\nend\n\ndefine 自動調整 (?)\nif <(?) = [無限]> then\n switch costume to (無限 v)\n set size to ((1) / (0)) %\nend\nif <(?) = [位置]> then\n go to x: ((0) - (item (3) of [intro v])) y: ((0) - (item (4) of [intro v]))\n point in direction ((90) + (item (5) of [intro v]))\nend\n\nwhen I receive [イントロ v]\nwait (0) seconds\nwait until <(item (9) of [intro v]) = [1]>\nforever\n set [雑用 v] to (item (2) of [intro v])\n change [雑用 v] by (((0) - (雑用)) / (15))\n replace item (2) of [intro v] with (雑用)\n set [pitch v] effect to (0)\nend\n\ndefine 作成 x (x) y (y) 大きさ (大きさ) 向き (向き) 回数 (回数) 回す (度回し) スピード (spd) 種類 (種類)\nif <(種類) = [パンゾイド]> then\n replace item (2) of [intro v] with [15]\nend\nset [名前 v] to (種類)\nset [x v] to (x)\nset [y v] to (y)\nset [向き v] to (向き)\nif <(種類) = [パンゾイド]> then\n create clone of (_myself_ v)\nend\nif <<(種類) = [shockwave]> or <(種類) = [FW]>> then\n set [大きさ v] to (大きさ)\n set [spd v] to (spd)\n repeat (回数)\n create clone of (_myself_ v)\n change [向き v] by (度回し)\n end\nend\n\nwhen I start as a clone\nif <(名前) = [idontknow0315]> then\n forever\n replace item (6) of [intro v] with (direction)\n end\nend\n\nwhen I start as a clone\nwait until <(item (1) of [intro v]) = [1]>\nif <(名前) = [最後]> then\n if <(ID) = [1]> then\n start sound [Slice SFX v]\n end\n wait ((ID) * (0.08)) seconds\n show\n repeat (70)\n 滑らかに動かす x [0] y [0] 向き [90] 大きさ [105] 遅さ [10]\n go to [front v] layer\n if <(ID) = [1]> then\n go [backward v] (1) layers\n end\n set [pitch v] effect to (0)\n end\n repeat (10)\n change [ghost v] effect by (10)\n set [pitch v] effect to (0)\n end\n wait (1) seconds\n delete this clone\nelse\n wait (1.47) seconds\n delete this clone\nend\n\nwhen I receive [イントロ v]\nwait until <(item (1) of [intro v]) = [1]>\nif <(timer) < [9.34]> then\n wait (0.4) seconds\n repeat (13)\n change volume by (-8)\n set [pitch v] effect to (0)\n end\n stop all sounds\nelse\n wait (0.6) seconds\nend\nwait (0.3) seconds\nstop [other scripts in sprite v]\nwait (2.4) seconds\nbroadcast (End v)\n\nwhen I receive [イントロ v]\nwait (0) seconds\nwait until <(item (9) of [intro v]) = [1]>\nforever\n set [x v] to (item (3) of [intro v])\n change [x v] by (((item (7) of [intro v]) - (x)) / (10))\n replace item (3) of [intro v] with (x)\n set [pitch v] effect to (0)\nend\n\nwhen I receive [イントロ v]\nreset timer\nwait (0) seconds\nwait until <(item (9) of [intro v]) = [1]>\nwait until <[3.83] < (timer)>\nreplace item (7) of [intro v] with [100]\nreplace item (9) of [intro v] with [28]\nwait until <[4.74] < (timer)>\nreplace item (7) of [intro v] with [-100]\nreplace item (9) of [intro v] with [-28]\nwait until <[5.75] < (timer)>\nreplace item (7) of [intro v] with [0]\nreplace item (9) of [intro v] with [0]\n\nwhen I receive [イントロ v]\nwait (0) seconds\nwait until <(item (9) of [intro v]) = [1]>\nforever\n set [y v] to (item (4) of [intro v])\n change [y v] by (((item (8) of [intro v]) - (y)) / (10))\n replace item (4) of [intro v] with (y)\n set [pitch v] effect to (0)\nend\n\nwhen I receive [イントロ v]\nwait (0) seconds\nwait until <(item (9) of [intro v]) = [1]>\nforever\n set [向き v] to (item (5) of [intro v])\n change [向き v] by (((item (9) of [intro v]) - (向き)) / (10))\n replace item (5) of [intro v] with (向き)\n set [pitch v] effect to (0)\nend\n\nwhen I receive [イントロ v]\nwait until <not <mouse down?>>\nwait until <mouse down?>\nreplace item (1) of [intro v] with [1]\n\nwhen I start as a clone\nwait until <[7.57] < (timer)>\nforever\n set [color v] effect to (item (10) of [intro v])\nend\n\nwhen I receive [イントロ v]\nwait until <[7.57] < (timer)>\nrepeat (160)\n replace item (10) of [intro v] with ((item (10) of [intro v]) + (2.5))\n set [pitch v] effect to (0)\nend\n\nwhen flag clicked\nbroadcast (イントロ v)\n\n
いえーい傾向3位♪♫コミュ好き・コミュリミもありが㌧\n◆↓日本語は下↓◆\n\n~English~\nOperate with the arrow keys.\n~ About attack ~\nPC version\nHold nothing (press 1 key)\nSword → Press the space key and shake. (Hold with 2 keys)\nBow and arrow → Press the mouse and move to the position you want to hit. (Hold with 3 keys)\nMobile version\nSword → Turn on the ON or OFF button on the screen and press the attack button that appears there to attack.\nBow and arrow → Same as PC.\n~ Other ~\nPress the "R" key or press the respawn button to respawn.\n\n〜日本語〜\n矢印キーで操作。\n~攻撃について~\nPC版\n何も持たない(1キーを押す)\n剣→スペースキーを押して振る。(2キーで持つ)\n弓矢→マウスを押し、打ちたい位置にうつ。(3キーで持つ)\nモバイル版\n剣→画面の上のON or OFFのボタンをONにして、そこに出てくる攻撃というボタンを押して攻撃。\n弓矢→PCと同じ。\n~その他~\n「R」キーを押すか、リスポーンボタンを押してリスポーン。
the life platformer
@Stage\n\n@perso\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [Exlo - Free v] until done\nend\n\nwhen flag clicked\nset [numero v] to [0]\nset volume to (100) %\nwait (3) seconds\ngo to x: (-203) y: (158)\nshow\nclear graphic effects\nswitch backdrop to (backdrop1 v)\nforever\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [gauche v] by (1)\n switch costume to (2a v)\n else\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [gauche v] by (-1)\n switch costume to (1a v)\n end\n end\n set [gauche v] to ((gauche) * (0.9))\n change x by (gauche)\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 end\n if <touching (platform v)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching (platform v)?> then\n change x by ((gauche) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(gauche) > [0]> then\n set [gauche v] to [-5]\n else\n set [gauche v] to [5]\n end\n set [droite v] to [10]\n else\n set [droite v] to [0]\n end\n end\n change [droite v] by (-1)\n change y by (droite)\n if <touching (platform v)?> then\n change y by ((droite) * (-1))\n set [droite v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n switch costume to (6a v)\n set [droite v] to [15]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <(y position) < [-170]>> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0) seconds\n end\n go to x: (-203) y: (158)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0) seconds\n end\n end\n if <(x position) > [240]> then\n go to x: (-203) y: (158)\n broadcast (vite v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (4a v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (5a v)\n end\nend\n\n@platform\n\nwhen flag clicked\nset size to (90) %\nhide\n\nwhen I receive [vite v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\nwait (3) seconds\nshow\nforever\n go to [front v] layer\nend\n\nwait (1) seconds\n\n@spikes\n\nwhen I receive [vite v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@platform2\n\nwhen flag clicked\nset size to (90) %\nhide\n\nwhen I receive [vite v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\nwait (3) seconds\nshow\nforever\n go to [front v] layer\nend\n\nwait (1) seconds\n\n
HI, it's mi first game \n\narrows to moove\npls love and fav\n--------------------------------\nSalut toi c'est mon premier jeu\nutilise les fleches pour bouger\nLe jeu est aussi mobile friendly\nsi tu as aimé n'hésite pas à liker\n
Potions - The elements for life || A platformer #All #Games #Art #Stories #Music #Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Elucidate - PaulRHJT v] until done\nend\n\n@blank!!!\n\n@player\n\nwhen I receive [reset v]\nset [ghost v] effect to (0)\ngo to x: (-196) y: (-86)\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-86)\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nshow\nset [the level v] to [1]\ngo to x: (-196) y: (-86)\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(Player Dead?) = [0]>> then\n switch costume to (right v)\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 <(mouse x) < (x position)>>> and <(Player Dead?) = [0]>> then\n switch costume to (left v)\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X Velocity) * (.9))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n end\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X 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 change [y velocity v] by (-0.8)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n 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 switch costume to (up v)\n set [y velocity v] to [12]\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <<<touching (spike v)?> or <touching (lava v)?>> or <touching (enemy v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reset v)\n end\n if <(y position) < [-180]> then\n broadcast (Reset v)\n end\n if <touching (bouncy v)?> then\n set [y velocity v] to [15]\n end\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\nend\n\nwhen flag clicked\nset [potion collected v] to [0]\nforever\n if <<touching (potion v)?> or <<touching (potion 2 v)?> or <touching (potion 3 v)?>>> then\n change [potion collected v] by (1)\n end\nend\n\nwhen I receive [hide v]\ngo to x: (-119) y: (-92)\n\nwhen flag clicked\n\n@ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(Potion collected) = [3]> then\n switch costume to (costume12 v)\n broadcast (HIDE v)\n end\nend\n\n@lava\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n switch costume to (The Level)\nend\n\n@spike\n\nwhen flag clicked\nshow\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [hide v]\nhide\n\n@enemy\n\nwhen flag clicked\nshow\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n set size to (85) %\n go to x: (57) y: (-94)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n if <<(x position) = [57]> and <(y position) = [-94]>> then\n glide (1) secs to x: (-116) y: (-94)\n end\n if <<(x position) = [-116]> and <(y position) = [-94]>> then\n glide (1) secs to x: (57) y: (-94)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n set size to (85) %\n go to x: (122) y: (-93)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n if <<(x position) = [122]> and <(y position) = [-93]>> then\n glide (1) secs to x: (-27) y: (-93)\n end\n if <<(x position) = [-27]> and <(y position) = [-93]>> then\n glide (1) secs to x: (122) y: (-93)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n set size to (85) %\n go to x: (57) y: (-94)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n if <<(x position) = [57]> and <(y position) = [-94]>> then\n glide (1) secs to x: (-116) y: (-94)\n end\n if <<(x position) = [-116]> and <(y position) = [-94]>> then\n glide (1) secs to x: (57) y: (-94)\n end\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@potion\n\nwhen flag clicked\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\n@potion 2\n\nwhen flag clicked\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\ngo to x: (52) y: (-6)\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\n@potion 3\n\nwhen flag clicked\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\ngo to x: (35) y: (124)\n\n@potion counter\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n switch costume to (Potion collected)\nend\n\nwhen I receive [hide v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n@Sprite1\n\n
Heyooooo Guys!! The best platformer I made ever is released!!! So I spent 57 hours for this game ( Only 24 hours needed , But time gone due to network problems!). So You can think how much is my hard work. Please follow me. So now it time for ithe story\n\n ---------------- Story ---------------\nThree main potions for the existing of life are losted!!!\nYou Want to find all the three potions to the existing of life , Go and safe the life and Earth!!!!\n\n ----------------- Instructions -----------------\n⏩ Arrow keys or WASD for movement.\n⏩ Touch for movements in mobile\n⏩ Press up arrow or w for jump\n⏩ Space to skip\n⏩ Don't touch the spikes, enemies and lava\n⏩ Collect all potions to win ( There is 3 potions)\n⏩ Please heart, fav, follow and remix!!
platformer 16 モバイル対応!
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Guitar Chords1 v] until done\nend\n\n@E\n\nwhen flag clicked\nerase all\nswitch costume to (コスチューム1 v)\n\nforever\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n wait (0.01) seconds\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n wait (0.01) seconds\n next costume\n end\nend\n\nwhen flag clicked\nif <key (down arrow v) pressed?> then\n switch costume to (主人公2 v)\nelse\n switch costume to (主人公1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n初期化\n\nwhen flag clicked\nreset timer\nforever\n if <touching color (#00f2ff)?> then\n 初期化\n change [落ちた数 v] by (1)\n end\nend\n\nwhen flag clicked\nrepeat until <(backdrop [number v]) = [16]>\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (30)\nswitch costume to (主人公1 v)\n\nwait (0.1) seconds\n\nwhen I receive [開始 v]\nshow\nhide variable [x v]\nhide variable [y v]\n初期化\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> 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) < [0]>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching color (#ff0000)?> then\n change y by (6)\n end\n if <touching color (#ff0000)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [15]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n if <<touching color (#ff8800)?> or <touching color (#949494)?>> then\n 初期化\n end\n change y by (Y)\n if <touching color (#ff0000)?> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [15]\n end\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>> then\n switch costume to (主人公2 v)\n else\n switch costume to (主人公1 v)\n end\n if <key (s v) pressed?> then\n 初期化\n end\nend\n\nwhen I receive [記録なしだった… v]\nforever\n if <(backdrop [number v]) = [16]> then\n say [記録なし…]\n end\nend\n\nwhen I receive [記録を言って! v]\nsay (Time)\nshow variable [タイム v]\n\nwhen I receive [次だよ! v]\n初期化\n\nwhen flag clicked\nforever\n if <<touching color (#9e9e9e)?> or <touching color (#00f8ff)?>> then\n 初期化\n end\nend\n\n@スプライト1\n\nwhen flag clicked\npoint in direction (0)\nglide (1) secs to x: (209) y: (152)\n\nwhen I receive [開始 v]\nrepeat until <(backdrop [number v]) = [16]>\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n hide\n end\nend\n\nwhen this sprite clicked\nnext backdrop\nforever\n set [タイム v] to [なし]\n broadcast (記録なしだった… v)\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@記録管理\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n if <(タイム) < [クラウドタイム]> then\n set [タイム v] to (タイム)\n if <(タイム) = [記録なしだった…]> then\n set [タイム v] to [x]\n end\n end\n end\nend\n\nwhen I receive [開始 v]\nset [タイム v] to [0]\nrepeat until <(backdrop [number v]) = [16]>\n change [タイム v] by (1)\n wait (1) seconds\n if <(backdrop [number v]) = [16]> then\n broadcast (記録を言う v)\n end\nend\n\n@サムネ\n\nwhen flag clicked\nshow\nwait (0.5) seconds\nbroadcast (開始 v)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n hide variable [タイム v]\nend\n\n@緑の旗\n\nwhen I receive [開始 v]\nhide\ngo to x: (203) y: (-103)\nreset timer\nshow\nforever\n if <touching (プレイヤー v)?> then\n broadcast (次だよ! v)\n next backdrop\n end\n if <(backdrop [number v]) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (210) y: (-78)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (e v)?> then\n broadcast (次だよ! v)\n next backdrop\n 初期化\n end\nend\n\n@nextボタン\n\nwhen flag clicked\npoint in direction (0)\nglide (1) secs to x: (209) y: (152)\n\nwhen this sprite clicked\nnext backdrop\nforever\n set [time v] to [なし]\n broadcast (記録なしだった… v)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n hide\n end\nend\n\nwhen I receive [開始 v]\nrepeat until <(backdrop [number v]) = [16]>\n turn right (10) degrees\nend\n\n@記録感知器\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nset [time v] to [0]\nrepeat until <(backdrop [number v]) = [16]>\n change [time v] by (1)\n wait (1) seconds\n if <(backdrop [number v]) = [16]> then\n broadcast (記録を言って! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n if <(Time) < (☁ Time)> then\n set [☁ time v] to (Time)\n if <(Time) = [記録なしだった…]> then\n set [☁ time v] to [x]\n end\n end\n end\nend\n\n@Next!\n\nwhen I receive [次! v]\nset [color v] effect to (pick random (-250) to (250))\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\nwhen I receive [次 v]\nshow\nwait (0.5) seconds\n\nhide\n\nwhen flag clicked\ngo to x: (-2) y: (-3)\nhide\n\nwhen flag clicked\ngo to x: (-2) y: (-3)\nhide\n\n@next2\n\nwhen flag clicked\ngo to x: (16) y: (15)\nhide\n\nwhen I receive [次だよ! v]\nshow\nwait (0.5) seconds\nhide\n\n@next\n\nwhen flag clicked\ngo to x: (-2) y: (-3)\nhide\n\nwhen I receive [次 v]\nshow\nwait (0.5) seconds\nhide\n\n@素材 マーク\n\nwhen flag clicked\nhide\nset size to (50) %\ngo to x: (170) y: (156)\nswitch costume to (♡ v)\nset [ghost v] effect to (100)\n\nwhen I receive [8 v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [9 v]\nnext costume\n\nwhen I receive [メッセージ1 v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [7 v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [6 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [5 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [2 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n wait (pick random (1) to (40)) seconds\n show\n play sound [ポップ v] until done\nend\n\n@針素材\n\nwhen flag clicked\nforever\n hide\nend\n\n
2出た!\nhttps://scratch.mit.edu/projects/679102719/\n\n傾向1位ありがとう!\n\n・もっと星とハートをくれえええ!\nBANも近いと思います…早めに遊んで…\n☝︎報告乱用のせいです…\n・English is below!・\n\n「日本語」(Japanese)\nモバイル対応です!\n⚠️拡散して!⚠️\n⚠️ここ読んでからコメントして⚠️\n\n・スマホ版\nプレイヤー(自分)の動きたい方向をタップしてもらうと、その方向に動くと思います!\n動かなかったらコメント欄まで!\n\n・PC版\n矢印キーで動かすことができます!\nSキーでリスポーンできます!\n☝︎書いてなくてごめんなさい…\n\n全部で16ステージと盛りだくさん!\nうまくプレイヤーを動かして、ゴールの旗までたどり着け!\nタイムは最後にプレイヤーが教えてくれるぞ!\n☝︎なんか教えてくれないバグもたまに発生するみたいです…旗二回押し必須!\nきみのタイムは、是非コメントランで教えてください!\nイントロ消しました!\n@massyuruumu1 ☜Follow! Follow!\n\n「English」\n\nI think BAN is also close ... Play early ...\n ☝︎ It's because of report abuse ...\n\n "Japanese" (Japanese)\n Mobile compatible!\n ⚠️ Spread! ⚠️\n ⚠️ Read here and then comment ⚠️\n\n ·Smartphone version\n If you tap the direction you want the player (yourself) to move, I think it will move in that direction!\n If it doesn't work, go to the comment section!\n\n ・ PC version\n You can move it with the arrow keys!\n You can respawn with the S key!\n ☝︎ I'm sorry I didn't write ...\n\n There are 16 stages in all!\n Move the player well and reach the goal flag!\n The player will tell you the time at the end!\n ☝︎ It seems that there are occasional bugs that don't tell you something ... You must press the flag twice!\n Please let us know your time in the comment run!\n I erased the intro!\n @ massyuruumu1 ☜ Follow! Follow!
Platformer 雲の写真とプラットフォーマー!
@Stage\n\nwhen I receive [イントロスタート! v]\nhide variable [time v]\nhide variable [☁ time v]\nhide variable [☁ world record (世界記録) v]\nset [time v] to [0]\nswitch backdrop to (薄明光線1 v)\n\nwhen I receive [スタート! v]\nswitch backdrop to (日中 v)\nbroadcast (THE END v)\n\nwhen I receive [スタート! v]\nset [ステージ v] to [1]\nshow variable [time v]\nwait (1.5) seconds\nreset timer\nforever\n if <not <(ステージ) = [11]>> then\n set [time v] to (timer)\n end\nend\n\nwhen I receive [次のステージ v]\nchange [ステージ v] by (1)\n\nwhen I receive [スタート! v]\nforever\n if <not <<(ステージ) = [11]> or <(ステージ) = [12]>>> then\n play sound (pick random (1) to (6)) until done\n end\nend\n\nwhen I receive [次のステージ v]\nnext backdrop\n\nwhen I receive [ゴール! v]\nswitch backdrop to (薄明光線1 v)\n\nwhen I receive [ゴール! v]\nhide variable [time v]\nwait (9.2) seconds\nshow variable [time v]\nshow variable [☁ world record (世界記録) v]\n\nwhen I receive [ゴール! v]\nset [☁ time v] to (Time)\nif <<(ステージ) = [11]> and <(Time) < (☁ World record (世界記録))>> then\n set [☁ world record (世界記録) v] to (Time)\nend\n\n@プレイヤー\n\nwhen I receive [the end v]\n初期設定\nset rotation style [left-right v]\nwait (1.5) seconds\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [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)?> or <touching color (#00ff1b)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching color (#00ff1b)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching color (#00ff1b)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching color (#00ff1b)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching color (#00ff1b)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching color (#00ff1b)?>> then\n set [地面 v] to [0]\n start sound [壁キック v]\n change x by ((x) * (-1))\n change y by (-5)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space 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 <key (w 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 <([costume # v] of [地面 v]) = [9]> then\n set size to (50) %\n if <[200] < (x position)> then\n set size to (100) %\n end\n else\n set size to (100) %\n end\n if <<touching (地面 v)?> and <<<<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n create clone of (土ぼこりと飛び散った草 v)\n end\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 broadcast (次のステージ v)\n wait (1.5) seconds\n 初期設定\n end\n if <<touching (障害物 v)?> or <(y position) < [-181]>> then\n start sound [crashed oof v]\n 初期設定\n end\n if <touching (ゴールの旗 v)?> then\n broadcast (ゴール! v)\n stop all sounds\n stop [this script v]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1.1)\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 (右 v)\nrepeat (6)\n change size by (-5)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\ndefine 初期設定\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [color v] effect to (pick random (0) to (100))\nswitch costume to (右 v)\ngo to x: (-200) y: (-50)\n\nwhen I receive [ゴール! v]\nhide\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\n初期設定\n\n@地面\n\nwhen flag clicked\nswitch costume to (地面1 v)\nhide\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [スタート! v]\nswitch costume to (地面1 v)\nshow\n\nwhen I receive [ゴール! v]\nhide\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [スタート! v]\nswitch costume to (障害物1 v)\nshow\n\nwhen I receive [ゴール! v]\nhide\n\n@Next\n\nwhen I receive [次のステージ v]\nshow\ngo to [front v] layer\ngo to x: (461) y: (0)\nstart sound [High Whoosh v]\nglide (0.6) secs to x: (0) y: (0)\nwait (0.3) seconds\nglide (0.9) secs to x: (-461) y: (0)\nhide\n\nwhen flag clicked\nhide\n\n@イントロ\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [x v] to (x)\n set [y v] to (y)\n show\n set [ghost v] effect to (100)\n go to x: (-249) y: (-189)\n point in direction (0)\n repeat until <<(x position) = (x)> and <(y position) = (y)>>\n change [ghost v] effect by (-2)\n turn left (((direction) - (90)) / (7)) degrees\n change x by (((x) - (x position)) / (7))\n change y by (((y) - (y position)) / (7))\n end\n set [yv v] to [0]\n set [ghost v] effect to (0)\n repeat until <(y position) < [-185]>\n go to [front v] layer\n change [brightness v] effect by (3)\n change [ghost v] effect by (3)\n change y by (yv)\n turn right (yv) degrees\n change [yv v] by (-1)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n show\n clear graphic effects\n forever\n go to (random position v)\n point in direction (pick random (0) to (360))\n set [ghost v] effect to (100)\n repeat (20)\n move (1) steps\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\n repeat (20)\n move (1) steps\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n wait (pick random (0.2) to (1)) seconds\n end\nend\nif <(costume [number v]) = [3]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n set [揺れ v] to [0]\n repeat (55)\n go to [back v] layer\n set [揺れ v] to (((揺れ) * (0.75)) + (((100) - (size)) / (3)))\n change size by (揺れ)\n end\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (0)\n point in direction (90)\n show\n clear graphic effects\n go to [front v] layer\n go [forward v] (1) layers\n set size to (4) %\n repeat until <(size) = [101]>\n change size by (((101) - (size)) / (9))\n end\nend\nif <(costume [number v]) = [5]> then\n go to x: (0) y: (-30)\n point in direction (90)\n show\n set [ghost v] effect to (100)\n set size to (100) %\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (6)\n turn right (3) degrees\n end\n repeat (12)\n turn left (3) degrees\n end\n repeat (12)\n turn right (3) degrees\n end\n repeat (12)\n turn left (3) degrees\n end\n repeat (12)\n turn right (3) degrees\n end\n repeat (6)\n turn left (3) degrees\n end\n if <(direction) = [90]> then\n point in direction (90)\n else\n if <(direction) < [90]> then\n repeat ((90) - (direction))\n turn right (1) degrees\n end\n else\n if <(direction) > [90]> then\n repeat ((direction) - (90))\n turn left (1) degrees\n end\n end\n end\n end\n point in direction (90)\n set [揺れ v] to [0]\n repeat (7)\n change size by (-6)\n end\n repeat (55)\n go to [back v] layer\n set [揺れ v] to (((揺れ) * (0.75)) + (((100) - (size)) / (3)))\n change size by (揺れ)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\nif <(costume [number v]) = [6]> then\n go to x: (1000) y: (0)\n point in direction (90)\n show\n go to [front v] layer\n clear graphic effects\n start sound [シャキン! v]\n repeat (20)\n change x by (((-20) - (x position)) / (7))\n end\n glide (0.5) secs to x: (0) y: (0)\n wait (0.75) seconds\n start sound [シャキン! v]\n repeat (20)\n change x by (((-655) - (x position)) / (11))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (スタート! v)\nend\n\ndefine ◆\nswitch costume to (◆ v)\ngo to x: (-215) y: (157)\nrepeat (8)\n repeat (10)\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (_myself_ v)\n change x by (49)\n end\n set x to (-215)\n change y by (-48)\nend\n\ndefine ✳︎\nswitch costume to (✳︎ v)\nrepeat (45)\n create clone of (_myself_ v)\nend\n\ndefine ●\nswitch costume to (● v)\ncreate clone of (_myself_ v)\n\ndefine ○\nswitch costume to (○ v)\ncreate clone of (_myself_ v)\n\nwhen I receive [クローン消す v]\ndelete this clone\n\nwhen I receive [イントロスタート! v]\nstart sound [「Another good day」 v]\nset size to (100) %\nhide\n\nwhen flag clicked\nbroadcast (イントロスタート! v)\n◆\nwait (1.2) seconds\n✳︎\nwait (4.5) seconds\n●\nwait (1.6) seconds\n○\nwait (1.7) seconds\nbroadcast (クローン消す v)\n✳︎\nアイコン\nwait (5) seconds\nbroadcast (クローン消す v)\nシャキン!\n\ndefine アイコン\nswitch costume to ( アイコンと46491cat v)\ncreate clone of (_myself_ v)\n\ndefine シャキン!\nswitch costume to (シャキン! v)\ncreate clone of (_myself_ v)\n\n@広告\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート! v]\nhide\nforever\n if <not <(ステージ) = [11]>> then\n wait (pick random (8) to (5)) seconds\n show\n go to [front v] layer\n start sound [ポップ v]\n go to x: (-150) y: (400)\n point in direction (90)\n set size to (100) %\n repeat until <[135] > (y position)>\n change y by (((2) - (y position)) / (20))\n end\n wait (2.9) seconds\n repeat until <(y position) > [207]>\n change y by ((y position) / (20))\n end\n hide\n end\nend\n\n@ゴールの旗\n\nwhen flag clicked\ngo to x: (152) y: (-70)\nset size to (35) %\nhide\n\nwhen I receive [スタート! v]\nforever\n if <([costume # v] of [地面 v]) = [11]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [ゴール! v]\nforever\n hide\nend\n\n@アウトロ\n\ndefine 背景\nshow\nclear graphic effects\nforever\n set [コスチューム変更 v] to [1]\n create clone of (_myself_ v)\n wait (0.6) seconds\n set [コスチューム変更 v] to [2]\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I receive [ゴール! v]\nstart sound [TheFatRat - Jackpot \(Jackpot EP Track 1\) v]\n\nwhen I start as a clone\nif <(コスチューム変更) = [1]> then\n switch costume to (ビューンっていくやつ1 v)\nend\nif <(コスチューム変更) = [2]> then\n switch costume to (ビューンっていくやつ2 v)\nend\ngo to x: (0) y: (-321)\nrepeat until <(y position) > [315]>\n change y by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [ゴール! v]\nshow\nwait (0.1) seconds\nswitch costume to (ゲームクリア! v)\ngo to x: (1000) y: (0)\nrepeat (23)\n change x by (((-20) - (x position)) / (9))\nend\ngo to x: (0) y: (0)\nwait (1.5) seconds\nrepeat (13)\n change x by (((-480) - (x position)) / (9))\nend\nrepeat (10)\n change x by (((-480) - (x position)) / (9))\n change [ghost v] effect by (3)\nend\nrepeat (35)\n change [ghost v] effect by (2)\nend\nswitch costume to (プレイしてくれてありがとう! v)\ngo to x: (1000) y: (0)\nclear graphic effects\nrepeat (23)\n change x by (((-20) - (x position)) / (9))\nend\ngo to x: (0) y: (0)\nwait (1.5) seconds\nrepeat (13)\n change x by (((-480) - (x position)) / (9))\nend\nrepeat (10)\n change x by (((-480) - (x position)) / (9))\n change [ghost v] effect by (3)\nend\nrepeat (35)\n change [ghost v] effect by (2)\nend\nhide\ngo to x: (-480) y: (-360)\nswitch backdrop to (背景1 v)\nbroadcast (アウトロ続き v)\n背景\n\nhide variable [☁ world record (世界記録) v]\n\n@アウトロ続き\n\nwhen I receive [アウトロ続き v]\ngo to x: (0) y: (0)\nforever\n show\n set y to ((5) + (([sin v] of ((timer) * (150)) ) * (10)))\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@フォロー\n\nwhen I receive [アウトロ続き v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n go to [front v] layer\n set y to ((5) + (([sin v] of ((timer) * (150)) ) * (10)))\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (5)))\n set size to ((210) + (([sin v] of ((timer) * (200)) ) * (5))) %\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\n\n@報告乱用禁止ボタン\n\nwhen flag clicked\nforever\n go to x: (5) y: (-53)\n switch costume to (1 v)\n set [report v] to <<touching (mouse-pointer v)?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(Report) = [true]> then\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n change [☁ 報告した人 v] by (1)\n switch costume to (コスチューム1 v)\n show\n go to [back v] layer\n else\n hide\n end\nend\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I receive [メッセージ1 v]\nforever\n go to x: (5) y: (-53)\n switch costume to (1 v)\n set [report v] to <<touching (mouse-pointer v)?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(Report) = [true]> then\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n switch costume to (コスチューム1 v)\n show\n go to [back v] layer\n else\n hide\n end\nend\n\n@ターボモード検知機\n\nwhen flag clicked\nforever\n set [ターボモード v] to [0]\n wait (0.001) seconds\n if <[3] < (ターボモード)> then\n show\n stop [all v]\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n change [ターボモード v] by (1)\nend\n\n@土ぼこりと飛び散った草\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\npoint in direction (pick random (-90) to (90))\ngo to (プレイヤー v)\nchange y by (pick random (-17) to (-5))\nset size to (pick random (50) to (100)) %\nswitch costume to (pick random (1) to (2))\nif <(x2) > [-1]> then\n change x by (-28)\n set [土ぼこりx v] to (pick random (-3) to (-1))\n set [土ぼこりy v] to (pick random (2) to (5))\nelse\n change x by (28)\n set [土ぼこりx v] to (pick random (1) to (3))\n set [土ぼこりy v] to (pick random (2) to (5))\nend\nset [brightness v] effect to (pick random (-10) to (10))\nrepeat (20)\n change [ghost v] effect by (5)\n change x by (土ぼこりx)\n change y by (土ぼこりy)\n if <(x2) > [0]> then\n turn right (15) degrees\n change [土ぼこりx v] by (-0.5)\n change [土ぼこりy v] by (-0.8)\n else\n turn left (15) degrees\n change [土ぼこりx v] by (0.5)\n change [土ぼこりy v] by (-0.8)\n end\nend\ndelete this clone\n\n
  〈フォロワー0.5k記念プラットフォーマー!〉\n  〈Platformer commemorating 500 followers!〉\n※旗2回推奨!\n  タボワ版: https://turbowarp.org/639687247\n         〈ストーリー〉\n           <story>\n@46491catは実は雲が大好き!ずっと雲の写真を撮り続けていました。自分で撮った雲の写真とプラットフォーマーをいつか合体させようと思っていました。ついに その夢が叶います!\n@46491cat actually loves clouds! I've been taking pictures of clouds all the time. I was thinking of combining the cloud photos I took with the platformer someday. Finally that dream will come true!\n\n           〈操作〉\n          <Operation>\n        モバイル対応です!\n ↑上矢印キーかwキーかスペースキー \n      →右矢印キーかdキー\n ←左矢印キーかaキー \n\n Mobile compatible!\n ↑ Up arrow key, w key or space key\n → Right arrow key or d key\n ← Left arrow key or a key\n\n 〈その他の説明〉\n <Other explanations>\n 全部で10ステージあります!\n タイムの世界記録を目指して頑張ろう!\n There are 10 stages in all!\n Let's do our best to set the highest world record!\n ちなみに@46491catが初めて作った\n       プラットフォーマーです!\n    ハ ートと星よろしくお願いします!\n今のタイム世界記録保持者:@Gousei-46様. 60.715
The Longest Platformer Ever! with saves
@Stage\n\nwhen flag clicked\nask [type a your save number, or 1 to start a new game.] and wait\nset [save v] to (answer)\nset [save level v] to (join [backdrop] (save))\nset [level v] to (save)\nbroadcast (save v)\nswitch backdrop to (save level)\n\n@Sprite1\n\nwhen backdrop switches to [backdrop30 v]\npen down\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (backdrop31 v)\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\ngo to x: (-223) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n if <key (3 v) pressed?> then\n switch backdrop to (backdrop50 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (3 v) pressed?>>\n end\nend\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-223) y: (-166)\npoint in direction (90)\nwait (2) seconds\nshow variable [sho v]\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> 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 start sound [jump v]\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 [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n end\nend\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n if <key (space v) pressed?> then\n switch backdrop to (backdrop47 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [save v]\nset [level v] to (save)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop49 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop20]>>\n go to (mouse-pointer v)\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop48 v]\nswitch costume to (costume2 v)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop48]>>\n go to (mouse-pointer v)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (112.5) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (message1 v)\nhide\n\nwhen backdrop switches to [backdrop25 v]\nshow\nwait (4) seconds\nhide\n\n@Sprite4\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (-51) y: (45)\nhide\n\nwhen backdrop switches to [null2 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-110) y: (-74)\nhide\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [null2 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nhide\n\nwhen backdrop switches to [backdrop34 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop18 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop34]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop56 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop38 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop89 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop98 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop99]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop99 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop85 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop89]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop36 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop37]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop55 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop56]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop37 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop38]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [message 2 v]\nask [What level are you on?] and wait\nif <(answer) = [41]> then\n broadcast (message 3 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 4 v]\nask [What was the name of the second boss?] and wait\nif <<(answer) = [Big Larry]> or <(answer) = [big larry]>> then\n broadcast (message 5 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen backdrop switches to [backdrop41 v]\nbroadcast (message 2 v)\n\nwhen I receive [message 5 v]\nask [What was the answer to question 1?] and wait\nif <(answer) = [41]> then\n switch backdrop to (backdrop42 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 3 v]\nif <not <(username) = []>> then\n ask [What's your username?] and wait\n if <(answer) = (username)> then\n broadcast (message 4 v)\n else\n start sound [buzz whir v]\n broadcast (message 3 v)\n end\nelse\n broadcast (message 4 v)\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [ComputerVirus v] until done\nend\n\n@download\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait (2) seconds\nforever\n if <key (p v) pressed?> then\n broadcast (pause v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (unpause v)\n hide\n wait until <not <key (p v) pressed?>>\n end\nend\n\n@Sprite9\n\nwhen flag clicked\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\nforever\n switch costume to (costume1 v)\n wait (0.3) seconds\n next costume\n go to x: (pick random (-250) to (250)) y: (pick random (-200) to (200))\n repeat (9)\n wait (0.1) seconds\n next costume\n end\n wait (pick random (0) to (0.5)) seconds\n hide\n wait (pick random (0) to (5)) seconds\nend\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n wait (0.3) seconds\n next costume\n go to x: (pick random (-250) to (250)) y: (pick random (-200) to (200))\n repeat (9)\n wait (0.1) seconds\n next costume\n end\n wait (pick random (0) to (0.5)) seconds\n hide\n wait (pick random (0) to (5)) seconds\nend\n\n
text here was written by the original creator @MajesticPie\n\nCurated by @ProfessorMaddog 5/23/15!\n\n->CLICK FLAG X2<-\n->FULLSCREEN REQUIRED<-\n\nThis is The Longest Platformer Ever (Or T.L.P.E. if you've seen my profile)\nIt has 100 levels (Which are ALL possible).\nIt has 5 boss fights.\nIt has water levels.\nIT HAS EVERYTHING YOU NEED FOR A GREAT PLATFORMER!\n( ͡ᵔ ͜ʖ ͡ᵔ )\nInstructions are in game.\nHave fun!\n\nor not ¯\_(ツ)_/¯\n\nSong: "Computer Virus"- By @MajesticPie\n
Run N' Gun _ A shooting platformer
@Stage\n\nwhen [1 v] key pressed\n\nset [weopons v] to [1]\n\nwhen [2 v] key pressed\n\nset [weopons v] to [2]\n\nwhen [3 v] key pressed\n\nset [weopons v] to [3]\n\nwhen [4 v] key pressed\n\nset [weopons v] to [4]\n\nwhen [6 v] key pressed\nask [Level?] and wait\nset [level_level v] to (answer)\n\nwhen [y v] key pressed\n\nreplace item (6) of [shop_items v] with (join [1] (item (6) of [shop_items v]))\n\nwhen [z v] key pressed\n\nreplace item (5) of [shop_items v] with (join [1] (item (5) of [shop_items v]))\n\nreplace item (1) of [shop_items v] with (join [1] (item (1) of [shop_items v]))\n\nwhen [p v] key pressed\n\nset [shop_money v] to [587439]\n\nwhen flag clicked\nset [stage: time v] to [0]\nforever\n wait (0.1) seconds\n change [stage: time v] by ((0.15) / (Effect_Death slow mo))\nend\n\nwhen I receive [next level v]\nif <(Weopons) = [1]> then\n set [level_amo v] to [6]\nelse\n if <(Weopons) = [2]> then\n set [level_amo v] to [3]\n else\n if <(Weopons) = [3]> then\n set [level_amo v] to [30]\n else\n if <(Weopons) = [4]> then\n set [level_amo v] to [3]\n end\n end\n end\nend\n\n@Player\n\ndefine Speed: (speed) Friction: (friction) Jump hight: (jump hight) Gravity: (gravity) Gliding: (gliding)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Effect_Freeze) = [2]>> then\n change [mouvement_speedx v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Effect_Freeze) = [2]>> then\n change [mouvement_speedx v] by ((speed) * (-1))\nend\nchange x by ((Mouvement_speedX) / (Effect_Death slow mo))\nif <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (-2)\n change x by (((Mouvement_speedX) * (-1)) / (Effect_Death slow mo))\n set [mouvement_speedx v] to [0]\n end\nelse\n set [mouvement_speedx v] to ((Mouvement_speedX) * ((friction) / (Effect_Death slow mo)))\nend\nchange y by ((Mouvement_speedY) / (Effect_Death slow mo))\nif <touching (platform v)?> then\n colision y\n set [mouvement_speedy v] to [0]\n if <(Mouvement_lock) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n set [mouvement_speedy v] to (jump hight)\n set [mouvement_lock v] to [1]\n end\n end\nelse\n if <(letter (1) of (item (5) of [shop_items v])) = [1]> then\n if <(Mouvement_lock) = [1]> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Mouvement_speedY) < ((jump hight) / (3))>> and <(Effect_Freeze) = [2]>> then\n set [mouvement_speedy v] to (jump hight)\n set [mouvement_lock v] to [2]\n end\n else\n if <(Mouvement_lock) = [2]> then\n set [mouvement_lock v] to [0]\n end\n end\n if <(Mouvement_speedY) < [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n change [mouvement_speedy v] by ((((gravity) / (gliding)) * (-1)) / (Effect_Death slow mo))\n else\n change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n end\n else\n change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n end\n else\n if <(Mouvement_speedY) < [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n change [mouvement_speedy v] by ((((gravity) / (gliding)) * (-1)) / (Effect_Death slow mo))\n else\n change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n end\n else\n change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n end\n set [mouvement_lock v] to [0]\n end\nend\n\nwhen I receive [next level v]\nset [level_life v] to [5]\nshow\nclear graphic effects\nPlacing\nforever\n Sizing\n if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n if <not <(Level_Life) < [0.1]>> then\n if <(Level_Moving style) = [1]> then\n Speed: [0.93] Friction: [0.8] Jump hight: [9] Gravity: [0.6] Gliding: [1]\n else\n if <(Level_Moving style) = [2]> then\n go to x: (0) y: (-30)\n end\n end\n end\n if <[1] = (Level_Moving style)> then\n if <(y position) < [-179]> then\n if <not <(Level_Enemy killed) = [a]>> then\n set [level_life v] to [0]\n end\n if <not <(Level_Enemy killed) = [a]>> then\n broadcast (Player dead v)\n Effect\n end\n broadcast (Player Damaged v)\n hide\n go to x: (0) y: (0)\n end\n else\n if <(Level_Moving style) = [2]> then\n if <<(Mouvement_Y) < [-229]> or <((Boss_Smoke X) + (175)) > (Mouvement_X)>> then\n if <not <(Level_Enemy killed) = [a]>> then\n set [level_life v] to [0]\n end\n if <not <(Level_Enemy killed) = [a]>> then\n broadcast (Player dead v)\n Effect\n end\n broadcast (Player Damaged v)\n hide\n go to x: (0) y: (0)\n set [mouvement_y v] to [-200]\n set [boss_smoke x v] to [-65658858494848797489789987797979]\n end\n end\n end\n end\nend\n\ndefine colision y\nif <(Mouvement_speedY) < [0]> then\n repeat until <not <touching (platform v)?>>\n change y by (0.1)\n set [mouvement_lock v] to [0]\n end\nelse\n repeat until <not <touching (platform v)?>>\n change y by (-0.1)\n end\nend\n\nwhen flag clicked\nset [weopons v] to [1]\nset [effect_freeze v] to [2]\nhide\nset [volume v] to [50]\n\nwhen I receive [next level v]\nset [level_life v] to [5]\nshow\nwait (3) seconds\nforever\n if <<touching (enemey bullets v)?> or <<touching (boss v)?> or <touching (boss_square v)?>>> then\n if <not <(Level_Enemy killed) = [a]>> then\n change [level_life v] by (-1)\n broadcast (Player Damaged v)\n start sound [hitHurt v]\n end\n if <(Level_Life) < [0.1]> then\n broadcast (Player dead v)\n hide\n Effect\n end\n set [brightness v] effect to (25)\n wait (0.25) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n set [brightness v] effect to (25)\n wait (0.25) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n set [brightness v] effect to (25)\n wait (0.25) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n end\nend\n\ndefine Placing\nif <(Level_level) = [1]> then\n go to x: (-175) y: (-80)\nelse\n if <(Level_level) = [2]> then\n go to x: (-175) y: (-80)\n else\n if <(Level_level) = [1]> then\n go to x: (-175) y: (-80)\n else\n if <(Level_level) = [2]> then\n go to x: (-175) y: (-80)\n else\n if <(Level_level) = [22]> then\n go to x: (0) y: (-80)\n else\n if <not <(Level_Moving style) = [2]>> then\n go to x: (-175) y: (-80)\n else\n go to x: (0) y: (-30)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\n show\n end\nend\n\nset [shop_shop v] to [3]\nbroadcast (Shop_shop v)\n\ndefine Sizing\nif <(Level_Moving style) = [1]> then\n set size to (75) %\nelse\n set size to (75) %\nend\n\ndefine Effect\nrepeat (pick random (5) to (20))\n create clone of (death effect v)\nend\n\nset [level_life v] to [1]\n\n@gun\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\nforever\n Sizing\n if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n if <[0.1] < (Level_Life)> then\n go to (player v)\n if <(Home_Home) = [1]> then\n point towards (mouse-pointer v)\n end\n if <(Weopons) = [0]> then\n hide\n else\n if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n show\n if <(Weopons) = [1]> then\n switch costume to (handgun v)\n else\n if <(Weopons) = [2]> then\n switch costume to (pump-1 v)\n else\n if <(Weopons) = [3]> then\n switch costume to (ak 47-1 v)\n else\n if <(Weopons) = [4]> then\n switch costume to (sniper v)\n end\n end\n end\n end\n if <(direction) < [0]> then\n next costume\n end\n end\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\n show\n go to [front v] layer\n end\nend\n\ndefine Sizing\nif <(Level_Moving style) = [1]> then\n set size to (11.25) %\nelse\n set size to (11.25) %\nend\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\nforever\n if <[0.1] < (Level_Life)> then\n if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n if <key (r v) pressed?> then\n if <(Weopons) = [1]> then\n set [level_amo v] to [-]\n wait (3) seconds\n set [level_amo v] to [6]\n else\n if <(Weopons) = [2]> then\n set [level_amo v] to [-]\n wait (3) seconds\n set [level_amo v] to [3]\n else\n if <(Weopons) = [3]> then\n set [level_amo v] to [-]\n wait (3) seconds\n set [level_amo v] to [30]\n else\n if <(Weopons) = [4]> then\n set [level_amo v] to [-]\n wait (3) seconds\n set [level_amo v] to [3]\n end\n end\n end\n end\n wait until <not <key (r v) pressed?>>\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [shotgun jump v]\n\nchange [mouvement_speedx v] by ((10) * ([cos v] of (direction) ))\nchange [mouvement_speedy v] by ((10) * ([sin v] of (direction) ))\n\n@Platform\n\nwhen flag clicked\nhide\nset [level_level v] to [1]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next level v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (Level_level)\nclear graphic effects\nif <<(Level_level) = [1]> or <<(Level_level) = [2]> or <<(Level_level) = [3]> or <<(Level_level) = [4]> or <<(Level_level) = [5]> or <<(Level_level) = [6]> or <<(Level_level) = [7]> or <<(Level_level) = [8]> or <<(Level_level) = [9]> or <<(Level_level) = [10]> or <<(Level_level) = [11]> or <<(Level_level) = [12]> or <<(Level_level) = [13]> or <<(Level_level) = [14]> or <<(Level_level) = [15]> or <<(Level_level) = [16]> or <<(Level_level) = [17]> or <<(Level_level) = [18]> or <<(Level_level) = [19]> or <<(Level_level) = [20]> or <<(Level_level) = [21]> or <<(Level_level) = [22]> or <<(Level_level) = [24]> or >>>>>>>>>>>>>>>>>>>>>>> then\n set [level_moving style v] to [1]\n switch costume to (small v)\n set size to (100) %\n switch costume to (Level_level)\nelse\n if <<(Level_level) = [23]> or <<(Level_level) = [a]> or <<(Level_level) = [a]> or <<(Level_level) = [a]> or <<(Level_level) = [a]> or >>>>> then\n set [level_moving style v] to [2]\n else\n switch costume to (error v)\n set [level_moving style v] to [1]\n end\nend\nwait (0.1) seconds\nif <(Level_Moving style) = [2]> then\n switch costume to (small v)\n set size to (500) %\n switch costume to (Level_level)\n go to x: (0) y: (-100)\n set [mouvement_speedx v] to [0]\n set [mouvement_speedy v] to [0]\n if <(Level_level) = [23]> then\n switch costume to (costume1 v)\n set [mouvement_x v] to [-950]\n set [mouvement_y v] to [250]\n end\n forever\n if <not <(Level_Life) < [0.1]>> then\n Speed: [0.9375] Friction: [0.8] Jump hight: [7.5] Gravity: [0.45] Gliding: [1]\n end\n end\nelse\n switch costume to (small v)\n set size to (100) %\n switch costume to (Level_level)\nend\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\n show\n end\nend\n\ndefine Speed: (speed) Friction: (friction) Jump hight: (jump hight) Gravity: (gravity) Gliding: (gliding)\na []\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Effect_Freeze) = [2]>> then\n change [mouvement_speedx v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Effect_Freeze) = [2]>> then\n change [mouvement_speedx v] by ((speed) * (-1))\nend\nchange x by (((Mouvement_speedX) / (Effect_Death slow mo)) * (-1))\nif <touching (player v)?> then\n change y by (-2)\n if <touching (player v)?> then\n change y by (2)\n change x by ((Mouvement_speedX) / (Effect_Death slow mo))\n set [mouvement_speedx v] to [0]\n end\nelse\n set [mouvement_speedx v] to ((Mouvement_speedX) * ((friction) / (Effect_Death slow mo)))\nend\nchange y by (((Mouvement_speedY) / (Effect_Death slow mo)) * (-1))\nif <touching (player v)?> then\n Colision\n set [mouvement_speedy v] to [0]\n if <(Mouvement_lock) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n set [mouvement_speedy v] to (jump hight)\n set [mouvement_lock v] to [1]\n end\n end\nelse\n if <(letter (1) of (item (5) of [shop_items v])) = [1]> then\n if <(Mouvement_lock) = [1]> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Mouvement_speedY) < ((jump hight) / (3))>> and <(Effect_Freeze) = [2]>> then\n set [mouvement_speedy v] to (jump hight)\n set [mouvement_lock v] to [2]\n end\n else\n if <(Mouvement_lock) = [2]> then\n set [mouvement_lock v] to [0]\n end\n end\n if <(Mouvement_speedY) < [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n change [mouvement_speedy v] by ((((gravity) / (gliding)) * (-1)) / (Effect_Death slow mo))\n else\n change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n end\n else\n change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n end\n else\n if <(Mouvement_speedY) < [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Effect_Freeze) = [2]>> then\n change [mouvement_speedy v] by ((((gravity) / (gliding)) * (-1)) / (Effect_Death slow mo))\n else\n change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n end\n else\n change [mouvement_speedy v] by (((gravity) * (-1)) / (Effect_Death slow mo))\n end\n set [mouvement_lock v] to [0]\n end\nend\nset [mouvement_x v] to ((x position) * (-1))\nset [mouvement_y v] to ((y position) * (-1))\n\ndefine Colision\nif <(Mouvement_speedY) < [0.01]> then\n repeat until <not <touching (player v)?>>\n change y by (-0.1)\n end\nelse\n repeat until <not <touching (player v)?>>\n change y by (0.1)\n end\nend\n\ngo to x: (0) y: (0)\n\nset [mouvement_x v] to [-1000]\n\nwhen I receive [shacking effect v]\nchange [mouvement_x v] by (2)\nchange [mouvement_y v] by (-2)\nrepeat (4)\n wait (0.1) seconds\n change [mouvement_x v] by (-4)\n change [mouvement_y v] by (4)\n wait (0.1) seconds\n change [mouvement_x v] by (4)\n change [mouvement_y v] by (-4)\nend\nchange [mouvement_x v] by (-2)\nchange [mouvement_y v] by (2)\n\ndefine a (a)\nif <(Mouvement_X) > ((954) * (8))> then\n go to x: (((Mouvement_X) * (-1)) - ((1054) * (7))) y: ((Mouvement_Y) * (-1))\n broadcast (boss replacement v)\nelse\n if <(Mouvement_X) > ((954) * (7))> then\n go to x: (((Mouvement_X) * (-1)) - ((1054) * (7))) y: ((Mouvement_Y) * (-1))\n broadcast (boss replacement v)\n else\n if <(Mouvement_X) > ((954) * (6))> then\n go to x: (((Mouvement_X) * (-1)) - ((1054) * (6))) y: ((Mouvement_Y) * (-1))\n broadcast (boss replacement v)\n else\n if <(Mouvement_X) > ((954) * (5))> then\n go to x: (((Mouvement_X) * (-1)) - ((1054) * (5))) y: ((Mouvement_Y) * (-1))\n broadcast (boss replacement v)\n else\n if <(Mouvement_X) > ((954) * (4))> then\n go to x: (((Mouvement_X) * (-1)) - ((1054) * (4))) y: ((Mouvement_Y) * (-1))\n broadcast (boss replacement v)\n else\n if <(Mouvement_X) > ((954) * (3))> then\n go to x: (((Mouvement_X) * (-1)) - ((1054) * (3))) y: ((Mouvement_Y) * (-1))\n broadcast (boss replacement v)\n else\n if <(Mouvement_X) > ((954) * (2))> then\n go to x: (((Mouvement_X) * (-1)) - ((1054) * (2))) y: ((Mouvement_Y) * (-1))\n broadcast (boss replacement v)\n else\n if <(Mouvement_X) > ((954) * (1))> then\n go to x: (((Mouvement_X) * (-1)) - ((-1054) * (1))) y: ((Mouvement_Y) * (-1))\n broadcast (boss replacement v)\n else\n go to x: ((Mouvement_X) * (-1)) y: ((Mouvement_Y) * (-1))\n end\n end\n end\n end\n end\n end\n end\nend\n\nset [level_level v] to [7]\n\nset [level_level v] to [23]\n\n@bullets\n\nwhen I receive [next level v]\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nforever\n if <(Home_Home) = [1]> then\n if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n if <<<<<mouse down?> or <key (space v) pressed?>> and <not <(Level_Amo) < [1]>>> and <(Effect_Freeze) = [2]>> and <(Level_Life) > [0]>> then\n go to (player v)\n set [mouvement_player bullets x v] to (Mouvement_X)\n set [mouvement_player bullets y v] to (Mouvement_Y)\n point towards (mouse-pointer v)\n change [mouvement_player bullets y v] by (-25)\n change y by (5)\n if <(Weopons) = [1]> then\n move (5) steps\n change [mouvement_player bullets x v] by (([sin v] of (direction) ) * (5))\n change [mouvement_player bullets y v] by (([cos v] of (direction) ) * (5))\n create clone of (_myself_ v)\n change [level_amo v] by (-1)\n start sound [laserShoot v]\n waiting [1.5] (Stage: Time)\n else\n if <(Weopons) = [2]> then\n move (10) steps\n change [mouvement_player bullets x v] by (([sin v] of (direction) ) * (10))\n change [mouvement_player bullets y v] by (([cos v] of (direction) ) * (10))\n change [level_amo v] by (-1)\n broadcast (shotgun jump v)\n broadcast (shot gun shot v)\n repeat (3)\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\n waiting [3] (Stage: Time)\n else\n if <(Weopons) = [3]> then\n move (20) steps\n change [mouvement_player bullets x v] by (([sin v] of (direction) ) * (10))\n change [mouvement_player bullets y v] by (([cos v] of (direction) ) * (10))\n create clone of (_myself_ v)\n change [level_amo v] by (-1)\n start sound [laserShoot2 v]\n waiting [0.125] (Stage: Time)\n else\n if <(Weopons) = [4]> then\n move (25) steps\n change [mouvement_player bullets x v] by (([sin v] of (direction) ) * (20))\n change [mouvement_player bullets y v] by (([cos v] of (direction) ) * (20))\n create clone of (_myself_ v)\n change [level_amo v] by (-1)\n waiting [4] (Stage: Time)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset [awdefrgdthfyjukiujyhtgresfafrgsthyjukisrae v] to [5848857686]\nif <(Level_Moving style) = [1]> then\n show\n switch costume to (nothing v)\n set size to (18.75) %\n switch costume to (costume1 v)\n if <(Weopons) = [1]> then\n turn right (pick random (-0.5) to (0.5)) degrees\n else\n if <(Weopons) = [2]> then\n turn right (pick random (-5) to (5)) degrees\n else\n if <(Weopons) = [3]> then\n turn right (pick random (-2) to (2)) degrees\n end\n end\n end\n repeat until <<<<<touching (_edge_ v)?> or <touching (platform v)?>> or <touching (enemy v)?>> or <touching (boss v)?>> or <touching (enemey bullets v)?>>\n if <<not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> and <(Effect_Freeze) = [2]>> then\n if <(Weopons) = [4]> then\n move ((15) / (Effect_Death slow mo)) steps\n else\n move ((9.5) / (Effect_Death slow mo)) steps\n end\n else\n hide\n end\n end\n set [effect_bullet x v] to (x position)\n set [effect_bullet y v] to (y position)\n broadcast (Bullet effect1 v)\n hide\n move ((9.5) / (Effect_Death slow mo)) steps\n wait (0) seconds\n delete this clone\nelse\n if <(Level_Moving style) = [2]> then\n show\n switch costume to (nothing v)\n set size to (25) %\n switch costume to (costume1 v)\n if <(Weopons) = [1]> then\n turn right (pick random (-0.5) to (0.5)) degrees\n else\n if <(Weopons) = [2]> then\n turn right (pick random (-5) to (5)) degrees\n else\n if <(Weopons) = [3]> then\n turn right (pick random (-2) to (2)) degrees\n end\n end\n end\n repeat until <<<<touching (platform v)?> or <touching (enemy v)?>> or <touching (boss v)?>> or <touching (enemey bullets v)?>>\n if <not <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>>> then\n if <(Weopons) = [4]> then\n change [mouvement_player bullets x v] by ((([sin v] of (direction) ) * (15)) / (Effect_Death slow mo))\n change [mouvement_player bullets y v] by ((([cos v] of (direction) ) * (15)) / (Effect_Death slow mo))\n else\n change [mouvement_player bullets x v] by ((([sin v] of (direction) ) * (9.5)) / (Effect_Death slow mo))\n change [mouvement_player bullets y v] by ((([cos v] of (direction) ) * (9.5)) / (Effect_Death slow mo))\n end\n go to x: ((Mouvement_Player Bullets X) - (Mouvement_X)) y: ((Mouvement_Player Bullets Y) - (Mouvement_Y))\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n else\n hide\n end\n end\n set [effect_bullet x v] to (x position)\n set [effect_bullet y v] to (y position)\n broadcast (Bullet effect1 v)\n hide\n if <(Weopons) = [4]> then\n change [mouvement_player bullets x v] by ((([sin v] of (direction) ) * (15)) / (Effect_Death slow mo))\n change [mouvement_player bullets y v] by ((([cos v] of (direction) ) * (15)) / (Effect_Death slow mo))\n else\n change [mouvement_player bullets x v] by ((([sin v] of (direction) ) * (9.5)) / (Effect_Death slow mo))\n change [mouvement_player bullets y v] by ((([cos v] of (direction) ) * (9.5)) / (Effect_Death slow mo))\n end\n go to x: ((Mouvement_Player Bullets X) - (Mouvement_X)) y: ((Mouvement_Player Bullets Y) - (Mouvement_Y))\n wait (0) seconds\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [level_moving style v] to [0]\nset [awdefrgdthfyjukiujyhtgresfafrgsthyjukisrae v] to [1]\n\nwhen I receive [next level v]\ndelete this clone\n\nturn right (15) degrees\n\nwait ((1) * (Effect_Death slow mo)) seconds\n\nwait ((3) * (Effect_Death slow mo)) seconds\n\nwhen I receive [shacking effect v]\nchange x by (-2)\nchange y by (2)\nrepeat (4)\n wait (0.1) seconds\n change x by (4)\n change y by (-4)\n wait (0.1) seconds\n change x by (-4)\n change y by (4)\nend\nchange x by (2)\nchange y by (-2)\n\nwhen I receive [boss replacement v]\ndelete this clone\n\ndefine waiting (waiting time) (current time)\nrepeat until <(Stage: Time) > ((current time) + (waiting time))>\n say ((current time) + (waiting time))\nend\n\nwait until <[5] = [50]>\n\nwaiting [0.1] (Stage: Time)\n\n@enemy \n\nwhen I receive [next level v]\nwait (0) seconds\nset [level_enemy killed v] to [0]\nif <(Level_level) = [1]> then\n Place enemy X: [195] Y [-95] Type [1]\n wait until <(Level_Enemy killed) = [1]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\nelse\n if <(Level_level) = [2]> then\n Place enemy X: [124] Y [-94] Type [1]\n Place enemy X: [-193] Y [100] Type [1]\n wait until <(Level_Enemy killed) = [2]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [3]> then\n Place enemy X: [187] Y [-95] Type [2]\n Place enemy X: [207] Y [54] Type [1]\n wait until <(Level_Enemy killed) = [2]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [4]> then\n Place enemy X: [193] Y [-94] Type [1]\n Place enemy X: [188] Y [100] Type [1]\n Place enemy X: [-192] Y [101] Type [4]\n wait until <(Level_Enemy killed) = [3]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [5]> then\n Place enemy X: [208] Y [-87] Type [1]\n Place enemy X: [112] Y [69] Type [3]\n Place enemy X: [-105] Y [69] Type [3]\n wait until <(Level_Enemy killed) = [3]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [6]> then\n Place enemy X: [-86] Y [69] Type [1]\n Place enemy X: [96] Y [69] Type [1]\n Place enemy X: [207] Y [-95] Type [2]\n wait until <(Level_Enemy killed) = [3]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [7]> then\n Place enemy X: [209] Y [-98] Type [3]\n Place enemy X: [-209] Y [-18] Type [2]\n Place enemy X: [-35] Y [135] Type [1]\n wait until <(Level_Enemy killed) = [3]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [8]> then\n Place enemy X: [180] Y [-98] Type [1]\n Place enemy X: [-180] Y [13] Type [2]\n Place enemy X: [-175] Y [111] Type [2]\n wait until <(Level_Enemy killed) = [3]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [9]> then\n Place enemy X: [-44] Y [-100] Type [1]\n Place enemy X: [209] Y [-50] Type [3]\n Place enemy X: [210] Y [9] Type [1]\n Place enemy X: [-211] Y [11] Type [1]\n wait until <(Level_Enemy killed) = [4]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [10]> then\n Place enemy X: [66] Y [-99] Type [1]\n Place enemy X: [209] Y [-99] Type [1]\n Place enemy X: [111 ] Y [53] Type [3]\n Place enemy X: [-94] Y [113] Type [1]\n Place enemy X: [66] Y [53] Type [2]\n wait until <(Level_Enemy killed) = [5]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [11]> then\n Place enemy X: [189] Y [-98] Type [4]\n wait until <(Level_Enemy killed) = [1]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [12]> then\n Place enemy X: [189] Y [-98] Type [4]\n Place enemy X: [-28] Y [-31] Type [1]\n Place enemy X: [187] Y [56] Type [3]\n wait until <(Level_Enemy killed) = [3]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [13]> then\n Place enemy X: [205] Y [104] Type [4]\n Place enemy X: [205] Y [8] Type [4]\n Place enemy X: [205] Y [-99] Type [4]\n wait until <(Level_Enemy killed) = [3]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [14]> then\n Place enemy X: [205] Y [-104] Type [6]\n Place enemy X: [199] Y [91] Type [6]\n Place enemy X: [-204] Y [93] Type [6]\n wait until <(Level_Enemy killed) = [3]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [15]> then\n Place enemy X: [209] Y [-98] Type [2]\n Place enemy X: [176] Y [62] Type [1]\n Place enemy X: [-67] Y [-6] Type [4]\n Place enemy X: [-67] Y [86] Type [4]\n wait until <(Level_Enemy killed) = [4]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [16]> then\n Place enemy X: [-10] Y [-134] Type [2]\n Place enemy X: [-10] Y [-114 ] Type [2]\n Place enemy X: [-10] Y [-94] Type [2]\n Place enemy X: [11] Y [-134] Type [2]\n Place enemy X: [11] Y [-114 ] Type [2]\n Place enemy X: [11] Y [-94] Type [2]\n Place enemy X: [32] Y [-134] Type [2]\n Place enemy X: [32] Y [-114 ] Type [2]\n Place enemy X: [32] Y [-94] Type [2]\n wait until <(Level_Enemy killed) = [9]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [17]> then\n Place enemy X: [198] Y [111] Type [5]\n Place enemy X: [128] Y [-98] Type [3]\n wait until <(Level_Enemy killed) = [2]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [18]> then\n Place enemy X: [120] Y [-77] Type [7]\n Place enemy X: [197] Y [-7] Type [3]\n Place enemy X: [197] Y [62] Type [3]\n Place enemy X: [197] Y [131] Type [3]\n wait until <(Level_Enemy killed) = [4]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [19]> then\n Place enemy X: [207] Y [-23] Type [5]\n Place enemy X: [210] Y [-99] Type [3]\n Place enemy X: [-151] Y [69] Type [3]\n Place enemy X: [91] Y [78] Type [2]\n wait until <(Level_Enemy killed) = [4]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [20]> then\n Place enemy X: [157] Y [-98] Type [5]\n Place enemy X: [-124] Y [2] Type [5]\n Place enemy X: [-207] Y [33] Type [5]\n Place enemy X: [188] Y [128] Type [7]\n wait until <(Level_Enemy killed) = [4]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [21]> then\n Place enemy X: [-140] Y [-42] Type [3]\n Place enemy X: [195] Y [-41] Type [2]\n Place enemy X: [26] Y [14] Type [1]\n Place enemy X: [191] Y [73] Type [5]\n Place enemy X: [-139] Y [72] Type [4]\n Place enemy X: [28] Y [124] Type [6]\n wait until <(Level_Enemy killed) = [6]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [22]> then\n Place enemy X: [-191] Y [-77] Type [7]\n Place enemy X: [203] Y [-77] Type [7]\n Place enemy X: [-197] Y [-2] Type [4]\n Place enemy X: [197] Y [-4] Type [4]\n Place enemy X: [197] Y [84] Type [5]\n Place enemy X: [-197] Y [84] Type [5]\n wait until <(Level_Enemy killed) = [6]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished v)\n else\n if <(Level_level) = [23]> then\n wait until <(Level_Enemy killed) = [1]>\n set [level_enemy killed v] to [a]\n change [level_level v] by (1)\n broadcast (Level Finished 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 end\n end\n end\n end\n end\n end\n end\n end\nend\nAdd unlocked level?\n\ndefine Place enemy X: (x) Y (y) Type (type)\nset [enemy_x v] to (x)\nset [enemy_y v] to (y)\nset [enemy_type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (Enemy_X) y: (Enemy_Y)\nshow\nHp\nset [enemy_timer v] to [0]\nset [enemy_brightness v] to [0]\nif <(Level_level) < [7]> then\n set size to (100) %\nelse\n set size to (75) %\nend\nclear graphic effects\nwait (pick random (0.001) to (1.0001)) seconds\nrepeat until <(Enemy_HP) < [0.01]>\n eenemy\nend\nchange [level_enemy killed v] by (1)\nbroadcast (kill effcet v)\nDeath effect\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine shoot (type)\nif <(type) = [1]> then\n if <(Enemy_timer) > ((7) * (Effect_Death slow mo))> then\n set [enemy_shoot type v] to [1]\n set [enemy_shoot x v] to (x position)\n set [enemy_shoot y v] to (y position)\n broadcast (enemy shot v)\n set [enemy_timer v] to [0]\n end\nelse\n if <(type) = [2]> then\n if <(Enemy_timer) > ((4) * (Effect_Death slow mo))> then\n set [enemy_shoot type v] to [1]\n set [enemy_shoot x v] to (x position)\n set [enemy_shoot y v] to (y position)\n broadcast (enemy shot v)\n set [enemy_timer v] to [0]\n end\n else\n if <(type) = [3]> then\n if <(Enemy_timer) > ((8) * (Effect_Death slow mo))> then\n set [enemy_shoot type v] to [1]\n set [enemy_shoot x v] to (x position)\n set [enemy_shoot y v] to (y position)\n broadcast (enemy shot v)\n set [enemy_timer v] to [0]\n end\n else\n if <(type) = [4]> then\n if <(Enemy_timer) > ((9) * (Effect_Death slow mo))> then\n set [enemy_shoot type v] to [2]\n set [enemy_shoot x v] to (x position)\n set [enemy_shoot y v] to (y position)\n broadcast (enemy shot v)\n set [enemy_timer v] to [0]\n end\n else\n if <(type) = [5]> then\n if <(Enemy_timer) > ((9) * (Effect_Death slow mo))> then\n set [enemy_shoot type v] to [3]\n set [enemy_shoot x v] to (x position)\n set [enemy_shoot y v] to (y position)\n broadcast (enemy shot v)\n set [enemy_timer v] to [0]\n end\n else\n if <(type) = [6]> then\n if <(Enemy_timer) > ((6) * (Effect_Death slow mo))> then\n set [enemy_shoot type v] to [4]\n set [enemy_shoot x v] to (x position)\n set [enemy_shoot y v] to (y position)\n broadcast (enemy shot v)\n set [enemy_timer v] to [0]\n end\n else\n if <(type) = [7]> then\n if <(Enemy_timer) > ((8) * (Effect_Death slow mo))> then\n set [enemy_shoot type v] to [5]\n set [enemy_shoot x v] to (x position)\n set [enemy_shoot y v] to (y position)\n broadcast (enemy shot v)\n set [enemy_timer v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Hp\nif <(Enemy_Type) = [1]> then\n set [enemy_hp v] to [4]\n switch costume to (type1 v)\nelse\n if <(Enemy_Type) = [2]> then\n set [enemy_hp v] to [3]\n switch costume to (type2 v)\n else\n if <(Enemy_Type) = [3]> then\n set [enemy_hp v] to [8]\n switch costume to (type3 v)\n else\n if <(Enemy_Type) = [4]> then\n set [enemy_hp v] to [6.5]\n switch costume to (type4 v)\n else\n if <(Enemy_Type) = [5]> then\n set [enemy_hp v] to [6.51]\n switch costume to (type5 v)\n else\n if <(Enemy_Type) = [6]> then\n set [enemy_hp v] to [5]\n switch costume to (type6 v)\n else\n if <(Enemy_Type) = [7]> then\n set [enemy_hp v] to [20]\n switch costume to (type7 v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwait until <(Level_Enemy killed) = [1]>\n\ndefine eenemy\nchange [enemy_timer v] by ((0.1) / (Effect_Death slow mo))\nif <touching (bullets v)?> then\n if <(Weopons) = [1]> then\n change [enemy_hp v] by (-1.)\n set [enemy_brightness v] to [50]\n set [brightness v] effect to (50)\n else\n if <(Weopons) = [2]> then\n if <(Enemy_brightness) < [2]> then\n if <[-1] < ((-7) + ((Enemy_Shot gun distance) / (38)))> then\n change [enemy_hp v] by (-1)\n else\n change [enemy_hp v] by ((-7) + ((Enemy_Shot gun distance) / (38)))\n end\n set [enemy_brightness v] to [50]\n set [brightness v] effect to (50)\n end\n else\n if <(Weopons) = [3]> then\n change [enemy_hp v] by (-0.5)\n set [enemy_brightness v] to [50]\n set [brightness v] effect to (50)\n else\n if <(Weopons) = [4]> then\n change [enemy_hp v] by (-6.5)\n set [enemy_brightness v] to [50]\n set [brightness v] effect to (50)\n end\n end\n end\n end\nend\nshoot (Enemy_Type)\nchange [brightness v] effect by (((0) - (Enemy_brightness)) / (8))\nchange [enemy_brightness v] by (((0) - (Enemy_brightness)) / (8))\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\nend\n\ndefine Death effect\nset [effect_enemy dies x v] to (x position)\nset [effect_enemy dies y v] to (y position)\nrepeat (pick random (5) to (10))\n create clone of (enemy kill effect v)\nend\n\ndefine waiting (waiting time) (current time)\nrepeat until <(Stage: Time) > ((current time) + (waiting time))>\n say ((current time) + (waiting time))\nend\n\nwaiting [] []\n\nwhen I receive [shot gun shot v]\nset [enemy_shot gun distance v] to (distance to [player v])\n\nwhen flag clicked\nset [enemy_shot gun distance v] to [999]\n\nwait until <(Level_Enemy killed) = [4]>\nset [level_enemy killed v] to [a]\nchange [level_level v] by (1)\nbroadcast (Level Finished v)\n\nset drag mode [not draggable v]\n\ndefine Add unlocked level?\nif <(Level_ Level unlocked) < (Level_level)> then\n set [level_ level unlocked v] to (Level_level)\nend\n\n@enemey bullets\n\nwhen I receive [enemy shot v]\nif <(ujyhgtnfbknidvkmsdmvkj) = [0]> then\n hide\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Enemy_Shoot Type) = [1]> then\n set [enemy_bullet brightness effect v] to [0]\n set [enemy_bullet health v] to [0.1]\n Normal bullets\nelse\n if <(Enemy_Shoot Type) = [2]> then\n set [enemy_bullet brightness effect v] to [0]\n set [enemy_bullet health v] to [2]\n Rocket bullets\n else\n if <(Enemy_Shoot Type) = [3]> then\n set [enemy_bullet brightness effect v] to [0]\n set [enemy_bullet health v] to [88559]\n Sniper bullet\n else\n if <(Enemy_Shoot Type) = [4]> then\n set [enemy_bullet brightness effect v] to [0]\n set [enemy_bullet health v] to [0.1]\n Small bullets\n else\n if <(Enemy_Shoot Type) = [5]> then\n set [enemy_bullet brightness effect v] to [0]\n set [enemy_bullet health v] to [87797794794]\n HUGE Bullet\n else\n delete this clone\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [ujyhgtnfbknidvkmsdmvkj v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\nend\n\ndefine Normal bullets\nset [ujyhgtnfbknidvkmsdmvkj v] to [5324]\nshow\nswitch costume to (nothing v)\nset size to (22.75) %\nswitch costume to (costume1 v)\ngo to x: (Enemy_shoot X) y: (Enemy_shoot Y)\npoint towards (player v)\nturn right (pick random (-2) to (2)) degrees\nrepeat until <<<<touching (_edge_ v)?> or <touching (platform v)?>> or <touching (player v)?>> or <touching (bullets v)?>>\n move ((6.5) / (Effect_Death slow mo)) steps\n change [enemy_bullet brightness effect v] by (((0) - (Enemy_bullet brightness effect)) / (8))\n set [brightness v] effect to (Enemy_bullet brightness effect)\n if <(Enemy_bullet health) < [0.0000001]> then\n set [effect_bullet x v] to (x position)\n set [effect_bullet y v] to (y position)\n broadcast (Bullet effect1 v)\n delete this clone\n end\nend\nwait (0) seconds\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (Bullet effect1 v)\ndelete this clone\n\ndefine Rocket bullets\nset [ujyhgtnfbknidvkmsdmvkj v] to [5324]\nshow\nswitch costume to (nothing v)\nset size to (10) %\nswitch costume to (rocket v)\ngo to x: (Enemy_shoot X) y: (Enemy_shoot Y)\npoint towards (player v)\nrepeat until <<<touching (_edge_ v)?> or <touching (platform v)?>> or <touching (player v)?>>\n if <(costume [number v]) = [16]> then\n switch costume to (rocket v)\n else\n next costume\n end\n rocket (direction)\n change [enemy_bullet brightness effect v] by (((0) - (Enemy_bullet brightness effect)) / (8))\n set [brightness v] effect to (Enemy_bullet brightness effect)\n move ((5) / (Effect_Death slow mo)) steps\n if <(Enemy_bullet health) < [0.0000001]> then\n set [effect_bullet x v] to (x position)\n set [effect_bullet y v] to (y position)\n broadcast (Bullet effect1 v)\n switch costume to (explosion 1 v)\n clear graphic effects\n set size to (60) %\n set [mosaic v] effect to (0)\n point in direction (90)\n set [pixelate v] effect to (25)\n start sound [explosion v]\n repeat (4)\n wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n next costume\n end\n wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n delete this clone\n end\nend\nmove ((4) / (Effect_Death slow mo)) steps\nswitch costume to (explosion 1 v)\nstart sound [explosion v]\nclear graphic effects\nset size to (60) %\npoint in direction (90)\nset [pixelate v] effect to (25)\nrepeat (4)\n wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n next costume\nend\nwait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\ndelete this clone\n\ndefine rocket (curent direction)\npoint towards (player v)\na (direction) (curent direction)\npoint in direction (curent direction)\nif <not <(Enemy_Rocket) < [2]>> then\n if <(Enemy_Rocket) > [180]> then\n turn left ((3.5) / (Effect_Death slow mo)) degrees\n else\n turn right ((3.5) / (Effect_Death slow mo)) degrees\n end\nend\n\ndefine a (number or text) (d)\npoint in direction (d)\nset [enemy_rocket v] to [0]\nrepeat until <<([floor v] of (direction) ) = (round (number or text))> or <(Enemy_Rocket) > [360]>>\n turn right (1) degrees\n change [enemy_rocket v] by (1)\nend\n\nwhen I receive [player dead v]\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (Bullet effect1 v)\ndelete this clone\n\nwhen I receive [next level v]\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (Bullet effect1 v)\ndelete this clone\n\nwhen I start as a clone\nset [enemy_bullet brightness effect v] to [0]\nforever\n if <touching (bullets v)?> then\n if <(Weopons) = [1]> then\n change [enemy_bullet health v] by (-1.)\n set [enemy_bullet brightness effect v] to [50]\n set [brightness v] effect to (50)\n else\n if <(Weopons) = [2]> then\n change [enemy_bullet health v] by (-2)\n set [enemy_bullet brightness effect v] to [50]\n set [brightness v] effect to (50)\n else\n if <(Weopons) = [3]> then\n change [enemy_bullet health v] by (-0.5)\n set [enemy_bullet brightness effect v] to [50]\n set [brightness v] effect to (50)\n else\n if <(Weopons) = [4]> then\n change [enemy_bullet health v] by (-5)\n set [enemy_bullet brightness effect v] to [50]\n set [brightness v] effect to (50)\n end\n end\n end\n end\n wait (0) seconds\n end\n if <(Enemy_bullet health) < [0.0000001]> then\n set [enemy_bullet brightness effect v] to [0]\n set [brightness v] effect to (0)\n end\nend\n\ndelete this clone\n\ndefine Sniper bullet\nset [ujyhgtnfbknidvkmsdmvkj v] to [5324]\nshow\nswitch costume to (nothing v)\nset size to (22.75) %\nswitch costume to (costume1 v)\ngo to x: (Enemy_shoot X) y: (Enemy_shoot Y)\npoint towards (player v)\nturn right (pick random (-2) to (2)) degrees\nrepeat until \n move ((15) / (Effect_Death slow mo)) steps\n change [enemy_bullet brightness effect v] by (((0) - (Enemy_bullet brightness effect)) / (8))\n set [brightness v] effect to (Enemy_bullet brightness effect)\n if <(Enemy_bullet health) < [0.0000001]> then\n set [effect_bullet x v] to (x position)\n set [effect_bullet y v] to (y position)\n broadcast (Bullet effect1 v)\n wait (1) seconds\n delete this clone\n end\nend\nmove ((20) / (Effect_Death slow mo)) steps\nwait (0) seconds\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (Bullet effect1 v)\ndelete this clone\n\ndefine Small bullets\nset [ujyhgtnfbknidvkmsdmvkj v] to [5324]\nshow\nswitch costume to (nothing v)\nset size to (16.875) %\nswitch costume to (costume1 v)\ngo to x: (Enemy_shoot X) y: (Enemy_shoot Y)\npoint towards (player v)\nturn right (pick random (-2) to (2)) degrees\nrepeat until <<<<touching (_edge_ v)?> or <touching (platform v)?>> or <touching (player v)?>> or <touching (bullets v)?>>\n move ((7.5) / (Effect_Death slow mo)) steps\n change [enemy_bullet brightness effect v] by (((0) - (Enemy_bullet brightness effect)) / (8))\n set [brightness v] effect to (Enemy_bullet brightness effect)\n if <(Enemy_bullet health) < [0.0000001]> then\n set [effect_bullet x v] to (x position)\n set [effect_bullet y v] to (y position)\n broadcast (Bullet effect1 v)\n delete this clone\n end\nend\nmove ((7.5) / (Effect_Death slow mo)) steps\nwait (0) seconds\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (Bullet effect1 v)\ndelete this clone\n\ndefine HUGE Bullet\nset [ujyhgtnfbknidvkmsdmvkj v] to [5324]\nshow\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (Enemy_shoot X) y: (Enemy_shoot Y)\npoint towards (player v)\nturn right (pick random (-2) to (2)) degrees\nrepeat until \n move ((7.5) / (Effect_Death slow mo)) steps\n change [enemy_bullet brightness effect v] by (((0) - (Enemy_bullet brightness effect)) / (8))\n set [brightness v] effect to (Enemy_bullet brightness effect)\n if <(Enemy_bullet health) < [0.0000001]> then\n move ((7.5) / (Effect_Death slow mo)) steps\n switch costume to (explosion 1 v)\n start sound [explosion v]\n clear graphic effects\n set size to (50) %\n point in direction (90)\n set [pixelate v] effect to (25)\n repeat (4)\n wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n next costume\n end\n wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n delete this clone\n end\nend\nmove ((7.5) / (Effect_Death slow mo)) steps\nswitch costume to (explosion 1 v)\nstart sound [explosion v]\nclear graphic effects\nset size to (50) %\npoint in direction (90)\nset [pixelate v] effect to (25)\nrepeat (4)\n wait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\n next costume\nend\nwait ((0.05) * ((Effect_Death slow mo) / (2))) seconds\ndelete this clone\n\n@Play button\n\nwhen flag clicked\nset [level_level v] to [1]\nhide variable [volume v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (125) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (5))\n else\n change size by (((125) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nstop all sounds\nstart sound [blipSelect v]\nset [shop_shop v] to [2]\nbroadcast (Next level v)\nhide\nforever\n play sound [1 v] until done\n play sound [2 v] until done\n play sound [3 v] until done\n play sound [4 v] until done\n play sound [5 v] until done\nend\n\nwhen I receive [next level v]\nswitch costume to (costume2 v)\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [3]> then\n show\nelse\n hide\nend\n\n@Damage effect\n\nwhen flag clicked\nhide\n\nwhen I receive [player damaged v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [pixelate v] effect to (100)\nset [ghost v] effect to (0)\nwait (0.5) seconds\nif <(Level_Life) > [0]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\nend\n\n@life 1\n\nwhen I receive [player damaged v]\nif <(ZSCdvzzdvzvdss) = [2]> then\n switch costume to ((Level_Life) + (1))\nend\n\nwhen I receive [next level v]\nif <(ZSCdvzzdvzvdss) = [2]> then\n point in direction (90)\n stop [other scripts in sprite v]\n show\n go to x: (-195) y: (-145)\n set size to (60) %\n switch costume to (5/5 v)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\ngo to x: (-195) y: (-145)\nset [zscdvzzdvzvdss v] to [2]\ngo [forward v] (1) layers\ndelete all of [money unlocked v]\nrepeat (23)\n add [0] to [money unlocked v]\nend\n\nwhen I receive [player dead v]\nhide\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\n show\n end\nend\n\nwhen I receive [shacking effect v]\nif <(ZSCdvzzdvzvdss) = [2]> then\n change x by (-2)\n change y by (2)\n repeat (4)\n wait (0.1) seconds\n change x by (4)\n change y by (-4)\n wait (0.1) seconds\n change x by (-4)\n change y by (4)\n end\n change x by (2)\n change y by (-2)\n go to x: (-195) y: (-145)\nend\n\nwhen I receive [start boss fight v]\nwait (1) seconds\ngo to [front v] layer\n\nwhen I receive [level finished v]\nif <(ZSCdvzzdvzvdss) = [2]> then\n repeat ((Level_Life) - (item ((Level_level) - (1)) of [money unlocked v]))\n change [shop_money v] by (1)\n end\n if <(Level_Life) > (item ((Level_level) - (1)) of [money unlocked v])> then\n block name (item ((Level_level) - (1)) of [money unlocked v])\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nset [zscdvzzdvzvdss v] to [wtwgtrw]\ngo to x: (0) y: (0)\nif <(Shop_Shop) = [1]> then\n hide\nelse\n show\nend\nswitch costume to (money v)\nset size to (pick random (8) to (10)) %\npoint in direction (pick random (75) to (105))\nclone (pick random (-50) to (50)) (pick random (-50) to (50))\n\ndefine clone (x) (y)\nrepeat (25)\n if <(Shop_Shop) = [1]> then\n hide\n else\n show\n end\n change x by (((x) - (x position)) / (5))\n change y by (((y) - (y position)) / (5))\nend\ngo to x: (x) y: (y)\nstart sound [pickupCoin v]\nwait (pick random (0.1999999999) to (0.848498498521)) seconds\nhide\nset [effect_bullet x v] to (x position)\nset [effect_bullet y v] to (y position)\nbroadcast (coin effect1 v)\ndelete this clone\n\nnext costume\n\nif <(Shop_Shop) = [1]> then\n show\nelse\n hide\nend\n\nwhen I receive [shop_shop v]\ndelete this clone\n\nwhen I receive [level finished v]\ndelete this clone\n\ncreate clone of (_myself_ v)\n\ndefine block name (number or text)\nreplace item ((Level_level) - (1)) of [money unlocked v] with (Level_Life)\nwait (3.75) seconds\nrepeat (20)\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\nend\ngo to x: (0) y: (0)\nchange x by (-2)\nchange y by (2)\nrepeat (2)\n wait (0.1) seconds\n change x by (4)\n change y by (-4)\n wait (0.1) seconds\n change x by (-4)\n change y by (4)\nend\nchange x by (2)\nchange y by (-2)\ngo to x: (-195) y: (-145)\nhide\nrepeat ((Level_Life) - (number or text))\n create clone of (_myself_ v)\nend\n\n@Death effect\n\nwhen flag clicked\nhide\nset [effect_death slow mo v] to [1]\n\nwhen I receive [level finished v]\nstop [other scripts in sprite v]\nchange [effect_death slow mo v] by (1)\nshow\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (pick random (7) to (11))\npoint in direction (90)\nturn right (pick random (-20) to (20)) degrees\nset size to (1000) %\nrepeat until <[100] = ([floor v] of (size) )>\n change size by (((100) - (size)) / (2))\n go to [front v] layer\nend\nrepeat (50)\n change [effect_death slow mo v] by (0.2)\nend\nbroadcast (Next level? v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [next level v]\nhide\nset [effect_death slow mo v] to [1]\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (costume6 v)\npoint in direction (90)\nturn right (pick random (-5) to (5)) degrees\ngo to (player v)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-10) to (10))\nset size to (pick random (5) to (40)) %\nRandom (pick random (1) to (2))\nset [effect_death effect y v] to (pick random (1) to (7))\nrepeat until <<touching (platform v)?> or <(y position) < [-170]>>\n change x by ((Effect_Death player X) / (Effect_Death slow mo))\n change y by ((Effect_Death effect Y) / (Effect_Death slow mo))\n set [effect_death player x v] to ((Effect_Death player X) / (1.05))\n change [effect_death effect y v] by (-0.25)\nend\ndelete this clone\n\ndefine Random (number or text)\nif <(number or text) = [1]> then\n set [effect_death player x v] to (pick random (2) to (7))\nelse\n set [effect_death player x v] to (pick random (-2) to (-7))\nend\n\ndefine Effect\nrepeat (pick random (5) to (20))\n create clone of (_myself_ v)\nend\n\nwhen I receive [player dead v]\nchange [effect_death slow mo v] by (1)\nstop [other scripts in sprite v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (pick random (1) to (5))\npoint in direction (90)\nturn right (pick random (-20) to (20)) degrees\nset size to (1000) %\nrepeat until <[100] = ([floor v] of (size) )>\n change size by (((100) - (size)) / (2))\n go to [front v] layer\nend\nrepeat (50)\n change [effect_death slow mo v] by (0.2)\nend\nbroadcast (Retry? v)\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [3]> or <(Shop_Shop) = [1]>> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\nend\n\nwhen I receive [next level v]\nwait (1) seconds\nforever\n if <<(letter (1) of (item (6) of [shop_items v])) = [1]> and <(Effect_Freeze) = [2]>> then\n if <key (q v) pressed?> then\n change [effect_death slow mo v] by (((5) - (Effect_Death slow mo)) / (4))\n else\n change [effect_death slow mo v] by (((1) - (Effect_Death slow mo)) / (4))\n end\n end\nend\n\nreplace item (4) of [shop_items v] with (join [1] (item (4) of [shop_items v]))\n\nreplace item (5) of [shop_items v] with (join [1] (item (5) of [shop_items v]))\n\nwhen I receive [player dead v]\ndelete this clone\n\n@retry button\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nbroadcast (Next level v)\nhide\n\nwhen I receive [retry? v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (-100)\nset size to (125) %\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (5))\n else\n change size by (((125) - (size)) / (5))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level? v]\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (-100)\nset size to (125) %\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (5))\n else\n change size by (((125) - (size)) / (5))\n end\nend\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\n show\n end\nend\n\n@kill Effects\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\n show\n end\nend\n\n@title screen\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (100)\nset size to (125) %\npoint in direction (75)\nforever\n repeat until <[100] = ([ceiling v] of (direction) )>\n go to [front v] layer\n turn right (((100) - (direction)) / (10)) degrees\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (5))\n else\n change size by (((125) - (size)) / (5))\n end\n end\n repeat until <[80] = ([floor v] of (direction) )>\n go to [front v] layer\n turn right (((80) - (direction)) / (10)) degrees\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (5))\n else\n change size by (((125) - (size)) / (5))\n end\n end\nend\n\nwhen I receive [next level v]\nhide\n\nstop [other scripts in sprite v]\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [3]> then\n show\nelse\n hide\nend\n\n@Effect bullet\n\nwhen flag clicked\nhide\nset [sdoioiudczc v] to [0]\n\nwhen I receive [bullet effect1 v]\nif <(sdoioiudczc) = [0]> then\n create\nend\n\ndefine create\nrepeat (pick random (3) to (5))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [sdoioiudczc v] to [114efefs]\nshow\nswitch costume to (costume2 v)\nset size to (40) %\npoint in direction (pick random (-180) to (180))\ngo to x: (Effect_bullet X) y: (Effect_bullet Y)\nswitch costume to (costume1 v)\nwaiting [0.15] (Stage: Time)\ndelete this clone\n\nrepeat ((5) * (Effect_Death slow mo))\n if <not <(Shop_Shop) = [1]>> then\n move (5) steps\n end\nend\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\n end\nend\n\ndefine waiting (waiting time) (current time)\nrepeat until <(Stage: Time) > ((current time) + (waiting time))>\n move ((5) / (Effect_Death slow mo)) steps\nend\n\n@Shop counter\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n show\nelse\n if <(Shop_Shop) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nset [shop_money v] to [0]\ngo to x: (0) y: (20)\n\n@Shop button\n\nwhen flag clicked\nset [shop_shop v] to [3]\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (-100)\nset size to (125) %\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen this sprite clicked\nif <(Shop_Shop) = [1]> then\n set [shop_shop v] to [2]\n broadcast (Shop_shop v)\nelse\n if <(Shop_Shop) = [2]> then\n set [shop_shop v] to [1]\n broadcast (Shop_shop v)\n else\n if <(Shop_Shop) = [2]> then\n hide\n end\n end\nend\n\n\n\nstart sound [intro 2 v]\nplay sound [drop v] until done\n\nwhen I receive [next level v]\nglide (0.2) secs to x: (190) y: (199)\nhide\n\nwhen I receive [retry? v]\nshow\nglide (0.2) secs to x: (190) y: (133)\n\nwhen I receive [next level? v]\nshow\nglide (0.5) secs to x: (190) y: (133)\n\nglide (0.2) secs to x: (190) y: (199)\nhide\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [clones id v] to [9898]\n\nwhen I start as a clone\nforever\n Costume change (join [A] (letter (clones id) of (Level_Amo)))\n change size by ((0.2) * ((50) - (size)))\n if <(clones id) = [1]> then\n if <(Level_Amo) > [99]> then\n go to x: (93) y: (-156)\n else\n if <(Level_Amo) > [9]> then\n go to x: (117) y: (-156)\n else\n go to x: (141) y: (-156)\n end\n end\n else\n if <(clones id) = [2]> then\n if <(Level_Amo) > [99]> then\n go to x: (117) y: (-156)\n else\n if <(Level_Amo) > [9]> then\n go to x: (141) y: (-156)\n end\n end\n else\n if <(clones id) = [3]> then\n if <(Level_Amo) > [99]> then\n go to x: (141) y: (-156)\n end\n end\n end\n end\n if <(Shop_Shop) = [2]> then\n show\n end\nend\n\nwhen I start as a clone\n\ndefine Costume change (number or text)\nif <not <(costume [name v]) = (number or text)>> then\n switch costume to (number or text)\n set size to (75) %\nend\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\n show\n end\nend\n\nwhen I receive [next level v]\nif <(clones id) = [9898]> then\n show\n set [clones id v] to [0]\n repeat (3)\n change [clones id v] by (1)\n create clone of (_myself_ v)\n end\n set [clones id v] to [10]\n forever\n go to x: (160) y: (-156)\n if <(Weopons) = [1]> then\n switch costume to (costume1 v)\n else\n if <(Weopons) = [2]> then\n switch costume to (costume2 v)\n else\n if <(Weopons) = [3]> then\n switch costume to (costume3 v)\n else\n if <(Weopons) = [4]> then\n switch costume to (costume2 v)\n end\n end\n end\n end\n if <(Shop_Shop) = [2]> then\n show\n end\n end\nelse\n if <(clones id) = [10]> then\n show\n set [clones id v] to [0]\n repeat (3)\n change [clones id v] by (1)\n create clone of (_myself_ v)\n end\n set [clones id v] to [10]\n forever\n go to x: (160) y: (-156)\n if <(Weopons) = [1]> then\n switch costume to (costume1 v)\n else\n if <(Weopons) = [2]> then\n switch costume to (costume2 v)\n else\n if <(Weopons) = [3]> then\n switch costume to (costume3 v)\n else\n if <(Weopons) = [4]> then\n switch costume to (costume2 v)\n end\n end\n end\n end\n if <(Shop_Shop) = [2]> then\n show\n end\n end\n else\n delete this clone\n end\nend\n\nif then\nend\n\nwhen I receive [shacking effect v]\nchange x by (-2)\nchange y by (2)\nrepeat (4)\n wait (0.1) seconds\n change x by (4)\n change y by (-4)\n wait (0.1) seconds\n change x by (-4)\n change y by (4)\nend\nchange x by (2)\nchange y by (-2)\n\n@Items\n\nwhen flag clicked\nhide\ndelete all of [shop_items v]\nadd [1Hand gun-] to [shop_items v]\nadd [Pump-] to [shop_items v]\nadd [Ak-47-] to [shop_items v]\nadd [Snipper-] to [shop_items v]\nadd [Slow Motion-] to [shop_items v]\nadd [Double Jump-] to [shop_items v]\nset [shop_ clone id v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change [shop_ clone id v] by (1)\nend\nforever\n if <(Shop_Shop) = [1]> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n wait until <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>\n if <not <(Shop_Item selected) = [6]>> then\n change [shop_item selected v] by (1)\n end\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n wait until <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>\n if <not <(Shop_Item selected) = [1]>> then\n change [shop_item selected v] by (-1)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Shop_Shop) = [1]> then\n if <(Shop_ Clone ID) = (Shop_Item selected)> then\n show\n change size by (((65) - (size)) / (4))\n change x by (((0) - (x position)) / (2))\n if <<([floor v] of (x position) ) = [0]> or <([ceiling v] of (x position) ) = [0]>> then\n if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n if <(Shop_ Clone ID) < [5]> then\n if <(Weopons) = (Shop_ Clone ID)> then\n switch costume to ((-3) + ((Shop_ Clone ID) * (4)))\n else\n switch costume to ((-2) + ((Shop_ Clone ID) * (4)))\n end\n else\n switch costume to ((-2) + ((Shop_ Clone ID) * (4)))\n end\n else\n switch costume to ((-1) + ((Shop_Item selected) * (4)))\n end\n end\n else\n if <(Shop_ Clone ID) = ((Shop_Item selected) + (1))> then\n switch costume to ((Shop_ Clone ID) * (4))\n show\n change x by (((85) - (x position)) / (2))\n change size by (((40) - (size)) / (2))\n else\n if <(Shop_ Clone ID) = ((Shop_Item selected) - (1))> then\n switch costume to ((Shop_ Clone ID) * (4))\n show\n change size by (((40) - (size)) / (2))\n change x by (((-85) - (x position)) / (2))\n else\n set size to (5) %\n hide\n end\n end\n end\n else\n set size to (5) %\n hide\n end\nend\n\nwhen this sprite clicked\nif <(Shop_ Clone ID) = ((Shop_Item selected) + (1))> then\n change [shop_item selected v] by (1)\nelse\n if <(Shop_ Clone ID) = ((Shop_Item selected) - (1))> then\n change [shop_item selected v] by (-1)\n else\n if <(Shop_ Clone ID) = (Shop_Item selected)> then\n set size to (55) %\n if <(Shop_ Clone ID) = [1]> then\n if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n set [weopons v] to [1]\n else\n if <(Shop_Money) > [0]> then\n change [shop_money v] by (-0)\n replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n end\n end\n else\n if <(Shop_ Clone ID) = [2]> then\n if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n set [weopons v] to [2]\n else\n if <(Shop_Money) > [14.9]> then\n change [shop_money v] by (-15)\n replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n end\n end\n else\n if <(Shop_ Clone ID) = [3]> then\n if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n set [weopons v] to [3]\n else\n if <(Shop_Money) > [24.9]> then\n change [shop_money v] by (-25)\n replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n end\n end\n else\n if <(Shop_ Clone ID) = [4]> then\n if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n set [weopons v] to [4]\n else\n if <(Shop_Money) > [34.9]> then\n change [shop_money v] by (-35)\n replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n end\n end\n else\n if <(Shop_ Clone ID) = [5]> then\n if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n set [weopons v] to (Weopons)\n else\n if <(Shop_Money) > [19.9]> then\n change [shop_money v] by (-20)\n replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n end\n end\n else\n if <(Shop_ Clone ID) = [6]> then\n if <(letter (1) of (item (Shop_ Clone ID) of [shop_items v])) = [1]> then\n set [weopons v] to (Weopons)\n else\n if <(Shop_Money) > [19.9]> then\n change [shop_money v] by (-20)\n replace item (Shop_ Clone ID) of [shop_items v] with (join [1] (item (Shop_ Clone ID) of [shop_items v]))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Death effect2\n\nwhen flag clicked\nhide\nset [effect_ kills effect v] to [1]\n\nwhen I receive [kill effcet v]\nif <(Effect_ kills effect) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [effect_ kills effect v] to [esfghrr78654]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (pick random (1) to (5))\npoint in direction (90)\nturn right (pick random (-20) to (20)) degrees\nset size to (1000) %\nrepeat until <[70] = ([floor v] of (size) )>\n change size by (((70) - (size)) / (2))\n go to [front v] layer\nend\nwait (0.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\ndefine Random (number or text)\nif <(number or text) = [1]> then\n set [effect_death player x v] to (pick random (2) to (7))\nelse\n set [effect_death player x v] to (pick random (-2) to (-7))\nend\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\nend\n\nwhen I receive [level finished v]\nwait (0) seconds\ndelete this clone\n\nwhen I receive [player dead v]\nwait (0) seconds\ndelete this clone\n\n@Enemy kill effect\n\nwhen I start as a clone\nstart sound [hitHurt \(1\) v]\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\nturn right (pick random (-5) to (5)) degrees\ngo to x: (Effect_Enemy dies X) y: (Effect_Enemy dies Y)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-10) to (10))\nset size to (pick random (5) to (25)) %\nRandom (pick random (1) to (2))\nset [effect_death effect y v] to (pick random (1) to (4))\nrepeat until <<touching (platform v)?> or <(y position) < [-170]>>\n change x by ((Effect_Death player X) / (Effect_Death slow mo))\n change y by ((Effect_Death effect Y) / (Effect_Death slow mo))\n set [effect_death player x v] to ((Effect_Death player X) / (1.05))\n change [effect_death effect y v] by (-0.25)\nend\ndelete this clone\n\ndefine Random (number or text)\nif <(number or text) = [1]> then\n set [effect_death player x v] to (pick random (2) to (4))\nelse\n set [effect_death player x v] to (pick random (-2) to (-4))\nend\n\nwhen flag clicked\nhide\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nswitch costume to (boss idle v)\nset size to (50) %\nif <(Level_level) = [23]> then\n switch costume to (boss idle v)\n set [boss_hp v] to [60]\n hide\n wait (0.5) seconds\n wait until <(Mouvement_X) > [-750]>\n set [effect_freeze v] to [1]\n wait (1.5) seconds\n go to x: (-137) y: (78688476)\n show\n repeat until <touching (platform v)?>\n replacing\n end\n set [boss_x v] to [-866.5]\n set [boss_y v] to [176.5]\n broadcast (Shacking effect v)\n wait (0.8) seconds\n show\n switch costume to (boss idle v)\n wait (1) seconds\n repeat (4)\n wait (0.1) seconds\n next costume\n end\n repeat (5)\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\n end\n repeat (4)\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\n end\n set [boss_brightness v] to [0]\n set [effect_freeze v] to [2]\n broadcast (start boss fight v)\n repeat until <(Boss_Hp) < [0.001]>\n go to x: ((Boss_X) - (Mouvement_X)) y: ((Boss_Y) - (Mouvement_Y))\n Hitbox (costume [number v])\n hiding? (x position)\n change [brightness v] effect by (((0) - (Boss_brightness)) / (8))\n change [boss_brightness v] by (((0) - (Boss_brightness)) / (8))\n end\n broadcast (boss death ani;ation glitchfix v)\n switch costume to (boss_dead v)\n clear graphic effects\n change x by (-2)\n repeat (10)\n wait (0.1) seconds\n change x by (4)\n wait (0.1) seconds\n change x by (-4)\n end\n wait (0.1) seconds\n change x by (2)\n set [boss_gravity v] to [12]\n switch costume to (boss_dead2 v)\n repeat until <(Boss_Y) < [-300]>\n go to x: ((Boss_X) - (Mouvement_X)) y: ((Boss_Y) - (Mouvement_Y))\n change [boss_gravity v] by (-0.5)\n change [boss_y v] by (Boss_Gravity)\n end\n hide\n broadcast (Shacking effect v)\n set [level_enemy killed v] to [1]\nelse\n hide\nend\n\ndefine replacing\nchange y by (-50)\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n change y by (0.5)\n end\n change y by (-8)\nend\n\ndefine hiding? (number or text)\nif <(x position) < [0]> then\n change x by (-10)\n if <(x position) = (number or text)> then\n hide\n else\n if <<[249] < (y position)> or <(y position) < [-249]>> then\n hide\n else\n show\n end\n end\n change x by (10)\nelse\n change x by (10)\n if <(x position) = (number or text)> then\n hide\n else\n if <<[248] < (y position)> or <(y position) < [-249]>> then\n hide\n else\n show\n end\n end\n change x by (-10)\nend\n\ndefine Attack LAser ( )\nif <( ) = [1]> then\n show\n switch costume to (boss idle v)\n repeat (3)\n wait ((0.2) * (Effect_Death slow mo)) seconds\n next costume\n end\n wait ((0.1) * (Effect_Death slow mo)) seconds\n switch costume to (boss laser v)\n repeat (2)\n broadcast (Shacking effect v)\n wait ((0.1) * (Effect_Death slow mo)) seconds\n end\n wait ((1) * (Effect_Death slow mo)) seconds\n switch costume to (growling 3 v)\n repeat (3)\n wait ((0.1) * (Effect_Death slow mo)) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\n\ndefine Hitbox (number or text)\nswitch costume to (hitbox v)\nif <touching (bullets v)?> then\n if <(Weopons) = [1]> then\n change [boss_hp v] by (-1.)\n set [boss_brightness v] to [50]\n set [brightness v] effect to (50)\n else\n if <(Weopons) = [2]> then\n if <(Boss_brightness) < [2]> then\n if <[-1] < ((-7) + ((Enemy_Shot gun distance) / (38)))> then\n change [boss_hp v] by (-1)\n else\n change [boss_hp v] by ((-7) + ((Enemy_Shot gun distance) / (38)))\n end\n set [boss_brightness v] to [50]\n set [brightness v] effect to (50)\n end\n else\n if <(Weopons) = [3]> then\n change [boss_hp v] by (-0.5)\n set [boss_brightness v] to [50]\n set [brightness v] effect to (50)\n else\n if <(Weopons) = [4]> then\n change [boss_hp v] by (-5)\n set [boss_brightness v] to [50]\n set [brightness v] effect to (50)\n end\n end\n end\n end\nend\nswitch costume to (number or text)\n\ndefine Attack Square ( )\nif <( ) = [1]> then\n repeat (pick random (1) to (3))\n create clone of (boss_square v)\n end\nend\n\ndefine Jumping (x)\nbroadcast (boss jump v)\nrepeat until <<(Boss_future X) < (Boss_X)> or <(Boss_X) = (Boss_future X)>>\n change [boss_x v] by ((((Boss_future X) - (x)) / (30)) / (Effect_Death slow mo))\nend\nset [boss_x v] to (Boss_future X)\n\nwhen I receive [boss jump v]\nset [boss_gravity v] to [12]\nrepeat ((Boss_Gravity) * (2))\n change [boss_y v] by (Boss_Gravity)\n change [boss_gravity v] by (-0.5)\nend\nrepeat until <<(Boss_Y) < (Boss_future y)> or <(Boss_Y) = (Boss_future y)>>\n Jumping 2\nend\n\ndefine Jumping 2\nchange [boss_y v] by ((Boss_Gravity) / (Effect_Death slow mo))\nchange [boss_gravity v] by ((-1.5) / (Effect_Death slow mo))\nif <<(Boss_Y) < (Boss_future y)> or <(Boss_Y) = (Boss_future y)>> then\n set [boss_y v] to (Boss_future y)\n Attack Square (pick random (1) to (5))\nend\n\ndefine Jump?\nif <<(Mouvement_X) > [-282]> and <<(Boss_X) = [-866.5]> and <(Boss_Y) = [176.5]>>> then\n set [boss_future x v] to [-355]\n set [boss_future y v] to [173]\n Jumping (Boss_X)\nelse\n if <<(Mouvement_X) > [-4]> and <<(Boss_X) = [-355]> and <(Boss_Y) = [173]>>> then\n set [boss_future x v] to [-82]\n set [boss_future y v] to [166.5]\n Jumping (Boss_X)\n else\n if <<(Mouvement_X) > [242]> and <<(Boss_X) = [-82]> and <(Boss_Y) = [166.5]>>> then\n set [boss_future x v] to [174]\n set [boss_future y v] to [168]\n Jumping (Boss_X)\n else\n if <<(Mouvement_X) > [508]> and <<(Boss_X) = [174]> and <(Boss_Y) = [168]>>> then\n set [boss_future x v] to [446]\n set [boss_future y v] to [171]\n Jumping (Boss_X)\n else\n if <<(Mouvement_X) > [764]> and <<(Boss_X) = [446]> and <(Boss_Y) = [171]>>> then\n set [boss_future x v] to [700]\n set [boss_future y v] to [176]\n Jumping (Boss_X)\n end\n end\n end\n end\nend\n\nwhen I receive [start boss fight v]\nrepeat until <(Boss_Hp) < [0.001]>\n Jump?\n Attack LAser (pick random (1) to ((750) * (Effect_Death slow mo)))\n Attack Square (pick random (1) to ((600) * (Effect_Death slow mo)))\nend\n\nwhen I receive [boss replacement v]\nif <<(Boss_X) = [700]> and <(Boss_Y) = [176]>> then\n set [boss_x v] to [-355]\n set [boss_y v] to [173]\nelse\n set [boss_x v] to [-650]\n set [boss_y v] to [171.5]\n set [boss_future x v] to [-355]\n set [boss_future y v] to [173]\n Jumping (Boss_X)\nend\n\nwhen I receive [player dead v]\nstop [other scripts in sprite v]\n\nAttack LAser [1]\n\nAttack Square [1]\n\nif <touching (bullets v)?> then\n if <(Weopons) = [1]> then\n set [brightness v] effect to (50)\n else\n if <(Weopons) = [2]> then\n else\n if <(Weopons) = [3]> then\n set [brightness v] effect to (50)\n else\n if <(Weopons) = [4]> then\n set [brightness v] effect to (50)\n end\n end\n end\n end\nend\n\nwhen I receive [shot gun shot v]\nset [boss_shot gun distance v] to (distance to [player v])\n\nwhen I receive [boss death ani;ation glitchfix v]\nrepeat until <not <(Level_level) = [23]>>\n set x to ((Boss_X) - (Mouvement_X))\nend\n\nwhen I receive [next level v]\n\n@Crossair\n\nwhen flag clicked\nhide\n\nforever\n go to [front v] layer\n go to (mouse-pointer v)\nend\n\n@Home\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [home_home v] to [1]\nswitch costume to (costume2 v)\nset [pixelate v] effect to (40)\ngo to x: (-195) y: (140)\nset size to (80) %\n\nwhen I receive [next level v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [pixelate v] effect to (40)\nset [home_home v] to [1]\ngo to x: (-195) y: (140)\nset size to (80) %\nforever\n if <<not <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>>> and <not <<(Level_level) = [23]> or <(Level_level) = [24]>>>> then\n if <(Home_Home) = [1]> then\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\n end\n if <(Home_Home) = [1]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <<not <mouse down?>> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n show\n set [pixelate v] effect to (0)\n go to [front v] layer\n set size to (100) %\n switch costume to (costume1 v)\n go to x: (0) y: (357)\n glide (0.25) secs to x: (0) y: (0)\n set [home_home v] to [2]\n set [effect_death slow mo v] to [50]\n end\n end\n else\n if <(Home_Home) = [2]> then\n set [effect_death slow mo v] to [50]\n show\n switch costume to (costume1 v)\n set [pixelate v] effect to (0)\n go to x: (0) y: (0)\n set size to (100) %\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [home_continue v]\nstop [other scripts in sprite v]\nset [effect_death slow mo v] to [1]\nglide (0.25) secs to x: (0) y: (357)\nset [home_home v] to [1]\nswitch costume to (costume2 v)\nset [pixelate v] effect to (40)\ngo to x: (-195) y: (140)\nset size to (80) %\nforever\n if <<not <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>>> and <not <<(Level_level) = [23]> or <(Level_level) = [24]>>>> then\n if <(Home_Home) = [1]> then\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((80) - (size)) / (4))\n end\n end\n if <(Home_Home) = [1]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <<not <mouse down?>> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n show\n set [pixelate v] effect to (0)\n switch costume to (costume1 v)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (357)\n glide (0.25) secs to x: (0) y: (0)\n set [home_home v] to [2]\n set [effect_death slow mo v] to [50]\n end\n end\n else\n if <(Home_Home) = [2]> then\n set [effect_death slow mo v] to [50]\n show\n switch costume to (costume1 v)\n set [pixelate v] effect to (0)\n go to x: (0) y: (0)\n set size to (100) %\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [next level v]\nshow\n\nwhen I receive [player dead v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level finished v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>> then\n hide\nend\n\nwhen I receive [shacking effect v]\nchange x by (-2)\nchange y by (2)\nrepeat (4)\n wait (0.1) seconds\n change x by (4)\n change y by (-4)\n wait (0.1) seconds\n change x by (-4)\n change y by (4)\nend\nchange x by (2)\nchange y by (-2)\ngo to x: (-195) y: (140)\n\nwhen I receive [start boss fight v]\nwait (1) seconds\ngo to [front v] layer\n\n\n\n@Home buttons\n\nwhen flag clicked\nhide\nset [dsfdsfghjbfrvdefwrthyqefdfdsdfssdf v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [dsfdsfghjbfrvdefwrthyqefdfdsdfssdf v] by (1)\nend\n\nwhen I start as a clone\nif <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [1]> then\n switch costume to (continue v)\n go to x: (-155) y: (75)\n forever\n if <(Home_Home) = [2]> then\n if <not <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>>> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((65) - (size)) / (4))\n else\n change size by (((50) - (size)) / (4))\n end\n else\n hide\n end\n else\n hide\n end\n end\nelse\n if <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [2]> then\n switch costume to (music v)\n go to x: (-155) y: (0)\n forever\n if <(Home_Home) = [2]> then\n if <not <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>>> then\n show\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((65) - (size)) / (4))\n else\n change size by (((50) - (size)) / (4))\n end\n else\n hide\n end\n else\n hide\n end\n end\n else\n if <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [3]> then\n switch costume to (title screen v)\n go to x: (-155) y: (-75)\n forever\n if <(Home_Home) = [2]> then\n if <not <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>>> then\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n change size by (((65) - (size)) / (4))\n else\n change size by (((50) - (size)) / (4))\n end\n else\n hide\n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [1]> then\n broadcast (Home_Continue v)\n set [home_home v] to [1]\n hide\nelse\n if <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [2]> then\n broadcast (Home_Music v)\n else\n if <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [3]> then\n set [shop_shop v] to [3]\n broadcast (Shop_shop v)\n end\n end\nend\n\nbroadcast (Home_Continue v)\n\nwhen I receive [home_music v]\nif <(dsfdsfghjbfrvdefwrthyqefdfdsdfssdf) = [2]> then\n show variable [volume v]\nend\n\nwhen I receive [home_continue v]\nhide variable [volume v]\n\nwhen I receive [shop_shop v]\nif <<(Shop_Shop) = [1]> or <(Shop_Shop) = [3]>> then\n hide\nend\n\nset [home_home v] to [1]\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [3]> then\n hide variable [volume v]\nend\n\nset [shop_shop v] to [3]\nbroadcast (Shop_shop v)\n\n@Levels Button\n\nwhen flag clicked\nset [level_ level unlocked v] to [1]\nset [level_clone level select v] to [a]\nset [level_level v] to [1]\nhide variable [volume v]\nshow\nswitch costume to (button v)\ngo to x: (0) y: (-100)\nset size to (125) %\ngo to [front v] layer\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (5))\n else\n change size by (((125) - (size)) / (5))\n end\n else\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (5))\n else\n change size by (((125) - (size)) / (5))\n end\n end\nend\n\nwhen this sprite clicked\nif <(Level_Clone level select) = [a]> then\n if <(costume [number v]) = [1]> then\n switch costume to (button2 v)\n set size to (125) %\n go to x: (0) y: (0)\n clone\n else\n switch costume to (button v)\n go to x: (0) y: (-100)\n broadcast (Level selection delete clone v)\n end\nelse\n if <not <(costume [number v]) = [3]>> then\n set [level_level v] to (Level_Clone level select)\n end\nend\n\nwhen I receive [shop_shop v]\nif <(Level_Clone level select) = [a]> then\n if <(Shop_Shop) = [3]> then\n show\n else\n hide\n end\nend\n\ndefine clone\ngo to x: (-155) y: (20)\nset [level_clone level select v] to [1]\nrepeat (3)\n repeat (7)\n create clone of (_myself_ v)\n change [level_clone level select v] by (1)\n change x by (50)\n end\n change y by (-50)\n set x to (-155)\nend\nrepeat (2)\n create clone of (_myself_ v)\n change [level_clone level select v] by (1)\n change x by (50)\nend\ngo to x: (0) y: (0)\nset [level_clone level select v] to [a]\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (clone locked v)\nforever\n set [color v] effect to ()\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n if <(Level_level) = (Level_Clone level select)> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n if <<(Level_Clone level select) < (Level_ Level unlocked)> or <(Level_Clone level select) = (Level_ Level unlocked)>> then\n switch costume to ((Level_Clone level select) + (3))\n else\n switch costume to (clone locked v)\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [shop_shop v]\ndelete this clone\n\nwhen I receive [level selection delete clone v]\ndelete this clone\n\nwhen I receive [next level v]\nif <(Level_Clone level select) = [a]> then\n hide\nend\n\ndefine Color Change\n\n\n\n@Boss_square\n\nwhen flag clicked\nhide\nset [boss_square x v] to [EWSgs]\n\nwhen I start as a clone\nshow\nset [boss_square x v] to ((Boss_X) + (55))\nset [boss_square y v] to ((Boss_Y) + (35))\npoint in direction (44)\nset [boss_square speed x v] to (pick random (5) to (12))\nset [boss_square gravity v] to (pick random (4) to (8))\nrepeat until <(Boss_square Y) < [-200]>\n turn right ((18) / (Effect_Death slow mo)) degrees\n change [boss_square x v] by ((Boss_Square Speed x) / (Effect_Death slow mo))\n change [boss_square y v] by ((boss_square gravity) / (Effect_Death slow mo))\n change [boss_square gravity v] by ((-0.5) / (Effect_Death slow mo))\n set [boss_square speed x v] to ((Boss_Square Speed x) / (1.05))\n go to x: ((Boss_square x) - (Mouvement_X)) y: ((Boss_square Y) - (Mouvement_Y))\n block name (direction)\nend\ndelete this clone\n\nwhen I receive [boss replacement v]\nset [boss_square x v] to ((Boss_square x) - (954))\nset [boss_square y v] to ((Boss_square Y) - (954))\n\ndefine block name (number or text)\npoint in direction (90)\nif <<(x position) < [240]> and <(x position) > [-239]>> then\n if <<(y position) < [180]> and <(y position) > [-180]>> then\n show\n else\n hide\n end\nelse\n hide\nend\npoint in direction (number or text)\n\n@Boss Smoke\n\nwhen I receive [start boss fight v]\nswitch costume to (costume1 v)\nset size to (150) %\nswitch costume to (smokeee4 v)\nshow\nclear graphic effects\ngo to [front v] layer\nset [boss_smoke x v] to [-1400]\nrepeat until <(Boss_Hp) < [0.001]>\n go to x: ((Boss_Smoke X) - (Mouvement_X)) y: ((140) - (Mouvement_Y))\n Showing?\n if <(Boss_Smoke X) < ((Mouvement_X) - (600))> then\n set [boss_smoke x v] to ((Mouvement_X) - (600))\n else\n change [boss_smoke x v] by ((0.75) / (Effect_Death slow mo))\n end\nend\nrepeat (100)\n change [ghost v] effect by (1)\n go to x: ((Boss_Smoke X) - (Mouvement_X)) y: ((140) - (Mouvement_Y))\nend\nhide\n\nwhen flag clicked\nhide\nset [boss_smoke x v] to [-65658858494848797489789987797979]\n\nwhen I receive [shacking effect v]\nchange x by (-2)\nchange y by (2)\nrepeat (4)\n wait (0.1) seconds\n change x by (4)\n change y by (-4)\n wait (0.1) seconds\n change x by (-4)\n change y by (4)\nend\nchange x by (2)\nchange y by (-2)\n\nwhen I receive [next level v]\nhide\nset [boss_smoke x v] to [-65658858494848797489789987797979]\n\nwhen I receive [boss replacement v]\nset [boss_smoke x v] to ((Boss_Smoke X) - (1054))\n\ndefine Showing?\nif <(x position) > [-585]> then\n show\nelse\n hide\nend\n\nwhen I receive [player dead v]\nstop [other scripts in sprite v]\n\n@Effect bullet2\n\nwhen flag clicked\nhide\nset [sdoioiudczc v] to [0]\n\nwhen I receive [coin effect1 v]\nif <(sdoioiudczc) = [0]> then\n create\nend\n\ndefine create\nrepeat (pick random (3) to (5))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [sdoioiudczc v] to [114efefs]\nif <(Shop_Shop) = [1]> then\n hide\nelse\n show\nend\nswitch costume to (costume2 v)\nset size to (40) %\npoint in direction (pick random (-180) to (180))\ngo to x: (Effect_bullet X) y: (Effect_bullet Y)\nswitch costume to (costume1 v)\nrepeat (7)\n if <(Shop_Shop) = [1]> then\n hide\n else\n show\n end\n if <not <(Shop_Shop) = [1]>> then\n move (2) steps\n end\nend\ndelete this clone\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n hide\nelse\n if <(Shop_Shop) = [2]> then\n end\nend\n\n@Money Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [clones id v] to [9898]\n\nwhen I start as a clone\nforever\n size (costume [number v]) [40]\n Costume change (join [A] (letter (clones id) of (Shop_Money)))\n if <(clones id) = [1]> then\n if <(Shop_Money) > [99]> then\n go to x: (-190) y: (-160)\n else\n if <(Shop_Money) > [9]> then\n go to x: (-190) y: (-160)\n else\n go to x: (-190) y: (-160)\n end\n end\n else\n if <(clones id) = [2]> then\n if <(Shop_Money) > [99]> then\n go to x: (-162.5) y: (-160)\n else\n if <(Shop_Money) > [9]> then\n go to x: (-162.5) y: (-160)\n end\n end\n else\n if <(clones id) = [3]> then\n if <(Shop_Money) > [99]> then\n go to x: (-135) y: (-160)\n end\n end\n end\n end\n if <(Shop_Shop) = [1]> then\n show\n else\n hide\n delete this clone\n end\nend\n\ndefine Costume change (number or text)\nif <not <(costume [name v]) = (number or text)>> then\n switch costume to (number or text)\n set size to (60) %\nend\n\nwhen I receive [shop_shop v]\nif <(Shop_Shop) = [1]> then\n if <(clones id) = [9898]> then\n show\n set [clones id v] to [0]\n repeat (3)\n change [clones id v] by (1)\n create clone of (_myself_ v)\n end\n set [clones id v] to [10]\n switch costume to (0 v)\n go to x: (-205) y: (-160)\n else\n if <(clones id) = [10]> then\n switch costume to (0 v)\n go to x: (-205) y: (-160)\n end\n end\nelse\n if <<(Shop_Shop) = [2]> or <(Shop_Shop) = [3]>> then\n set [clones id v] to [9898]\n hide\n end\nend\n\nwhen I receive [shacking effect v]\nchange x by (-2)\nchange y by (2)\nrepeat (4)\n wait (0.1) seconds\n change x by (4)\n change y by (-4)\n wait (0.1) seconds\n change x by (-4)\n change y by (4)\nend\nchange x by (2)\nchange y by (-2)\n\nwhen flag clicked\nhide\n\nif <(Shop_Shop) = [1]> then\n show\nelse\n hide\nend\n\ndefine size (number or text) (fr)\nswitch costume to (costume1 v)\nchange size by ((0.2) * ((fr) - (size)))\nswitch costume to (number or text)\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level_level) = [24]> then\n set [ghost v] effect to (0)\n show\n switch costume to (costume1 v)\n go to x: (0) y: (-500)\n repeat until <(y position) > [1247]>\n change y by (1)\n go to [front v] layer\n end\n hide\n wait (2) seconds\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n switch costume to (costume2 v)\n repeat (100)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n change [ghost v] effect by (-1)\n end\n set [shop_shop v] to [3]\n broadcast (Shop_shop v)\n repeat (50)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\n repeat (100)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n change [ghost v] effect by (1)\n end\n hide\nelse\n hide\nend\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume2 v)\nrepeat (100)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n change [ghost v] effect by (-1)\nend\nset [shop_shop v] to [3]\nbroadcast (Shop_shop v)\nrepeat (50)\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\nrepeat (100)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n change [ghost v] effect by (1)\nend\nhide\n\n
PRESS THE GREEN FLAG BEFORE STARTING THE GAME\n\n\nHow to play?\n\nAim with: your cursor\nMove with: arrow keys/WASD\nShoot with: click/ space bar\nReload: R\nYou get coins depending on how much health you have at the end of a level\n\n\nComment jouer?\n\nVise avec: le curseur\nDéplace toi avec: les flèche directionnels/ WASD\nTire avec: click/ bar espace\nRecharger: R\nTu gagne des pièces suivant les point de vie restant à la fin d'un niveau\n\n
Duo platformer #All #Games
@Stage\n\n@ low quality sword D:\n\nwhen flag clicked\nhide\nforever\n if <(level) > [13]> then\n go to x: (-3) y: (-10)\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nset [level v] to [14]\n\nwhen I start as a clone\nhide\nset [weapon number v] to [1]\nset [weapon type v] to [1]\nbroadcast (sword v)\ndelete this clone\n\nwhen I start as a clone\nhide\nforever\n show\n point in direction (90)\n switch costume to (swing v)\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [sword v]\nforever\n if <<key (space v) pressed?> or > then\n swing sword\n wait until <not <key (space v) pressed?>>\n end\nend\n\ndefine swing sword\nshow\nif <([direction v] of [player v]) = [90]> then\n set size to (100) %\n point in direction (30)\n repeat (7)\n turn right (20) degrees\n switch costume to (swing v)\n go to (player v)\n broadcast (switch of the weapon v)\n end\nelse\n set size to (100) %\n point in direction (150)\n repeat (7)\n turn right (-20) degrees\n switch costume to (swing2 v)\n go to (player v)\n broadcast (switch of the weapon v)\n end\nend\nhide\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 size by (-5)\n change [brightness v] effect by (3.5)\n change [ghost v] effect by (-20)\nend\ndelete this clone\n\ndefine reset\nbroadcast (death v)\ngo to x: (-200) y: (-73)\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <key (r v) pressed?>> then\n reset\n end\n if <touching (lava v)?> then\n reset\n end\nend\n\nwhen flag clicked\n\nforever\n play sound [so sad D: v] until done\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (u v) pressed?> then\n set volume to (40) %\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\ngo to x: (-200) y: (-57)\nforever\n if <key (right arrow v) pressed?> then\n change [xvelocity v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xvelocity v] by (-1)\n point in direction (-90)\n end\n set [xvelocity v] to ((xvelocity) * (.9))\n change x by (xvelocity)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change x by ((xvelocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xvelocity) > [0]> then\n set [xvelocity v] to [-5]\n else\n set [xvelocity v] to [5]\n end\n set [yvelocity v] to [10]\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (join [costume2] (weapon number))\n change [yvelocity v] by (-1)\n change y by (yvelocity)\n if <touching (lvl v)?> then\n change y by ((yvelocity) * (-1))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <touching (lvl v)?> then\n change [yvelocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n go to x: (-200) y: (-73)\n end\nend\n\nwhen I receive [death v]\nplay sound [death v] until done\n\nwhen I receive [switch of the weapon v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <touching (boss \(unfinished\) v)?> then\n wait (0.3) seconds\n end\nend\n\n@Player2\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [brightness v] effect by (3.5)\n change [ghost v] effect by (-20)\nend\ndelete this clone\n\ndefine reset\nbroadcast (death v)\ngo to x: (-200) y: (-73)\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <key (r v) pressed?>> then\n reset\n end\n if <touching (lava v)?> then\n reset\n end\nend\n\nwhen flag clicked\n\nforever\n play sound [so sad D: v] until done\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (u v) pressed?> then\n set volume to (40) %\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\ngo to x: (-200) y: (-57)\nforever\n if <key (d v) pressed?> then\n change [xvelocity v] by (1)\n point in direction (90)\n end\n if <key (a v) pressed?> then\n change [xvelocity v] by (-1)\n point in direction (-90)\n end\n set [xvelocity v] to ((xvelocity) * (.9))\n change x by (xvelocity)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change x by ((xvelocity) * (-1))\n change y by (-5)\n end\n if <key (w v) pressed?> then\n if <(xvelocity) > [0]> then\n set [xvelocity v] to [-5]\n else\n set [xvelocity v] to [5]\n end\n set [yvelocity v] to [10]\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n switch costume to (join [costume2] (weapon number))\n change [yvelocity v] by (-1)\n change y by (yvelocity)\n if <touching (lvl v)?> then\n change y by ((yvelocity) * (-1))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <key (w v) pressed?> then\n if <touching (lvl v)?> then\n change [yvelocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n go to x: (-200) y: (-73)\n end\nend\n\nwhen I receive [death v]\nplay sound [death v] until done\n\nwhen I receive [switch of the weapon v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <touching (boss \(unfinished\) v)?> then\n wait (0.3) seconds\n end\nend\n\n@lava\n\nwhen flag clicked\ngo to x: (18) y: (-25)\nset [level v] to [1]\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\nwhen flag clicked\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\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@lvl\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Effect2\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n wait (pick random (0.1) to (0.3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (50) to (100)) %\nswitch costume to (pick random (1) to (2))\ngo to x: (pick random (-230) to (230)) y: (-180)\nshow\nrepeat until <(y position) > [170]>\n change y by (3)\nend\ndelete this clone\n\n@Effect\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n wait (pick random (0.1) to (0.3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (50) to (100)) %\nswitch costume to (pick random (1) to (2))\ngo to x: (pick random (-230) to (230)) y: (-180)\nshow\nrepeat until <(y position) > [170]>\n change y by (3)\nend\ndelete this clone\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume14 v)\n\n@Boss\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@ low quality sword D:2\n\nwhen flag clicked\nhide\nforever\n if <(level) > [13]> then\n go to x: (-3) y: (-10)\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nset [level v] to [14]\n\nwhen I start as a clone\nhide\nset [weapon number v] to [1]\nset [weapon type v] to [1]\nbroadcast (sword v)\ndelete this clone\n\nwhen I start as a clone\nhide\nforever\n show\n point in direction (90)\n switch costume to (swing v)\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [sword v]\nforever\n if then\n swing sword\n wait until <not <key (e v) pressed?>>\n end\nend\n\ndefine swing sword\nshow\nif <([direction v] of [player v]) = [90]> then\n set size to (100) %\n point in direction (30)\n repeat (7)\n turn right (20) degrees\n switch costume to (swing v)\n go to (player2 v)\n broadcast (switch of the weapon v)\n end\nelse\n set size to (100) %\n point in direction (150)\n repeat (7)\n turn right (-20) degrees\n switch costume to (swing2 v)\n go to (player2 v)\n broadcast (switch of the weapon v)\n end\nend\nhide\n\n
blue player: arrows\nRed player: WASD\npress space to swing sword(if you have it )for Red it's E\n100 likes for part two!
Harry Potter and the Deathly hallows, the last story. # Scrolling platformer # and Platformer
@Stage\n\nwhen flag clicked\nstart sound [4 \(2\) v]\nswitch backdrop to (wall \(1\)4 \(1\)2 v)\nwait (1) seconds\nforever\n repeat (5)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n switch backdrop to (wall \(1\)4 \(1\) \(1\) v)\n stop [this script v]\nend\n\nwhen I receive [start v]\nswitch backdrop to (wall \(1\)4 \(1\)3 v)\nstop all sounds\nplay sound [1 \(1\) v] until done\nplay sound [3 \(1\) v] until done\n\nwhen I receive [next level v]\nswitch backdrop to (wall \(1\)4 \(1\)5 v)\nwait (1) seconds\nwait (1) seconds\nswitch backdrop to (111 v)\nbroadcast (5 v)\nswitch backdrop to (d8s0ree-199e5342-c43a-4aed-8497-25e497d18aec v)\n\nwhen I receive [died v]\nswitch backdrop to (d8s0ree-199e5342-c43a-4aed-8497-25e497d18aec2 v)\nwait (1) seconds\nswitch backdrop to (e33c307db3b6d742afcf8ac7d724fbf8 v)\n\nwhen I receive [died v]\nstop all sounds\nwait (1) seconds\nstart sound [Neville the Hero_Alexandre Desplat_Harry Potter and the Deathly Hallows, Pt3 v]\n\nwhen I receive [lose! v]\nswitch backdrop to (wall \(1\)4 \(1\)6 v)\nstop [all v]\n\nwhen I receive [winnnnnnnnnnnnnn! v]\nswitch backdrop to (black! v)\nwait (2) seconds\nswitch backdrop to (배경 1 v)\nstop all sounds\nplay sound [Courtyard Apocalypse_Alexandre Desplat_Harry Potter and the Deathly Hallows, Pt v] until done\nstop [all v]\n\nwhen I receive [5 v]\nstop all sounds\n\nwhen I receive [5 v]\nstop all sounds\n\n@Start\n\nshow\n\nwhen flag clicked\nhide\nwait (2) seconds\nswitch costume to (start! v)\nwait (1) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [glideee v] to [0.2]\nset [ghost v] effect to (80)\nset size to (200) %\nshow\nrepeat (9)\n change size by ((glideee) - ((glideee) * (2)))\n change [ghost v] effect by ((glideee) - ((glideee) * (2)))\n change [glideee v] by ((glideee) * (1.03))\nend\nrepeat (5)\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\n change size by (-0.05)\nend\ngo to x: (0) y: (0)\nrepeat (30)\n change size by (-0.05)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n broadcast (start v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@Harry potter\n\nbroadcast (glow v)\n\ndefine reset\nset [yv v] to [0]\nset [xv v] to [0]\nif <(Chackpoint) = [0]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [x pos v] to [0]\n set [y pos v] to [0]\nend\nif <(Chackpoint) = [1]> then\n set [scroll x v] to [3630]\n set [scroll y v] to [175]\n set [x pos v] to [3630]\n set [y pos v] to [175]\nend\nif <(Chackpoint) = [2]> then\n set [scroll x v] to [2850]\n set [scroll y v] to [155]\n set [x pos v] to [2850]\n set [y pos v] to [155]\nend\nset [dead? v] to [no]\nset [win? v] to [no]\nset size to (35) %\nset [ghost v] effect to (0)\npoint in direction (90)\nshow\n\ndefine Position\ngo to x: ((X pos) - (SCROLL X)) y: ((Y pos) - (SCROLL Y))\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\nset rotation style [left-right v]\nbroadcast (set up v)\nbroadcast (reset v)\nreset\nforever\n physics\n broadcast (Scroll v)\n if <(dead?) = [yes]> then\n broadcast (reset v)\n broadcast (set up v)\n reset\n end\nend\n\ndefine physics\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1.8)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1.8)\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (.8))\nChange x pos (round (Xv))\nChange y pos (Yv)\nif <(Yv) > [-10]> then\n change [yv v] by (-1)\nend\nif <<<<touching (lavaladder v)?> or <touching (dangers v)?>> or <touching (spinny thing v)?>> and <<touching (fire v)?> or <<touching (dangers3 v)?> or <not <touching (thingy v)?>>>>> then\n set [dead? v] to [yes]\nend\nif <touching (mushrooms v)?> then\n set [yv v] to [22]\nend\nif <<<touching (jump pulses v)?> or <<touching (jump pulses2 v)?> or <touching (jump pulses3 v)?>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [yv v] to [15]\nend\n\ndefine Change x pos (amount)\nchange [x pos v] by (amount)\nPosition\nif <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (snake idle v)?> or <touching (moving plats2 v)?>>>> then\n if <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (snake idle v)?> or <touching (moving plats2 v)?>>>> then\n change [y pos v] by (1)\n Position\n if <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (snake idle v)?> or <touching (moving plats2 v)?>>>> then\n change [y pos v] by (1)\n Position\n if <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (snake idle v)?> or <touching (moving plats2 v)?>>>> then\n change [y pos v] by (1)\n Position\n if <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (snake idle v)?> or <touching (moving plats2 v)?>>>> then\n change [y pos v] by (1)\n Position\n if <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (snake idle v)?> or <touching (moving plats2 v)?>>>> then\n change [y pos v] by (1)\n Position\n end\n end\n end\n end\n end\n change [y pos v] by (-5)\n repeat until <not <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (snake idle v)?> or <touching (moving plats2 v)?>>>>>\n change [x pos v] by ((amount) * (-1))\n Position\n set [xv v] to [0]\n end\nend\nset [scroll x v] to (X pos)\nif <[0] > (SCROLL X)> then\n set [scroll x v] to [0]\nend\n\nwhen I receive [start v]\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n wait (0.05) seconds\n end\nend\n\ndefine Change y pos (amount)\nchange [y pos v] by (amount)\nPosition\nif <touching (fire v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(mouse y) > ((y position) + (20))>> then\n set [yv v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <(y position) > (mouse y)>> then\n set [yv v] to [-5]\n end\nend\nif <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (snake idle v)?> or <touching (moving plats2 v)?>>>> then\n repeat until <not <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (snake idle v)?> or <touching (moving plats2 v)?>>>>>\n if <(Yv) > [0]> then\n change [y pos v] by (-1)\n else\n change [y pos v] by (1)\n end\n Position\n set [yv v] to [0]\n end\nend\nchange [y pos v] by (-1)\nPosition\nif <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (snake idle v)?> or <touching (moving plats2 v)?>>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n end\nend\nchange [y pos v] by (1)\nPosition\nchange [scroll y v] by ((y position) / (10))\nif <[20] > (SCROLL Y)> then\n set [scroll y v] to [20]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <touching (spinny thing3 v)?> then\n broadcast (Next Level v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (fire v)?> or <<touching (fire v)?> or <touching (dangers3 v)?>>> then\n broadcast (start v)\n broadcast (aPPEAR v)\n end\nend\n\nif then\nend\n\n@groundFairy\n\nwhen I receive [reset v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [set up v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [20]\nwait (0) seconds\nClone at [450] [20] [2]\nClone at [450] [20] [3]\nClone at [500] [20] [4]\nClone at [600] [20] [5]\nClone at [480] [20] [6]\nClone at [450] [20] [7]\nClone at [450] [20] [8]\nClone at [600] [20] [9]\nClone at [450] [20] [10]\n\nwhen I receive [scroll v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset size to (100) %\n\nwhen I start as a clone\nhide\nrepeat (10)\n wait (.01) seconds\n show\nend\n\ndefine Clone at (x) (y) (costume)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nswitch costume to (costume)\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to [back v] layer\n\nClone at [450] [20] [11]\n\nwhen I receive [black v]\nhide\n\ndelete this clone\n\nwhen I receive [the other start v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [5 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@dangers\n\nwhen I receive [scroll v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset size to (100) %\n\nwhen I receive [reset v]\nshow\ndelete this clone\n\nwhen I receive [set up v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [20]\nClone at [450] [20] [2]\nClone at [3630] [20] [4]\nClone at [3630] [20] [6]\n\nwhen I start as a clone\nhide\nrepeat (10)\n wait (.01) seconds\n show\nend\n\ndefine Clone at (x) (y) (costume)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nswitch costume to (costume)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [the other start v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [5 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [5 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@스프라이트 1\n\n@스프라이트 4\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\n\nwhen I receive [5 v]\nhide\n\n@스프라이트 2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [5 v]\nhide\n\n@스프라이트 5\n\ndefine Change y pos (amount)\nchange [y pos v] by (amount)\nPosition\nif <touching (fire v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv 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 [yv v] to [-5]\n end\nend\nif <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (block v)?> or <touching (moving plats2 v)?>>>> then\n repeat until <not <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (block v)?> or <touching (moving plats2 v)?>>>>>\n if <(Yv) > [0]> then\n change [y pos v] by (-1)\n else\n change [y pos v] by (1)\n end\n Position\n set [yv v] to [0]\n end\nend\nchange [y pos v] by (-1)\nPosition\nif <<touching (groundfairy v)?> or <<touching (moving plats v)?> or <<touching (block v)?> or <touching (moving plats2 v)?>>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n end\nend\nchange [y pos v] by (1)\nPosition\nchange [scroll y v] by ((y position) / (10))\nif <[20] > (SCROLL Y)> then\n set [scroll y v] to [20]\nend\n\n@스프라이트 13\n\n@스프라이트 3\n\n@lavaladder\n\nwhen I receive [scroll v]\ngo to x: ((x) - (SCROLL X)) y: (((([sin v] of ((timer) * (100)) ) * (10)) + (y)) - (SCROLL Y))\nset size to (100) %\n\nwhen I receive [set up v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [20]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\nClone at [450] [20] [1]\n\nwhen I start as a clone\nhide\nrepeat (10)\n wait (.01) seconds\n show\nend\n\ndefine Clone at (x) (y) (costume)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nswitch costume to (costume)\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nshow\ndelete this clone\n\nwhen I receive [start v]\nshow\ndelete this clone\n\nwhen I receive [the other start v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [5 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@snake idle\n\nwhen I start as a clone\nhide\nrepeat (10)\n wait (.02) seconds\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [scroll v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset size to (50) %\n\ndefine Clone at (x) (y) (costume)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nswitch costume to (costume)\n\nwhen I receive [set up v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [20]\nClone at [450] [20] [2]\nClone at [3630] [20] [4]\n\nwhen I start as a clone\nforever\n if <touching (stupefy! v)?> then\n repeat (5)\n change [pixelate v] effect by (100)\n end\n clear graphic effects\n change [ghost v] effect by (-100)\n hide\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [the other start v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [5 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@moving plats\n\nwhen I receive [scroll v]\ngo to x: (((([sin v] of ((timer) * (50)) ) * (200)) + (x)) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset size to (100) %\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\nhide\nset [x v] to [1300]\nset [y v] to [80]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [5 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [the other start v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@스프라이트 6\n\nwhen flag clicked\nhide\nwait (2) seconds\nswitch costume to (모양 1 v)\nwait (1) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [glideee v] to [0.2]\nset [ghost v] effect to (80)\nset size to (200) %\nshow\nrepeat (9)\n change size by ((glideee) - ((glideee) * (2)))\n change [ghost v] effect by ((glideee) - ((glideee) * (2)))\n change [glideee v] by ((glideee) * (1.03))\nend\nrepeat (5)\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\n change size by (-0.01)\nend\ngo to x: (0) y: (0)\nrepeat (30)\n change size by (-0.01)\nend\nset size to (100) %\n\nbroadcast (3 v)\n\nwhen I receive [start v]\nhide\n\n@Wand\n\nwhen I receive [home v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (harry potter v)\n point towards (mouse-pointer v)\nend\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [5 v]\nshow\nforever\n go to (harry potter player v)\n point towards (mouse-pointer v)\nend\n\nwhen flag clicked\nswitch costume to (모양 1 v)\n\nwhen [space v] key pressed\nswitch costume to (2 \(5\) v)\nwait (5) seconds\nswitch costume to (모양 1 v)\n\nwhen I receive [died v]\nhide\n\nwhen I receive [harry wake up! v]\nshow\nforever\n go to (harry harry potter potter v)\n point towards (mouse-pointer v)\nend\n\nwhen I receive [winnnnnnnnnnnnnn! v]\nhide\n\n@stupefy!\n\nwhen I start as a clone\nshow\nforever\n move (15) steps\n if <<touching (_edge_ v)?> or <<touching (snake idle v)?> or <<touching (스프라이트 7 v)?> or <<touching (death eater v)?> or <<touching (dangers3 v)?> or <<touching (스프라이트 10 v)?> or <<touching (gslime3 v)?> or <<touching (gslime v)?> or <<touching (gslime2 v)?> or <<touching (lava monster v)?> or <<touching (he who must not be nameknights - 복사본2 v)?> or <touching (golem2 v)?>>>>>>>>>>>> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n go to (wand v)\n point towards (mouse-pointer v)\nend\n\nwhen I receive [start v]\nforever\n if <key (m v) pressed?> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [died v]\nforever\n go to (wand v)\n point towards (mouse-pointer v)\nend\n\nwhen flag clicked\nhide\n\ngo to (harry potter player v)\n\n@spinny thing\n\nwhen I receive [reset v]\npoint in direction (90)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [20]\nhide\ngo to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [set up v]\nswitch costume to (1 v)\nwait (0) seconds\nClone at [3180] [80] [1]\nshow\n\nwhen I receive [scroll v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\ngo to [back v] layer\ngo [backward v] (3) layers\nturn right (2) degrees\n\ndefine Clone at (x) (y) (costume)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nswitch costume to (costume)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@spinny thing2\n\nwhen I receive [reset v]\npoint in direction (90)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [20]\nhide\ngo to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [set up v]\nswitch costume to (1 v)\nwait (0) seconds\nClone at [3180] [80] [1]\nshow\n\nwhen I receive [scroll v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\ngo to [back v] layer\ngo [backward v] (3) layers\nturn right (2) degrees\n\ndefine Clone at (x) (y) (costume)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nswitch costume to (costume)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [5 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@spinny thing3\n\nwhen I receive [reset v]\npoint in direction (90)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [20]\nhide\ngo to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [set up v]\nswitch costume to (1 v)\nwait (0) seconds\nClone at [3180] [80] [1]\nshow\n\nwhen I receive [scroll v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\ngo to [back v] layer\ngo [backward v] (3) layers\n\ndefine Clone at (x) (y) (costume)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nswitch costume to (costume)\n\nwhen flag clicked\nhide\n\nturn right (2) degrees\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@dangers2\n\nwhen I receive [scroll v]\n\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset size to (100) %\n\nwhen I receive [reset v]\n\nshow\ndelete this clone\n\nwhen I receive [set up v]\n\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [20]\nClone at [450] [20] [2]\nClone at [3630] [20] [4]\nClone at [3630] [20] [6]\n\nwhen I start as a clone\n\ndefine Clone at (x) (y) (costume)\n\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nswitch costume to (costume)\n\nwhen flag clicked\nhide\n\nhide\nrepeat (10)\n wait (.01) seconds\n show\nend\n\nwhen I receive [the other start v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [5 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@dangers3\n\nwhen I receive [scroll v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset size to (100) %\n\nwhen I receive [reset v]\nforever\n show\nend\n\nwhen I receive [set up v]\nswitch costume to (1 v)\nset [x v] to [0]\nset [y v] to [20]\nClone at [450] [20] [2]\nClone at [3630] [20] [4]\nClone at [3630] [20] [6]\n\nwhen I start as a clone\nhide\nrepeat (10)\n wait (.01) seconds\n show\nend\n\ndefine Clone at (x) (y) (costume)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nswitch costume to (costume)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (stupefy! v)?> then\n repeat (5)\n change [pixelate v] effect by (25)\n end\n clear graphic effects\n delete this clone\n end\nend\n\nwhen I receive [5 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [the other start v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [start v]\nforever\n show\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen I receive [appear v]\nshow\n\n@Harry potter player\n\nwhen flag clicked\nhide\n\nwhen I receive [5 v]\nshow\ngo to x: (-161) y: (-75)\n\nwhen [m v] key pressed\nsay [Stupefy!] for (0.7) seconds\n\nwhen I receive [5 v]\nhide\nset [p2life v] to [5]\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 (level v)?> or <<touching (level3 v)?> or <<touching (level4 v)?> or <<touching (스프라이트 9 v)?> or <<touching (스프라이트 10 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (level v)?> or <<touching (<touching (<touching (스프라이트 14 v)?> v)?> v)?> or <<touching (스프라이트 9 v)?> or <<touching (스프라이트 10 v)?> or <<touching (스프라이트 22 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (level v)?> or <<touching (level3 v)?> or <<touching (level4 v)?> or <<touching (스프라이트 9 v)?> or <<touching (스프라이트 10 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (level v)?> or <<touching (스프라이트 3 v)?> or <<touching (level4 v)?> or <<touching (스프라이트 9 v)?> or <<touching (스프라이트 10 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change y by (1)\n if <<touching (level v)?> or <<touching (level v)?> or <<touching (level3 v)?> or <<touching (level4 v)?> or <<touching (스프라이트 9 v)?> or <<touching (스프라이트 10 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change y by (1)\n end\n end\n end\n end\n end\n if <<touching (level v)?> or <<touching (level v)?> or <<touching (level4 v)?> or <<touching (level4 v)?> or <<touching (스프라이트 9 v)?> or <<touching (스프라이트 10 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change x by ((XJ) * (-3))\n change y by (-9)\n if then\n if <(XJ) > [0]> then\n set [xj v] to [-7]\n else\n set [xj v] to [7]\n end\n set [yj v] to [16]\n else\n set [xj v] to [0]\n end\n end\n change [yj v] by (-0.9)\n change y by (YJ)\n if <<touching (level v)?> or <<touching (level v)?> or <<touching (level4 v)?> or <<touching (level3 v)?> or <<touching (스프라이트 9 v)?> or <<touching (스프라이트 10 v)?> or <touching (스프라이트 14 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 (level v)?> or <<touching (level4 v)?> or <<touching (level3 v)?> or <<touching (스프라이트 9 v)?> or <<touching (스프라이트 10 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n if then\n set [yj v] to [13]\n switch costume to (jump v)\n if <<touching (level v)?> or <<touching (level v)?> or <<touching (level4 v)?> or <<touching (level3 v)?> or <<touching (스프라이트 9 v)?> or <<touching (스프라이트 10 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n switch costume to (g v)\n end\n end\n end\n if <touching (door v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n change [level v] by (1)\n wait (1) seconds\n clear graphic effects\n go to x: (-182) y: (-69)\n end\n if <touching (spiks! v)?> then\n go to x: (-182) y: (-69)\n end\n if <touching (vine v)?> then\n end\n if <touching (avada kedabra v)?> then\n broadcast (DIED v)\n end\n if <touching (wind v)?> then\n if <key (up arrow v) pressed?> then\n change [yj v] by (0.8)\n end\n end\n if <<touching (스프라이트 10 v)?> or <<touching (스프라이트 8 v)?> or <<touching (golem2 v)?> or <<touching (fireball v)?> or <touching (rock v)?>>>>> then\n go to x: (-185) y: (-32)\n end\nend\n\n\n\nwhen I receive [5 v]\nswitch costume to (idle 1 v)\nforever\n if then\n point in direction (90)\n switch costume to (elf_m_idle_1 v)\n wait (0.1) seconds\n switch costume to (elf_m_idle_2 v)\n wait (.1) seconds\n switch costume to (elf_m_idle_4 v)\n wait (.1) seconds\n switch costume to (elf_m_walk_1 v)\n wait (.1) seconds\n switch costume to (elf_m_walk_2 v)\n wait (.1) seconds\n switch costume to (elf_m_walk_4 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (elf_m_idle_3 v)\n wait (0.1) seconds\n switch costume to (elf_m_idle_5 v)\n wait (.1) seconds\n switch costume to (elf_m_idle_6 v)\n wait (.1) seconds\n switch costume to (elf_m_walk_3 v)\n wait (.1) seconds\n switch costume to (elf_m_walk_5 v)\n wait (.1) seconds\n switch costume to (elf_m_walk_6 v)\n end\nend\n\nwhen I receive [5 v]\nforever\n if then\n set [sword v] to [0]\n change [xj v] by (-1)\n end\n if then\n set [sword v] to [1]\n change [xj v] by (1)\n end\n if <key (down arrow v) pressed?> then\n set [xj v] to [0]\n set [yj v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (elf_m_idle_1 v)\n\nshow\n\nwhen I receive [gone v]\nhide\n\nwhen I receive [5 v]\nforever\n if <(username) = [HermioneGranger_fan9]> then\n say [oh Hello Stella! john tell me about you! nice to meet you, btw be careful, XD only you can see this! ] for (10) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [5 v]\nforever\n if <(username) = [HSKnim]> then\n say [oh Hello Hesara! oh don't worry just you can see this,] for (4) seconds\n stop [this script v]\n end\nend\n\nwhen [space v] key pressed\nsay [Protego! ] for (2) seconds\n\nwhen I receive [5 v]\nforever\n if <(LEVEL) = [7]> then\n hide\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-153) y: (-91)\n\nwhen I receive [died v]\n\ngo to [front v] layer\n\nwhen [m v] key pressed\nsay [Stupefy!] for (1) seconds\n\nwhen [n v] key pressed\nsay [Wingardium Leviosa!] for (1) seconds\n\n@스프라이트 7\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [2]> then\n show\n go to x: (24) y: (-103)\n else\n hide\n end\nend\n\nwhen I receive [5 v]\nforever\n if <(LEVEL) = [2]> then\n next costume\n wait (0.1) seconds\n if <touching (stupefy! v)?> then\n repeat (5)\n change [mosaic v] effect by (25)\n end\n wait (0.1) seconds\n clear graphic effects\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\n@Golem2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\nwhen I receive [5 v]\nforever\n if <(LEVEL) = [3]> then\n go to x: (122) y: (-14)\n broadcast (Attack v) and wait\n else\n hide\n end\nend\n\nwait (0.1) seconds\n\nwhen I receive [attack v]\nwait (2) seconds\nrepeat until <(GOLEM LIFE) = [0]>\n wait (3) seconds\n switch costume to (golem throw1 v)\n wait (0.1) seconds\n switch costume to (golem throw2 v)\n wait (0.1) seconds\n switch costume to (golem throw3 v)\n wait (0.1) seconds\n switch costume to (golem throw4 v)\n wait (0.05) seconds\n switch costume to (golem throw5 v)\n broadcast (ROCK v)\n wait (0.05) seconds\n switch costume to (golem throw7 v)\n wait (0.05) seconds\n switch costume to (golem throw6 v)\n wait (0.3) seconds\nend\n\nwhen I receive [attack v]\nset [golem life v] to [1]\nswitch costume to (golem_idle_1 v)\nshow\nwait (0.5) seconds\nrepeat (5)\n switch costume to (golem_idle_1 v)\n wait (0.1) seconds\n switch costume to (golem_idle_2 v)\n wait (0.1) seconds\n switch costume to (golem_idle_3 v)\n wait (0.1) seconds\n switch costume to (golem_idle_4 v)\n wait (0.1) seconds\n switch costume to (golem_idle_5 v)\n wait (0.1) seconds\n switch costume to (golem_idle_6 v)\n wait (0.1) seconds\nend\n\nstop [other scripts in sprite v]\n\nbroadcast (Attack v)\n\nwhen I receive [attack v]\nforever\n if <<touching (stupefy! v)?> or <touching (weapon v)?>> then\n change [brightness v] effect by (10)\n broadcast (Golem Hit v)\n clear graphic effects\n wait (0.2) seconds\n end\nend\n\nwhen I receive [golem hide v]\nforever\n repeat (10)\n change [pixelate v] effect by (25)\n end\n clear graphic effects\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@LEVEL\n\nwhen flag clicked\nhide\nset [level v] to [0]\n\nwhen I receive [3 v]\ngo to x: (-2) y: (-25)\n\nwhen I receive [4 v]\ngo to x: (-2) y: (-25)\n\nwhen I receive [5 v]\ngo to x: (-2) y: (-25)\n\nwhen flag clicked\n\nwhen I receive [gone v]\nhide\n\nwhen I receive [5 v]\nshow\nset [level v] to [0]\nforever\n if <[0] = (LEVEL)> then\n switch costume to (1 v)\n end\n if <[1] = (LEVEL)> then\n switch costume to (2 v)\n end\n if <[2] = (LEVEL)> then\n switch costume to (3 v)\n end\n if <[3] = (LEVEL)> then\n switch costume to (4 v)\n end\n if <[4] = (LEVEL)> then\n switch costume to (5 v)\n end\n if <[5] = (LEVEL)> then\n switch costume to (6 v)\n end\n if <[6] = (LEVEL)> then\n switch costume to (7 v)\n end\n if <[7] = (LEVEL)> then\n switch costume to (8 v)\n end\nend\n\nset [나의 변수 v] to [0]\n\nwhen I receive [5 v]\nif <[3] = (LEVEL)> then\n broadcast (NEXT v)\nend\n\nwhen I receive [died v]\nhide\n\n@스프라이트 8\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [5 v]\nforever\n if <(LEVEL) = [3]> then\n show\n go to x: (-62) y: (22)\n go to [back v] layer\n else\n hide\n end\nend\n\ngo to [back v] layer\n\n@door\n\nwhen flag clicked\nhide\nset [level v] to [0]\n\nwhen I receive [5 v]\nshow\nforever\n if <(LEVEL) = [0]> then\n go to x: (196) y: (-77)\n end\n if <(LEVEL) = [1]> then\n go to x: (193) y: (-81)\n end\n if <(LEVEL) = [2]> then\n go to x: (188) y: (-73)\n end\n if <(LEVEL) = [3]> then\n show\n go to x: (197) y: (-75)\n end\n if <(LEVEL) = [4]> then\n go to x: (185) y: (-105)\n end\n if <(LEVEL) = [5]> then\n go to x: (196) y: (-83)\n end\n if <(LEVEL) = [6]> then\n go to x: (196) y: (-83)\n end\n if <(LEVEL) = [7]> then\n hide\n end\nend\n\n@Spiks! \n\nwhen flag clicked\nhide\n\nwhen I receive [5 v]\nforever\n if <(LEVEL) = [1]> then\n show\n go to x: (36) y: (28)\n switch costume to (모양 1 v)\n end\n if <(LEVEL) = [2]> then\n hide\n end\n if <(LEVEL) = [3]> then\n hide\n end\n if <(LEVEL) = [4]> then\n show\n go to x: (-14) y: (25)\n switch costume to (모양 2 v)\n end\n if <(LEVEL) = [5]> then\n hide\n end\nend\n\ngo to x: (36) y: (28)\n\n@ROCK\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to (golem2 v)\nend\n\nwhen I receive [rock v]\nforever\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\nwhen I start as a clone\nswitch costume to (golem throw2 v)\nshow\npoint towards (harry potter player v)\nforever\n if <not <(GOLEM LIFE) = [0]>> then\n move (10) steps\n if <<<touching (weapon v)?> or <<touching (_edge_ v)?> or <touching (harry potter player v)?>>> or <<touching color (#75cada)?> or <touching color (#97eaff)?>>> then\n start sound [Crunch v]\n switch costume to (golem throw2 v)\n wait (0.05) seconds\n switch costume to (cra v)\n wait (0.05) seconds\n switch costume to (cra2 v)\n wait (0.05) seconds\n switch costume to (cra3 v)\n wait (0.05) seconds\n switch costume to (cra4 v)\n wait (0.05) seconds\n switch costume to (cra5 v)\n wait (0.05) seconds\n delete this clone\n end\n end\nend\n\nwhen I receive [golem hide v]\nforever\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\n\n@스프라이트 10\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [4]> then\n show\n go to x: (36) y: (28)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [4]> then\n switch costume to (모양 1 v)\n if <touching (stupefy! v)?> then\n switch costume to (모양 1 v)\n wait (0.2) seconds\n switch costume to (모양 2 v)\n wait (0.2) seconds\n switch costume to (모양 3 v)\n wait (0.2) seconds\n switch costume to (모양 4 v)\n wait (0.2) seconds\n switch costume to (모양 5 v)\n wait (0.2) seconds\n switch costume to (모양 6 v)\n wait (0.2) seconds\n switch costume to (모양 7 v)\n wait (0.2) seconds\n switch costume to (모양 8 v)\n wait (0.2) seconds\n switch costume to (모양 9 v)\n hide\n stop [this script v]\n end\n end\nend\n\n@FIREBALL\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [5]> then\n go to (lava monster v)\n wait (2) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <<touching (level v)?> or <<touching (weapon v)?> or <<touching (wand v)?> or <touching (_edge_ v)?>>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nforever\n repeat until <<touching (weapon v)?> or <touching (_edge_ v)?>>\n change x by (-10)\n end\nend\n\nwhen I receive [dead v]\nforever\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@Golem Life\n\nwhen flag clicked\nhide\n\nwhen I receive [attack v]\nswitch costume to (17 v)\nforever\n hide\n if <(LEVEL) = [3]> then\n go to x: (117) y: (8)\n show\n else\n hide\n end\n if <(LEVEL) = [4]> then\n hide\n end\nend\n\nwhen I receive [golem hit v]\nwait (0.05) seconds\nnext costume\nforever\n if <(costume [number v]) = [18]> then\n hide\n broadcast (Golem Hide v)\n stop [this script v]\n else\n show\n end\nend\n\nwhen I receive [golem hide v]\nforever\n switch costume to (18 v)\n hide\nend\n\n@Lava Monster\n\nwhen flag clicked\nswitch costume to (모양 1 v)\nhide\nforever\n if <(LEVEL) = [5]> then\n show\n go to x: (67) y: (-91)\n end\n if <(LEVEL) = [5]> then\n switch costume to (모양 1 v)\n wait (0.1) seconds\n switch costume to (모양 2 v)\n wait (0.1) seconds\n switch costume to (모양 3 v)\n wait (0.1) seconds\n switch costume to (모양 4 v)\n wait (0.1) seconds\n end\n if <(LEVEL) = [6]> then\n hide\n end\nend\n\nwhen I receive [5 v]\nforever\n if <(LEVEL) = [5]> then\n if <touching (stupefy! v)?> then\n repeat (10)\n change [mosaic v] effect by (25)\n end\n broadcast (dead v)\n clear graphic effects\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\n@스프라이트 9\n\nwhen flag clicked\nhide\n\nwhen I receive [golem hide v]\nwait (1) seconds\nshow\ngo to x: (22) y: (37)\nstop [this script v]\n\nwhen I receive [5 v]\nforever\n if <[3] < (LEVEL)> then\n hide\n end\nend\n\n@스프라이트 11\n\nwhen flag clicked\nhide\n\nwhen I receive [died v]\nswitch costume to (모양 1 v)\nwait (1) seconds\nshow\ngo to x: (21) y: (-6)\n\nwhen I receive [harry wake up! v]\nswitch costume to (모양 2 v)\n\nwait (1) seconds\nshow\ngo to x: (21) y: (-6)\n\nwhen I receive [winnnnnnnnnnnnnn! v]\nhide\nhide variable [voldemort live v]\n\n@스프라이트 12\n\nwhen flag clicked\nhide\n\nwhen I receive [died v]\nwait (1) seconds\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [winnnnnnnnnnnnnn! v]\nhide\n\n@Harry harry Potter Potter\n\nwhen flag clicked\nhide\n\nwhen I receive [harry wake up! v]\ngo to x: (-131) y: (-47)\nswitch backdrop to (blue sky 2 2 v)\nhide\nset [p2life v] to [5]\nshow\nset [xr v] to [0]\nset [yr v] to [0]\nforever\n set [xr v] to ((XR) * (0.9))\n change x by (XR)\n if <<touching (스프라이트 11 v)?> or <<touching (level v)?> or <<touching (level3 v)?> or <<touching (level4 v)?> or <<touching (스프라이트 20 v)?> or <<touching (스프라이트 22 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change y by (1)\n if <<touching (스프라이트 11 v)?> or <<touching (level v)?> or <<touching (<touching (<touching (스프라이트 14 v)?> v)?> v)?> or <<touching (level4 v)?> or <<touching (스프라이트 20 v)?> or <<touching (스프라이트 22 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change y by (1)\n if <<touching (스프라이트 11 v)?> or <<touching (level v)?> or <<touching (level3 v)?> or <<touching (level4 v)?> or <<touching (스프라이트 20 v)?> or <<touching (스프라이트 22 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change y by (1)\n if <<touching (스프라이트 11 v)?> or <<touching (level v)?> or <<touching (스프라이트 3 v)?> or <<touching (level4 v)?> or <<touching (스프라이트 20 v)?> or <<touching (스프라이트 22 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change y by (1)\n if <<touching (스프라이트 11 v)?> or <<touching (level v)?> or <<touching (level3 v)?> or <<touching (level4 v)?> or <<touching (스프라이트 20 v)?> or <<touching (스프라이트 22 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change y by (1)\n end\n end\n end\n end\n end\n if <<touching (스프라이트 11 v)?> or <<touching (level v)?> or <<touching (level4 v)?> or <<touching (level4 v)?> or <<touching (스프라이트 20 v)?> or <<touching (스프라이트 22 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change x by ((XR) * (-2))\n change y by (-5)\n if then\n if <(XR) > [0]> then\n set [xr v] to [-5]\n else\n set [xr v] to [5]\n end\n set [yr v] to [12]\n else\n set [xr v] to [0]\n end\n end\n change [yr v] by (-0.9)\n change y by (YR)\n if <<touching (스프라이트 11 v)?> or <<touching (level v)?> or <<touching (level4 v)?> or <<touching (level3 v)?> or <<touching (스프라이트 20 v)?> or <<touching (스프라이트 22 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n change y by ((YR) * (-1))\n set [yr v] to [0]\n end\n change y by (-1)\n if <<touching (스프라이트 11 v)?> or <<touching (level v)?> or <<touching (level4 v)?> or <<touching (level3 v)?> or <<touching (스프라이트 20 v)?> or <<touching (스프라이트 22 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n if then\n set [yr v] to [15]\n switch costume to (jump v)\n if <<touching (스프라이트 11 v)?> or <<touching (level v)?> or <<touching (level4 v)?> or <<touching (level3 v)?> or <<touching (스프라이트 20 v)?> or <<touching (스프라이트 22 v)?> or <touching (스프라이트 14 v)?>>>>>>> then\n switch costume to (g v)\n end\n end\n end\n if <touching (vine v)?> then\n go to x: (-198) y: (-90)\n end\n if <touching (costume1 \(3\)2 v)?> then\n wait (0.1) seconds\n go to x: (-195) y: (-83)\n end\n if <touching (costume1 \(3\)2 v)?> then\n change [level v] by (1)\n end\n if <touching (gate0 \(1\) v)?> then\n change [level v] by (1)\n wait (0.1) seconds\n go to x: (-195) y: (-83)\n end\n if <<touching (door v)?> and <(Door) = [Open]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n change [level v] by (1)\n wait (1) seconds\n clear graphic effects\n go to x: (-182) y: (-69)\n end\n if <touching (three head dog v)?> then\n go to x: (-182) y: (-69)\n end\n if <touching (vine v)?> then\n go to x: (-182) y: (-69)\n end\n if <touching (avada kedabra v)?> then\n broadcast (DIED v)\n end\nend\n\nwhen I receive [harry wake up! v]\nforever\n if then\n set [sword v] to [0]\n change [xr v] by (-1)\n end\n if then\n set [sword v] to [1]\n change [xr v] by (1)\n end\n if <key (down arrow v) pressed?> then\n set [xr v] to [0]\n set [yr v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (elf_m_walk_6 v)\nforever\n if then\n point in direction (90)\n switch costume to (elf_m_walk_5 v)\n wait (0.1) seconds\n switch costume to (elf_m_idle_5 v)\n wait (.1) seconds\n switch costume to (elf_m_walk_3 \(2\) v)\n wait (.1) seconds\n switch costume to (elf_m_idle_6 v)\n wait (.1) seconds\n switch costume to (elf_m_idle_3 v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (1 v)\n wait (0.1) seconds\n switch costume to (2 v)\n wait (.1) seconds\n switch costume to (3 v)\n wait (.1) seconds\n switch costume to (4 v)\n wait (.1) seconds\n switch costume to (5 v)\n wait (.1) seconds\n switch costume to (6 v)\n end\nend\n\nwhen I receive [gone v]\nhide\n\nwhen I receive [harry wake up! v]\nforever\n if <<touching (gslime2 v)?> or <<touching (gslime v)?> or <<touching (gslime3 v)?> or <touching (fireball2 v)?>>>> then\n broadcast (health down! v)\n go to x: (-167) y: (78)\n end\nend\n\nwhen [n v] key pressed\nsay [Wingardium Leviosa!] for (1) seconds\n\nwhen [m v] key pressed\nsay [Stupefy!] for (1) seconds\n\nwhen I receive [winnnnnnnnnnnnnn! v]\nhide\n\n@Harry potter player2\n\nwhen I receive [5 v]\nforever\n if <(LEVEL) = [7]> then\n show\n go to x: (-175) y: (-89)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [died v]\nhide\n\n@Wind\n\nforever\n\nwhen flag clicked\nhide\n\nwhen I receive [5 v]\nforever\n hide\n if <(LEVEL) = [6]> then\n show\n end\nend\n\nwhen I receive [5 v]\nforever\n if <(LEVEL) = [5]> then\n repeat (30)\n change [pixelate v] effect by (5)\n end\n repeat (30)\n change [pixelate v] effect by (-5)\n end\n end\nend\n\n@GSlime2\n\nif <(x position) > [234]> then\n go to x: (-230) y: (y position)\nend\nif <(x position) < [-234]> then\n go to x: (230) y: (y position)\nend\n\nif <(x position) > [234]> then\n go to x: (-230) y: (y position)\nend\nif <(x position) < [-234]> then\n go to x: (230) y: (y position)\nend\n\nif <(x position) > [234]> then\n go to x: (-230) y: (y position)\nend\nif <(x position) < [-234]> then\n go to x: (230) y: (y position)\nend\n\nif <(x position) > [234]> then\n go to x: (-230) y: (y position)\nend\nif <(x position) < [-234]> then\n go to x: (230) y: (y position)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n change x by (1.5)\n if <(x position) > [234]> then\n go to x: (-230) y: (y position)\n end\nend\n\nwhen flag clicked\nhide\nset [slime 2 v] to [10]\ngo to x: (-207) y: (-52)\n\ngo to x: (-211) y: (-62)\n\nwhen I receive [harry wake up! v]\nwait (1) seconds\nset [slime 2 v] to [10]\nwait (5) seconds\nrepeat (15)\n wait (3) seconds\n create clone of (_myself_ v)\n change [slime 2 v] by (-1)\nend\n\nwhen I receive [harry wake up! v]\nwait (1) seconds\nforever\n if <(Slime 2) = [0]> then\n broadcast (Next Round v)\n broadcast (AVADA v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <<touching (stupefy! v)?> or <<touching (fire v)?> or <touching (fire2 v)?>>> then\n repeat (10)\n change [pixelate v] effect by (25)\n end\n clear graphic effects\n delete this clone\n end\n if <touching (wingardium leviosa! v)?> then\n repeat (10)\n change y by (20)\n turn right (15) degrees\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (crucio! v)?> then\n say [AHH!]\n repeat (10)\n turn left (15) degrees\n end\n delete this clone\n end\nend\n\n@FIREBALL2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <<touching (level v)?> or <<touching (weapon v)?> or <<<touching color (#75cada)?> or <touching color (#97eaff)?>> or <touching (_edge_ v)?>>>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nforever\n repeat until <<touching (weapon v)?> or <touching (_edge_ v)?>>\n change x by (-10)\n end\nend\n\nwhen I receive [abada lol! v]\ngo to (he who must not be nameknights - 복사본2 v)\nwait (1) seconds\nrepeat (5)\n wait (3) seconds\n create clone of (_myself_ v)\nend\nbroadcast (ABDW! v)\n\nwhen I receive [winnnnnnnnnnnnnn! v]\nforever\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [next round v]\nforever\n if <(voldemort live) = [0]> then\n hide\n stop [this script v]\n end\nend\n\n@GSlime\n\nwhen I receive [harry wake up! v]\nwait (1) seconds\nset [slime v] to [10]\nwait (5) seconds\nrepeat (15)\n wait (3) seconds\n create clone of (_myself_ v)\n change [slime v] by (-1)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n if <<touching (stupefy! v)?> or <<touching (fire v)?> or <touching (fire2 v)?>>> then\n repeat (10)\n change [pixelate v] effect by (25)\n end\n clear graphic effects\n delete this clone\n end\n if <touching (wingardium leviosa! v)?> then\n repeat (10)\n change y by (20)\n turn right (15) degrees\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\npoint in direction (90)\n\nwhen I start as a clone\nshow\nforever\n change x by (-1.5)\n if <(x position) < [-234]> then\n go to x: (225) y: (y position)\n end\nend\n\nwhen I receive [harry wake up! v]\nwait (1) seconds\nset [slime v] to [10]\ngo to x: (219) y: (-49)\nhide\n\nwhen I receive [harry wake up! v]\nwait (1) seconds\nforever\n if <(Slime) = [0]> then\n broadcast (Next Round v)\n broadcast (AVADA v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n if <touching (crucio! v)?> then\n say [AHH!]\n repeat (10)\n turn left (15) degrees\n end\n delete this clone\n end\nend\n\nwait (0.5) seconds\n\n@GSlime3\n\nif <(x position) > [234]> then\n go to x: (-230) y: (y position)\nend\nif <(x position) < [-234]> then\n go to x: (230) y: (y position)\nend\n\nif <(x position) > [234]> then\n go to x: (-230) y: (y position)\nend\nif <(x position) < [-234]> then\n go to x: (230) y: (y position)\nend\n\nif <(x position) > [234]> then\n go to x: (-230) y: (y position)\nend\nif <(x position) < [-234]> then\n go to x: (230) y: (y position)\nend\n\nif <(x position) > [234]> then\n go to x: (-230) y: (y position)\nend\nif <(x position) < [-234]> then\n go to x: (230) y: (y position)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n change x by (1.5)\n if <(x position) > [234]> then\n go to x: (-230) y: (y position)\n end\nend\n\nwhen flag clicked\nhide\nset [goblin ! v] to [10]\ngo to x: (-211) y: (-62)\n\nwhen I receive [abdw! v]\nset [goblin ! v] to [10]\nwait (3) seconds\nrepeat (15)\n wait (2) seconds\n create clone of (_myself_ v)\n change [goblin ! v] by (-1)\nend\n\nwhen I receive [abdw! v]\nforever\n if <(Goblin !) = [0]> then\n broadcast (Next Round v)\n broadcast (AVADA v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <<touching (stupefy! v)?> or <<touching (fire v)?> or <<touching color (#75cada)?> or <touching color (#97eaff)?>>>> then\n repeat (10)\n change [mosaic v] effect by (25)\n end\n clear graphic effects\n delete this clone\n end\n if <touching (wingardium leviosa! v)?> then\n repeat (10)\n change y by (20)\n turn right (15) degrees\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (crucio! v)?> then\n say [AHH!]\n repeat (10)\n turn left (15) degrees\n end\n delete this clone\n end\nend\n\nwhen I receive [winnnnnnnnnnnnnn! v]\nforever\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [winnnnnnnnnnnnnn! v]\nforever\n delete this clone\nend\n\n@he who must not be nameknights - 복사본\n\nwhen flag clicked\nswitch costume to (knights - 복사본 v)\nhide\n\nwhen I receive [gone v]\nhide\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen I receive [died v]\nforever\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [5 v]\nforever\n if <(LEVEL) = [7]> then\n say [Harry Potter] for (2) seconds\n wait (1) seconds\n say [The boy who live...] for (2) seconds\n wait (1) seconds\n say [Come to died] for (2) seconds\n wait (1) seconds\n say [AVADA KEDABRA!] for (2) seconds\n broadcast (DIed v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [5 v]\nforever\n if <(LEVEL) = [7]> then\n show\n go to x: (197) y: (-75)\n end\nend\n\n@스프라이트 14\n\nwhen flag clicked\nhide\n\nwhen I receive [died v]\nwait (1) seconds\nshow\ngo to x: (36) y: (28)\nwait (1) seconds\nsay [I have something to tell you] for (2) seconds\nwait (1) seconds\nsay [doesn't matter Harry's gone] for (2) seconds\nwait (0.5) seconds\nsay [People died every day!] for (2) seconds\nwait (1) seconds\nsay [Friend, Family...] for (2) seconds\nwait (1) seconds\nsay [we lost Harry tonight] for (2) seconds\nwait (1) seconds\nsay [but he still with us, in here!] for (2) seconds\nwait (1) seconds\nsay [Fred, remus, tonks.. all of them] for (2) seconds\nwait (1) seconds\nsay [they didn't died in vain] for (2) seconds\nwait (1) seconds\nsay [but you will! because you are wrong! ] for (3) seconds\nwait (1) seconds\nsay [Harry heart did for us! for all of us! it's not over!] for (4) seconds\nwait (1) seconds\nbroadcast (Harry WAKE UP! v)\nhide\n\ngo to [front v] layer\n\n@he who must not be nameknights - 복사본2\n\nwhen I receive [gone v]\nhide\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen I receive [died v]\nset size to (100) %\nwait (1) seconds\nshow\ngo to x: (196) y: (-31)\n\nwhen I receive [harry wake up! v]\nset [voldemort live v] to [10]\nhide\n\nwhen I receive [next round v]\nshow variable [voldemort live v]\nshow\ngo to x: (196) y: (-31)\nwait (1) seconds\nbroadcast (ABADA LOL! v)\n\nwhen flag clicked\nhide variable [voldemort live v]\nset [voldemort live v] to [10]\n\nwhen I receive [next round v]\nforever\n if <touching (stupefy! v)?> then\n change [voldemort live v] by (-1)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [next round v]\nforever\n if <(voldemort live) = [0]> then\n repeat (6)\n change size by (10)\n end\n repeat (10)\n change [brightness v] effect by (25)\n end\n say [Ahhhhhhhhhhhhhhhhhh!!!!!!!!] for (2) seconds\n wait (1) seconds\n clear graphic effects\n hide\n broadcast (WINNNNNNNNNNNNNN! v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [abdw! v]\nhide\n\nwhen I receive [winnnnnnnnnnnnnn! v]\nforever\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [winnnnnnnnnnnnnn! v]\nhide\n\n@Harry Health\n\nwhen flag clicked\nhide\n\nwhen I receive [harry wake up! v]\ngo to x: (-185) y: (157)\nwait (3) seconds\nshow\ngo to [front v] layer\nswitch costume to (모양 1 v)\n\nwhen flag clicked\nset [harry health v] to [4]\n\nwhen I receive [health down! v]\nwait (0.1) seconds\nchange [harry health v] by (-1)\n\nwhen I receive [black v]\n\nwhen I receive [health down! v]\nforever\n if <(Harry health) = [0]> then\n broadcast (lose! v)\n wait (0.1) seconds\n hide\n stop [all v]\n end\nend\n\nwhen I receive [finally! v]\nhide\n\nnext costume\n\nwhen I receive [harry wake up! v]\nforever\n if <(Harry health) = [4]> then\n switch costume to (모양 1 v)\n end\n if <(Harry health) = [3]> then\n switch costume to (모양 2 v)\n end\n if <(Harry health) = [2]> then\n switch costume to (모양 3 v)\n end\n if <(Harry health) = [1]> then\n switch costume to (모양 4 v)\n end\n if <(Harry health) = [0]> then\n switch costume to (모양 5 v)\n end\nend\n\nwhen I receive [next round v]\nset [harry health v] to [4]\n\nwhen I receive [winnnnnnnnnnnnnn! v]\nhide\nstop [this script v]\n\n@Wingardium Leviosa!\n\nwhen I start as a clone\nshow\nforever\n move (15) steps\n if <<touching (_edge_ v)?> or <<touching (snake idle v)?> or <<touching (스프라이트 7 v)?> or <<touching (death eater v)?> or <<touching (dangers3 v)?> or <<touching (스프라이트 10 v)?> or <<touching (gslime3 v)?> or <<touching (gslime v)?> or <<touching (gslime2 v)?> or <<touching (lava monster v)?> or <<touching (he who must not be nameknights - 복사본2 v)?> or <touching (golem2 v)?>>>>>>>>>>>> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [harry wake up! v]\nforever\n go to (wand v)\n point towards (mouse-pointer v)\nend\n\nwhen I receive [harry wake up! v]\nforever\n if <key (n v) pressed?> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\ngo to (harry potter player v)\n\n
The Last Story is finally came!!!!!!!\nArrow key to move M to Stupefy! N to Wingardium Leviosa! Did my spell works? XD\nLevel 1 is a scrolling platform. But the second level is just a platformer. The reason for this is that.... it is hard to make both into a scrolling platform.\nPlease understand this.\nif you stuck on the ground press R \nThere are some bugs on the Scrolling platformer so Be careful and don't fall on the Lava and don't touch the thorn\nPlease press heart and Favorite\n리믹스는 물어보지 말고 해도 됩니다. 아무것도 바꾸지 않고 올려도 상관 없습니다 제발 리믹스 해주세요(?)
David le cube (platformer)
@Stage\n\n@David\n\nwhen flag clicked\nset [gravité v] to [-1]\nset [force saut v] to [12]\nset [accélération v] to [1.5]\nset [résistance v] to [0.8]\nset [vitesse y v] to [0]\ngo to x: (-143) y: (58)\nforever\n if <key (up arrow v) pressed?> then\n if <(chute) < [3]> then\n set [vitesse y v] to (force saut)\n end\n end\n if <key (left arrow v) pressed?> then\n change [vitesse x v] by ((0) - (accélération))\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n change [vitesse x v] by (1.5)\n switch costume to (costume1 v)\n end\n set [vitesse x v] to ((résistance) * (vitesse x))\n change [vitesse y v] by (gravité)\n mouvement pas (([abs v] of (vitesse y) ) + ([abs v] of (vitesse x) ))\nend\n\ndefine mouvement pas (pas)\nchange [chute v] by (1)\nrepeat (pas)\n set [dernière valeur v] to (x position)\n change x by ((vitesse x) / (pas))\n if <touching color (#03ff2a)?> then\n set x to (dernière valeur)\n set [vitesse x v] to [0]\n end\n set [dernière valeur v] to (y position)\n change y by ((vitesse y) / (pas))\n if <touching color (#03ff2a)?> then\n set y to (dernière valeur)\n if <(vitesse y) < [0]> then\n set [chute v] to [0]\n end\n set [vitesse y v] to [0]\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nswitch backdrop to (decor1 v)\ngo to x: (-143) y: (58)\nset [vie v] to [10]\nset [niveau v] to [1]\nforever\n if <touching color (#fff103)?> then\n next backdrop\n go to x: (-143) y: (58)\n change [niveau v] by (1)\n end\n if <touching color (#ff0303)?> then\n change [vie v] by (-1)\n go to x: (-143) y: (58)\n start sound [oh non v]\n switch costume to (david mal v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\n if <(Vie) = [0]> then\n stop all sounds\n start sound [Lose v]\n hide\n switch backdrop to (game over v)\n wait (3) seconds\n switch backdrop to (david le cube v)\n wait (3) seconds\n stop [all v]\n end\nend\n\nwhen flag clicked\nstart sound [i'm david v]\nforever\n if <touching color (#ea03ff)?> then\n start sound [Teleport2 v]\n go to x: (145) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#c505ff)?> then\n go to x: (-214) y: (-54)\n start sound [Teleport2 v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Magic v] until done\nend\n\nwhen flag clicked\nforever\n if <touching color (#a40fff)?> then\n go to x: (112) y: (-151)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fff42b)?> then\n glide (0.2) secs to x: (208) y: (93)\n say [C'était un piège ce n'est pas la vrai sortie !] for (3) seconds\n go to x: (-143) y: (58)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff9c00)?> then\n glide (0.2) secs to x: (-138) y: (143)\n switch backdrop to (arrière-plan13 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffeb30)?> then\n glide (0.2) secs to x: (-96) y: (73)\n wait (1) seconds\n go to x: (-143) y: (58)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffdf26)?> then\n glide (0.2) secs to x: (-12) y: (73)\n wait (1) seconds\n go to x: (-143) y: (58)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffff52)?> then\n glide (0.2) secs to x: (103) y: (73)\n wait (1) seconds\n go to x: (-143) y: (58)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ea1bd5)?> then\n go to x: (-213) y: (102)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#f629ff)?> then\n go to x: (37) y: (142)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#2aff00)?> then\n switch backdrop to (salle au trésor v)\n go to x: (-120) y: (48)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#18ff00)?> then\n switch backdrop to (winner v)\n hide\n wait (8) seconds\n start sound [non fin v]\n switch backdrop to (arrière-plan18 v)\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n go to x: (-143) y: (58)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n hide\n if <([backdrop # v] of [_stage_ v]) = [12]> then\n show\n go to x: (172) y: (12)\n repeat (2)\n glide (2) secs to x: (-113) y: (12)\n glide (2) secs to x: (172) y: (12)\n end\n hide\n if <(Vie) = [0]> then\n hide\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n hide\n if <([backdrop # v] of [_stage_ v]) = [16]> then\n show\n go to x: (230) y: (97)\n end\n if <(Vie) = [0]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n hide\n if <([backdrop # v] of [_stage_ v]) = [17]> then\n show\n go to x: (-62) y: (-153)\n repeat (6)\n glide (0.5) secs to x: (-203) y: (-153)\n glide (0.5) secs to x: (-62) y: (-153)\n end\n hide\n if <(Vie) = [0]> then\n hide\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <([backdrop # v] of [_stage_ v]) = [18]> then\n go to x: (27) y: (24)\n show\n end\n if <([backdrop # v] of [_stage_ v]) = [19]> then\n go to x: (27) y: (24)\n show\n end\n if <(Vie) = [0]> then\n hide\n end\n if <touching (david v)?> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [20]> then\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n if <([backdrop # v] of [_stage_ v]) = [22]> then\n show\n go to x: (128) y: (27)\n glide (1) secs to x: (127) y: (-176)\n glide (1) secs to x: (126) y: (26)\n end\n if <([backdrop # v] of [_stage_ v]) = [23]> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <([backdrop # v] of [_stage_ v]) = [22]> then\n show\n go to x: (89) y: (23)\n glide (1) secs to x: (89) y: (-177)\n glide (1) secs to x: (89) y: (23)\n end\n if <([backdrop # v] of [_stage_ v]) = [23]> then\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n if <([backdrop # v] of [_stage_ v]) = [22]> then\n show\n go to x: (39) y: (25)\n glide (1) secs to x: (31) y: (-178)\n glide (1) secs to x: (39) y: (25)\n end\n if <([backdrop # v] of [_stage_ v]) = [23]> then\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n if <([backdrop # v] of [_stage_ v]) = [22]> then\n show\n go to x: (-9) y: (23)\n glide (1) secs to x: (-11) y: (-176)\n glide (1) secs to x: (-9) y: (23)\n end\n if <([backdrop # v] of [_stage_ v]) = [23]> then\n hide\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [2]> then\n show\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\nend\n\n
C'est un jeu d'aventure :\nles flèches pour se diriger et sauter.\nAmusez-vous et si vous arrivez jusqu'à la fin ( ça m'étonnerais): dites en commentaires la réponse de David. :) Le David le cube 2 est sorti allez voir !\nhttps://scratch.mit.edu/projects/640735671/
ice platformer~use magic~
@Stage\n\nwhen flag clicked\nstart sound [のびやか v]\n\nforever\nend\n\n@キャラ\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nforever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n start sound [Crunch v]\n repeat (3)\n next costume\n end\n else\n switch costume to (コスチューム3 v)\n end\nend\n\nswitch costume to (コスチューム4 v)\nrepeat (12)\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nset [前 v] to [0]\nforever\n if <(direction) = [90]> then\n set [前 v] to [1]\n else\n set [前 v] to [0]\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (-210) y: (-50)\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-210) y: (-50)\nforever\n set rotation style [left-right v]\n if <key (left arrow v) pressed?> then\n if <(動いちゃダメ) = [0]> then\n point in direction (-90)\n change [x2 v] by (-0.8)\n end\n end\n if <key (right arrow v) pressed?> then\n if <(動いちゃダメ) = [0]> then\n point in direction (90)\n change [x2 v] by (0.8)\n end\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1.0)\n if <touching (ステージ v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [5]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <key (up arrow v) pressed?> then\n start sound [音2 v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (ステージ v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (あ v)\n go to x: (-216) y: (-58)\n next backdrop\n end\nend\n\nwhen flag clicked\nforever\n if <touching (チェック v)?> then\n broadcast (次のステージ v)\n go to x: (-210) y: (-50)\n wait until <not <touching (チェック v)?>>\n change [ステージ番号 v] by (1)\n end\nend\n\n\n\ndefine 死\nstart sound [Police Siren v]\nset [動いちゃダメ v] to [1]\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0.1) seconds\nend\nhide\nwait (0.3) seconds\ngo to x: (-210) y: (-50)\nclear graphic effects\nshow\nset [動いちゃダメ v] to [0]\n\n死\n\nwhen flag clicked\nforever\n if <touching color (#a2e9ff)?> then\n change x by (-10)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff003e)?> then\n 死\n end\nend\n\nwhen flag clicked\nforever\n if <touching (マグマ v)?> then\n 死\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (とげ v)?> or <touching (とげ2 v)?>> then\n 死\n end\nend\n\nwhen flag clicked\nset [動いちゃダメ v] to [0]\n\nwhen flag clicked\nforever\n if <(動いちゃダメ) = [1]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (key v)?> then\n broadcast (とった v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#a0f3ff)?> then\n change x by (-10)\n end\nend\n\n@魔法\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n if <(前) = [1]> then\n show\n go to (キャラ v)\n switch costume to (コスチューム1 v)\n repeat (10)\n next costume\n repeat until <<touching (_edge_ v)?> or <touching (氷 v)?>>\n move (10) steps\n end\n wait (0.05) seconds\n end\n end\n else\n hide\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n if <<<touching (氷 v)?> or <touching (氷2 v)?>> or <touching (氷3 v)?>> then\n broadcast (とける v)\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(動いちゃダメ) = [1]> then\n stop [this script v]\n end\nend\n\n@ステージ\n\nwhen flag clicked\nset [ステージ番号 v] to [1]\nswitch costume to (1 v)\nforever\n go to x: (0) y: (0)\n show\nend\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\nforever\n if <(ステージ番号) = [9]> then\n broadcast (ゴール v)\n end\nend\n\n@氷\n\nwhen flag clicked\nforever\n if <(ステージ番号) = [3]> then\n go to x: (-30) y: (-68)\n show\n else\n if <(ステージ番号) = [5]> then\n go to x: (50) y: (158)\n show\n else\n if <(ステージ番号) = [7]> then\n go to x: (113) y: (100)\n show\n else\n if <(ステージ番号) = [8]> then\n go to x: (-104) y: (-59)\n show\n else\n hide\n end\n end\n end\n end\nend\n\ndefine とける\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nclear graphic effects\n\nwhen I receive [とける v]\nとける\n\nwhen flag clicked\nforever\nend\n\nhide\n\nhide\n\nshow\n\n@チェック\n\nwhen flag clicked\ngo to [back v] layer\nshow\n\nwhen flag clicked\nforever\n if <<(ステージ番号) = [4]> or <(ステージ番号) = [5]>> then\n go to x: (208) y: (178)\n show\n else\n if <<<<(ステージ番号) = [1]> or <(ステージ番号) = [2]>> or <<(ステージ番号) = [3]> or <(ステージ番号) = [6]>>> or <(ステージ番号) = [7]>> then\n go to x: (208) y: (-10)\n show\n else\n if <(ステージ番号) = [8]> then\n go to x: (237) y: (73)\n show\n else\n hide\n end\n end\n end\nend\n\ngo to x: (208) y: (178)\n\n@氷2\n\nwhen flag clicked\nforever\n if <(ステージ番号) = [3]> then\n show\n go to x: (17) y: (-68)\n else\n if <(ステージ番号) = [6]> then\n show\n go to x: (-14) y: (-68)\n else\n if <(ステージ番号) = [7]> then\n show\n go to x: (113) y: (142)\n else\n if <(ステージ番号) = [8]> then\n go to x: (-104) y: (-14)\n show\n else\n hide\n end\n end\n end\n end\nend\n\ndefine とける\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nclear graphic effects\n\nwhen I receive [とける v]\nとける\n\n@マグマ\n\nwhen flag clicked\nforever\n if <<(ステージ番号) = [4]> or <(ステージ番号) = [5]>> then\n show\n go to x: (84) y: (-173)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@氷3\n\nwhen flag clicked\nforever\n if <(ステージ番号) = [5]> then\n show\n go to x: (50) y: (116)\n else\n if <(ステージ番号) = [6]> then\n show\n go to x: (-13) y: (-27)\n else\n hide\n end\n end\nend\n\ndefine とける\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nclear graphic effects\n\nwhen I receive [とける v]\nとける\n\nif <(ステージ番号) = [6]> then\n show\n go to x: (58) y: (-70)\nelse\nend\n\n@とげ\n\nwhen flag clicked\nforever\n if <(ステージ番号) = [1]> then\n go to x: (153) y: (-60)\n show\n go to [back v] layer\n else\n if <(ステージ番号) = [4]> then\n go to x: (65) y: (120)\n show\n go to [back v] layer\n else\n if <(ステージ番号) = [6]> then\n go to x: (119) y: (-60)\n show\n go to [back v] layer\n else\n if <(ステージ番号) = [8]> then\n go to x: (58) y: (-24)\n show\n go to [back v] layer\n else\n hide\n end\n end\n end\n end\nend\n\n@タイム\n\nwhen flag clicked\nset [タイム v] to [0]\nshow variable [タイム v]\nrepeat until <(ステージ番号) = [9]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\n@とげ2\n\nwhen flag clicked\nforever\n if <(ステージ番号) = [1]> then\n go to x: (-16) y: (-60)\n show\n go to [back v] layer\n else\n if <(ステージ番号) = [2]> then\n go to x: (17) y: (75)\n show\n go to [back v] layer\n else\n if <(ステージ番号) = [6]> then\n go to x: (-122) y: (-60)\n show\n go to [back v] layer\n else\n hide\n end\n end\n end\nend\n\n@次へ\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nset [動いちゃダメ v] to [1]\nstart sound [High Whoosh v]\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0.1) seconds\nend\nhide\nset [動いちゃダメ v] to [0]\n\n@サムネ\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\n\n@バリア\n\nwhen flag clicked\nclear graphic effects\nforever\n if <(ステージ番号) = [7]> then\n go to x: (91) y: (-40)\n show\n go to [back v] layer\n else\n hide\n end\nend\n\nwhen I receive [オープン v]\nrepeat (4)\n change [ghost v] effect by (25)\n hide\nend\n\n@key\n\nwhen flag clicked\nclear graphic effects\nforever\n if <(ステージ番号) = [7]> then\n show\n go to x: (175) y: (89)\n else\n hide\n end\nend\n\nwhen I receive [とった v]\nrepeat (24)\n turn right (15) degrees\nend\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0.1) seconds\nend\nbroadcast (オープン v)\nhide\nwait (100) seconds\n\n@ステッカー\n\nwhen flag clicked\nhide\n\nshow\nclear graphic effects\n\n
日本語は下\n<story>\nYou're a wizard.\nIt snowed one day. You went out for a walk. Use your magic to melt the ice and reach the goal!\n<how to play>\nRight →key\nLeft ←key\nJump ↑key\nUse the space key to play magic.\n<ストーリー>\nある日、あなたの街で雪が降りました。次の日、あなたは積もっているかを見に散歩に行こうと思いました。すると、凍っている箇所があります。さあ、魔法を使って氷を溶かし、ゴールを目指しましょう!!\n<遊び方>\n右 →キー\n左 ←キー\nジャンプ ↑キー\nスペースキーで魔法を出す\n端にある青い丸みたいなのに触れないと次のステージに行けません。\n
snow 〜雪〜 platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@キャラ\n\nwhen flag clicked\ngo to [front v] layer\nhide\nhide variable [x v]\nhide variable [y v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (クローン v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10.0000000000000000000000000000000000000000000000000000000000000000000000000777777777777777777777777777777777777777777777)\nend\ndelete this clone\n\nwhen I receive [スタート v]\npoint in direction (90)\nswitch costume to (左 v)\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nclear graphic effects\nset [ステージ v] to [1]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> 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 (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching (すていじ v)?> then\n set [y v] to [15]\n end\n end\n if <touching color (#0026ff)?> then\n set [y v] to [22]\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (すていじ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [219]> then\n set size to (100) %\n go to x: (-180) y: (-60)\n broadcast (Next v)\n end\n if <<touching (とげ v)?> or <(y position) < [-182]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-180) y: (-60)\n end\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\n\n@すていじ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nset [タイム v] to [0]\nforever\n change [タイム v] by (0.1)\n wait (0.1) seconds\n if <(costume [number v]) = [20]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow variable [タイム v]\nhide variable [☁ 世界記録 v]\nforever\n if <(costume [number v]) = [20]> then\n show variable [☁ 世界記録 v]\n if <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\n else\n set [☁ 世界記録 v] to (☁ 世界記録)\n end\n end\nend\n\n@とげ\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\n@snow\n\nwhen I start as a clone\nforever\n glide (4) secs to x: (x position) y: (-180)\n delete this clone\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n go to x: (pick random (-250) to (250)) y: (180)\n set size to (pick random (20) to (100)) %\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\n@サムネ\n\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\n\n
https://scratch.mit.edu/projects/644593811\nこっちも見てくれ〜〜\n\n〜説明〜(日本語は下)\n【English】\nArrow key move\nWhat looks like a jumping platform is a jumping platform!\nDifficulty: ★★★☆☆\nCan be cleared\n(Odorikaihatusya has cleared)\n【日本語】\n矢印キー移動\nジャンプ台のように見える青いものはジャンプ台です!\n難易度:★★★☆☆\nクリア可能です\n(odorikaihatusyaはクリアしました)\n\n拡散希望!\n下の「スタジオに追加」からどんどん追加してね!\n(スタジオの注意は絶っっっっっ対に守ってください)
Watermelon: A Platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n next backdrop\n end\nend\n\nwhen [left arrow v] key pressed\nforever\n if <(wall restrict left) = [0]> then\n if <key (left arrow v) pressed?> then\n repeat until <not <key (left arrow v) pressed?>>\n set [xv v] to [-1]\n switch costume to (left v)\n move (-10) steps\n end\n end\n end\nend\n\nwhen [right arrow v] key pressed\nforever\n if <(wall restrict) = [0]> then\n if <key (right arrow v) pressed?> then\n repeat until <not <key (right arrow v) pressed?>>\n set [xv v] to [1]\n switch costume to (right v)\n move (10) steps\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-97) y: (-77)\nset [gravity v] to [0]\nforever\n if <<touching (sprite3 v)?> or <touching color (#000000)?>> then\n set [gravity v] to [0]\n end\n if <<touching (sprite3 v)?> and <key (up arrow v) pressed?>> then\n set [gravity v] to [10]\n set [bounce height v] to [0]\n end\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [gravity v] to [10]\n set [bounce height v] to [0]\n end\n if <<touching color (#ff9191)?> and <key (up arrow v) pressed?>> then\n set [gravity v] to [10]\n set [bounce height v] to [0]\n end\n change y by (gravity)\n change [gravity v] by (-0.8)\nend\n\nwhen flag clicked\nset [yv v] to [0]\nset [xv v] to [0]\nif <(Xv) > [0]> then\n if <touching (sprite2 v)?> then\n repeat until <not <touching (sprite2 v)?>>\n change x by (-2)\n end\n end\nend\n\n\n say [Hello!]\nend\n\nset [example v] to [0]\n\nchange [xv v] by (1)\n\ndefine move vertical\n\nforever\n \nend\n\nchange y by (gravity)\nchange [gravity v] by (-0.8)\nmove vertical\n\nset [bounce height v] to [80]\n\nset [wall restrict v] to [0]\n\nmove vertical\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\nend\n\nrepeat until <not <touching color (#000000)?>>\nchange y by (-5)\nchange x by ((Xv) * (-1))\n\nwhen I receive [message1 v]\ngo to x: (-97) y: (-77)\n\nwhen I receive [redo v]\ngo to x: (-97) y: (-77)\n\nrepeat (1)\n change [whirl v] effect by (5)\nend\n\nset [whirl v] effect to (0)\n\n@Sprite3\n\n@Sprite2\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite4\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nforever\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n change [level v] by (1)\n broadcast (message1 v)\n next costume\n end\nend\n\nnext backdrop\n\nnext backdrop\n\nwhen flag clicked\nforever\n\nwhen [s v] key pressed\nif <(level) < [10]> then\n change [level v] by (1)\n broadcast (message1 v)\n next costume\nend\n\n@Sprite5\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (redo v)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n go to x: (105) y: (-100)\n switch costume to (left v)\n forever\n repeat (50)\n move (-5) steps\n end\n switch costume to (right v)\n repeat (50)\n move (5) steps\n end\n switch costume to (left v)\n end\n end\nend\n\nswitch costume to (left v)\n\nwait (0.4) seconds\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (redo v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [4]>> then\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <not <<(level) = [5]> or <(level) = [7]>>> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume5 v)\ngo to x: (286) y: (84)\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n set [gravity v] to [20]\n wait (0.6) seconds\n set [gravity v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n go to x: (-5) y: (-94)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n go to x: (54) y: (-94)\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n go to x: (105) y: (-100)\n switch costume to (left v)\n forever\n repeat (50)\n move (-5) steps\n end\n switch costume to (right v)\n repeat (50)\n move (5) steps\n end\n switch costume to (left v)\n end\n end\nend\n\nswitch costume to (left v)\n\nwait (0.4) seconds\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (redo v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [8]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n end\nend\n\nwait (0.3) seconds\n\n@Sprite10\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n go to x: (105) y: (-100)\n switch costume to (left v)\n wait (1) seconds\n forever\n repeat (50)\n move (-5) steps\n end\n switch costume to (right v)\n repeat (50)\n move (5) steps\n end\n switch costume to (left v)\n end\n end\nend\n\nswitch costume to (left v)\n\nwait (0.4) seconds\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (redo v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [8]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n go to x: (105) y: (-100)\n switch costume to (left v)\n forever\n repeat (50)\n move (-5) steps\n end\n switch costume to (right v)\n repeat (50)\n move (5) steps\n end\n switch costume to (left v)\n end\n end\nend\n\nswitch costume to (left v)\n\nwait (0.4) seconds\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (redo v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [9]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nforever\n if <not <(level) = [10]>> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume5 v)\ngo to x: (286) y: (84)\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n set [gravity v] to [20]\n wait (0.6) seconds\n set [gravity v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n go to x: (-5) y: (-94)\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nforever\n hide\nend\n\nshow\n\ngo to [front v] layer\n\n
THANK YOU SO MUCH FOR PLAYING THIS GAME! (it means a lot to me.)\n\nBe sure to love, fav, and follow!\n\nIf this game gets ten favs I will do a part 2!!!!!!!! ( im going to start working on part 2)\n\nALL LEVELS ARE POSSIBLE!\n\n-Controls-\nArrow keys to move\n"s" to skip level
Athletic Platformer
@Stage\n\n@プレイヤー\n\nwhen I start as a clone\nswitch costume to (2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\nswitch costume to (1 v)\ngo to x: (-200) y: (10)\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nshow\nswitch costume to (1 v)\nforever\n set rotation style [left-right v]\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n switch costume to (2 v)\n change [x v] by (1)\n else\n switch costume to (1 v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n switch costume to (3 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.88))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-6)\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 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 end\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((0) - (y))\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) > [0]> and <mouse down?>>>> and <touching (ステージ v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (NEXT v)\n go to x: (-200) y: (10)\n end\n if <<(y position) < [-163]> or <<touching color (#ff0000)?> or <touching color (#ff6969)?>>> then\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n set size to (50) %\n go to x: (-200) y: (10)\n end\n if <touching color (#0066ff)?> then\n broadcast (解除 v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <touching (バネ v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nplay sound [MusMus-BGM-128 v] until done\n\n@ステージ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nnext costume\nset [こーす数 v] to ((こーす数) + (1))\n\nwhen I receive [start v]\nset [こーす数 v] to ((こーす数) + (1))\nswitch costume to (2 v)\n\nwhen flag clicked\nset [こーす数 v] to [0]\n\nwhen I receive [next v]\nforever\n if <(costume [number v]) = [15]> then\n broadcast (go-ru v)\n end\nend\n\nwhen I receive [next v]\nforever\n if <(costume [number v]) = [15]> then\n show variable [世界記録 v]\n end\nend\n\nwhen flag clicked\nhide variable [世界記録 v]\n\nwhen I receive [next v]\nforever\n if <(costume [number v]) = [15]> then\n if <(your time) < (世界記録)> then\n set [世界記録 v] to (your time)\n else\n set [世界記録 v] to (世界記録)\n end\n end\nend\n\n@Glow-3\n\nwhen I receive [始まる v]\ngo to x: (296) y: (0)\nswitch costume to (1 v)\ngo to [front v] layer\nshow\nglide (0.25) secs to x: (90) y: (0)\nglide (0.5) secs to x: (0) y: (0)\nglide (0.25) secs to x: (-332) y: (0)\nswitch costume to (2 v)\ngo to x: (296) y: (0)\nshow\nglide (0.25) secs to x: (90) y: (0)\nglide (0.5) secs to x: (0) y: (0)\nglide (0.25) secs to x: (-332) y: (0)\nswitch costume to (3 v)\ngo to x: (296) y: (0)\nshow\nglide (0.25) secs to x: (90) y: (0)\nglide (0.5) secs to x: (0) y: (0)\nglide (0.25) secs to x: (-332) y: (0)\nhide\nbroadcast (START v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [your time v]\nset [your time v] to [0]\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [your time v] by (1)\nend\n\nwhen I receive [変数 v]\nshow variable [your time v]\n\nwhen I receive [go-ru v]\nstop [other scripts in sprite v]\n\n@障害物\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nswitch costume to (2 v)\n\n@障害物2\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next v]\nif <(こーす数) = [7]> then\n switch costume to (ロック v)\n show\nend\nif <(こーす数) = [8]> then\n switch costume to (ロック2 v)\n show\nend\nif <(こーす数) = [9]> then\n hide\nend\nif <(こーす数) = [11]> then\n switch costume to (ロック3 v)\n show\nend\nif <(こーす数) = [12]> then\n switch costume to (ロック4 v)\n show\nend\nif <(こーす数) = [13]> then\n switch costume to (ロック5 v)\n show\nend\nif <(こーす数) = [14]> then\n hide\nend\n\nwhen I receive [解除 v]\nif <(こーす数) = [7]> then\n switch costume to (解除 v)\n show\nend\nif <(こーす数) = [8]> then\n switch costume to (解除2 v)\n show\nend\nif <(こーす数) = [11]> then\n switch costume to (解除3 v)\nend\nif <(こーす数) = [12]> then\n switch costume to (解除4 v)\nend\nif <(こーす数) = [13]> then\n switch costume to (解除5 v)\nend\n\n@サムネ\n\nwhen flag clicked\nhide variable [your time v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (6)\ngo to [front v] layer\nshow\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nshow variable [your time v]\nbroadcast (変数 v)\nwait (1) seconds\nbroadcast (始まる v)\n\nwhen I receive [始まる v]\nhide\n\n@バネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (4 v)\n\nwhen I receive [next v]\nforever\n if <(こーす数) = [9]> then\n switch costume to (1 v)\n show\n end\n if <(こーす数) = [10]> then\n switch costume to (2 v)\n show\n end\n if <(こーす数) = [11]> then\n switch costume to (3 v)\n show\n end\n if <(こーす数) = [12]> then\n switch costume to (5 v)\n show\n end\n if <(こーす数) = [13]> then\n switch costume to (6 v)\n show\n end\n if <(こーす数) = [14]> then\n switch costume to (7 v)\n show\n end\nend\n\n
ついにプラットフォーマーが完成しました!\n目指すは傾向にのること!(自信ないけど…)\n楽しかったら、コメントしてね♪\nリミックス•借りるのいいよ^_^\n\n★★★使い方★★★\nパソコンで操作の場合は、矢印キーで操作です。\niPhone•iPadで操作の場合は、まぁやってればわかります\n棒で通れないコースの時は青いボタンを押したら行けます。\n改善点など良かった点などはコメントで^_^\nフォロー&星&ハート忘れずに。\nこれからもhukahireiをよろしくお願いします。\n
Mito a Platformer #game#all#platformer
@Stage\n\n@images\n\nwhen flag clicked\nswitch costume to (images v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (25)\n change [ghost v] effect by (20)\n change size by (-3)\n switch costume to (costume1 v)\nend\ndelete this clone\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to x: (-203) y: (20)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n set [x v] to ((x) * (0.8))\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x v] by (1.5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1.5)\n end\n change x by (x)\n if <<touching (sprite1 v)?> or <touching (sprite5 v)?>> then\n change y by (1)\n if <<touching (sprite1 v)?> or <touching (sprite5 v)?>> then\n change y by (1)\n if <<touching (sprite1 v)?> or <touching (sprite5 v)?>> then\n change y by (1)\n if <<touching (sprite1 v)?> or <touching (sprite5 v)?>> then\n change y by (1)\n if <<touching (sprite1 v)?> or <touching (sprite5 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) > [-148]>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (sprite1 v)?> or <touching (sprite5 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) > [-148]>>> then\n if <<touching (sprite1 v)?> or <touching (sprite5 v)?>> then\n set [y v] to [13]\n end\n end\n change y by (1)\n if <(y position) < [-180]> then\n repeat (5)\n change [brightness v] effect by (10)\n change size by (0.5)\n change y by (6)\n turn right (3) degrees\n end\n go to x: (-192) y: (6)\n set [x v] to [0]\n set [y v] to [0]\n change size by (-2.5)\n point in direction (90)\n set [brightness v] effect to (0)\n end\n if <<touching (sprite3 v)?> or <<touching (sprite4 v)?> or <touching (sprite2 v)?>>> then\n repeat (5)\n change [brightness v] effect by (10)\n change size by (0.5)\n change y by (6)\n turn right (3) degrees\n end\n go to x: (-192) y: (6)\n set [x v] to [0]\n set [y v] to [0]\n change size by (-2.5)\n point in direction (90)\n set [brightness v] effect to (0)\n end\n if <(x position) = [245]> then\n broadcast (niveau v)\n go to x: (-192) y: (6)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Pirates-des-Caraïbes v] until done\nend\n\nwhen flag clicked\npoint in direction (90)\n\nset [☁ world record v] to [100]\n\n@Sprite1\n\nwhen I receive [niveau v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [12]>\n change [temps v] by (1)\n wait (1) seconds\n change [temps v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n show variable [temps v]\n end\nend\n\nwhen flag clicked\nhide variable [☁ name of player v]\nset [☁ world record v] to (☁ world record)\nhide variable [☁ world record v]\nset [temps v] to [0]\nhide variable [world record v]\nhide variable [temps v]\nhide variable [x v]\nhide variable [y v]\nhide variable [my variable v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n show variable [☁ world record v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n if <(TEMPS) < (☁ world record)> then\n set [☁ world record v] to (TEMPS)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n turn right (6) degrees\nend\n\nwhen I receive [niveau v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [niveau v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (37) y: (53)\nforever\n glide (1.5) secs to x: (37) y: (55)\n wait (0.5) seconds\n glide (1.5) secs to x: (37) y: (25)\n wait (0.5) seconds\nend\n\nwhen I receive [niveau v]\nnext costume\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n glide (2.5) secs to x: (36) y: (121)\n wait (0.5) seconds\n glide (2.5) secs to x: (36) y: (28)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [niveau v]\nnext costume\n\n@Sprite6\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n change [ghost v] effect by (100)\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (36) y: (28)\nforever\n glide (1) secs to x: (36) y: (40)\n wait (0.1) seconds\n glide (1) secs to x: (36) y: (28)\n wait (0.1) seconds\nend\n\n
J'arrete scratch!!!\n\n\n→→→→ Welcome to NaturePlatformer ←←←←←\n::::::::WASD ou touche directionnelles ou en mobile:::::::::\nIl y a 11 niveau.\n AMUSEZ-VOUS !\n"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""\nObjectif top #16 des tendences\n10000 view it's imposible
《TNT RUN》Platformer Minecraft
@Stage\n\nwhen flag clicked\nset [ステージ v] to [1]\nset [タイム仮 v] to [0]\nset [タイム v] to [0]\nshow variable [タイム仮 v]\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\nswitch backdrop to (背景1 v)\nrepeat until <(ステージ) = [7]>\n wait (1) seconds\n change [タイム仮 v] by (1)\nend\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\n\nwhen I receive [最後 v]\nswitch backdrop to (背景2 v)\nshow variable [タイム v]\nshow variable [☁ 世界記録 v]\nhide variable [タイム仮 v]\nset [タイム v] to (タイム仮)\nif <(☁ 世界記録) > (タイム)> then\n set [☁ 世界記録 v] to (タイム)\nend\n\nwhen flag clicked\nforever\n play sound [魔王魂 村10 v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (0.95)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [x v] by (-0.95)\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 if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [12.4]\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 (地面 v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y v] to [13]\n end\n change [y v] by (-1)\n change y by (y)\n change y by (1)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [230]> then\n set [x v] to [0]\n set [y v] to [0]\n broadcast (メッセージ1 v)\n broadcast (リセット v)\n wait (0) seconds\n go to x: (-200) y: (-50)\n wait (1) seconds\n end\n if <<(y position) < [-170]> or <touching (あたっちゃだめなやつ v)?>> then\n broadcast (リセット v)\n wait (0) seconds\n go to x: (-200) y: (-50)\n wait (1) seconds\n end\nend\n\nwhen I receive [埋まってる v]\nchange y by (10)\n\n@地面\n\ndefine (x) (y) (番)\nset [0x v] to (x)\nset [0y v] to (y)\nset [banngou v] to (番)\nswitch costume to (木材 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nbroadcast (リセット v)\n\nwhen I start as a clone\ngo to x: (0X) y: (0Y)\nswitch costume to (banngou)\nshow\nforever\n if <not <(costume [number v]) = [1]>> then\n if <(distance to [プレイヤー v]) < [50]> then\n repeat (2)\n switch costume to (tnt_side v)\n wait (0.1) seconds\n switch costume to (tnt_side2 v)\n wait (0.1) seconds\n end\n switch costume to (tnt_side v)\n repeat until <[-184] > (y position)>\n change y by (-5)\n switch costume to (tnt_side v)\n change y by (-5)\n wait (0.1) seconds\n change y by (-5)\n switch costume to (tnt_side2 v)\n change y by (-5)\n wait (0.1) seconds\n change y by (-5)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [リセット v]\ndelete this clone\n\nwhen I receive [リセット v]\nwait (0.1) seconds\nset [x v] to [-220]\nset [y v] to [-150]\nrepeat (2)\n (X) (Y) [1]\n change [x v] by (40)\nend\nif <(ステージ) = [1]> then\n repeat (10)\n (X) (Y) [2]\n change [x v] by (40)\n end\nelse\n if <(ステージ) = [2]> then\n repeat (5)\n set [x v] to [-140]\n repeat (10)\n (X) (Y) [2]\n change [x v] by (40)\n end\n change [y v] by (40)\n end\n else\n if <(ステージ) = [3]> then\n set [y v] to [-150]\n set [x v] to [-140]\n repeat (9)\n (X) (Y) [2]\n change [x v] by (40)\n end\n repeat (8)\n (X) (Y) [1]\n change [y v] by (40)\n end\n set [y v] to [-150]\n set [x v] to [-140]\n repeat (9)\n set [x v] to [-140]\n repeat (9)\n (X) (Y) [2]\n change [x v] by (40)\n end\n change [y v] by (40)\n end\n else\n if <(ステージ) = [4]> then\n set [y v] to [-150]\n set [x v] to [-140]\n repeat (2)\n change [x v] by (120)\n (X) (Y) [2]\n end\n else\n if <(ステージ) = [5]> then\n set [y v] to [-150]\n set [x v] to [-140]\n repeat (2)\n change [x v] by (150)\n (X) (Y) [2]\n change [y v] by (120)\n end\n else\n if <(ステージ) = [6]> then\n set [y v] to [-10]\n set [x v] to [0]\n (X) (Y) [2]\n wait (0) seconds\n repeat (3)\n change [x v] by (40)\n (X) (Y) [2]\n end\n else\n if <(ステージ) = [7]> then\n broadcast (最後 v)\n repeat (9)\n (X) (Y) [2]\n change [x v] by (40)\n end\n repeat (9)\n (X) (Y) [1]\n change [y v] by (40)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (チェック v)?> then\n broadcast (埋まってる v)\n end\nend\n\n@チェック\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (プレイヤー v)\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nhide variable [タイム v]\nhide variable [タイム仮 v]\nhide variable [☁ 世界記録 v]\nshow\n\n
みんな大好きTNT RUNを作りました。\n最後が結構難しいです。\n頑張ってください。\n\n作者記録…24秒\n❤️100人目@j-hikari-s様\n⭐️100人目@NEKOsuzuki様
MINECRAFT SCROLLING PLATFORMER #all #games
@Stage\n\n@▶ Player \n\nwhen I receive [begin v]\nshow\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\n \n if <(Chat) = <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>> 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\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]\npoint in direction (90)\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)\nif <not <touching (▶water v)?>> then\n change [y v] by (sy)\n change [in air v] by (1)\nelse\n change [y v] by ((sy) / (2))\n set [in air v] to [0]\nend\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\n\ndefine Test - Die\nif <touching (▶danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Position Player\nend\n\ndefine Game - Die\nset [exit v] to []\nPosition Player\nstart sound [Hurt v]\npoint in direction (90)\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\nset rotation style [left-right v]\nshow\nif <not <key (any v) pressed?>> then\n switch costume to (normal3 v)\nend\nif <<<(mouse x) < ((x position) + (-10))> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<<((x position) + (10)) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ ☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ ☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ ☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ ☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ ☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ ☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ ☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ ☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ ☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ ☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nchange [in air v] by (1)\n\nchange [in air v] by (1)\n\ndefine Position Player\nset [x v] to (CHECKPOINT X)\nset [y v] to (CHECKPOINT Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [scroll x v] to (CHECKPOINT X)\nset [scroll y v] to (CHECKPOINT Y)\nset [in air v] to [0]\nset [exit v] to []\n\nwhen flag clicked\nset [checkpoint x v] to [-21]\nset [checkpoint y v] to [0]\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\nmove (10) steps\n\nset [ghost v] effect to (0)\nset size to (100) %\n\nif <(LEVEL) = [2]> then\n set [checkpoint x v] to [-21]\n set [checkpoint y v] to [0]\n set [y v] to [0]\n set [x v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\n set [in air v] to [0]\n set [exit v] to []\n set [ghost v] effect to (0)\n set size to (100) %\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide variable [time v]\nwait (4) seconds\nshow variable [time v]\nset [time v] to [0]\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide variable [highscore v]\nwait (2) seconds\nshow variable [highscore v]\nset [highscore v] to [20]\n\n@▶Detector2\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\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@▶Detector3\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\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@▶Loading2\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@▶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 (20) 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@▶Others2\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 (username)\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 [▶others2: idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(▶Others2: idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (▶Others2: 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@▶Joining\n\n@Sprite1\n\nwhen I receive [play game v]\nforever\n go to (▶ player v)\n point towards (mouse-pointer v)\nend\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n show\n end\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\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nwhen flag clicked\nforever\n go [forward v] (1) layers\n go to [front v] layer\nend\n\nwhen flag clicked\nset [brightness v] effect to (-20)\n\n@vf ghjk\n\n@blocks\n\nwhen flag clicked\nset [brightness v] effect to (-25)\nbroadcast (next level v)\n\ndefine generate terrain\ngo to x: (-232) y: (-172)\nswitch costume to (stone v)\nshow\nset [height v] to (pick random (4) to (8))\nrepeat (22)\n repeat (height)\n create clone of (_myself_ v)\n change y by (22)\n end\n switch costume to (dirt v)\n repeat (2)\n create clone of (_myself_ v)\n change y by (22)\n end\n switch costume to (grass v)\n create clone of (_myself_ v)\n switch costume to (stone v)\n set y to (-172)\n change x by (22)\n set [height v] to ((height) + (pick random (-1) to (1)))\n if <(height) > [8]> then\n set [height v] to [8]\n end\n if <(height) < [3]> then\n set [height v] to [3]\n end\nend\n\nwhen I receive [next level v]\nwait (.02) seconds\ngenerate terrain\n\nwhen I receive [next level v]\ndelete this clone\n\n@▶Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\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@▶TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (10000)\ngo to [front v] layer\nswitch costume to (tb4 v)\n\n@Sprite3\n\nwhen I receive [play game v]\nforever\n go to (▶ player v)\n point towards (mouse-pointer v)\nend\n\n
MINECRAFT SCROLLING PLATFORmer\nit is a griffpatch game remix but none of the code was from him pls check before commenting\n\nINSTRUCTIONS\n\nWASD KEYS OR ARROW KEYS OR TOUCH TO MOVE\nAVOID LAVA\nHAVE FUN\ntell me your time in the comments\n#all\n#games #all #stories #music #art #animations #enjoy #minecraft #like #fav #trending #platformers\n\n\n\n-@JADONJD
Confront Rick Astley! (platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (start screen v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@green ball\n\nwhen flag clicked\nshow\nset [level v] to [0]\nset [xvelocity v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [xvelocity v] to [12]\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [xvelocity v] to [-12]\n end\n set [xvelocity v] to ((xvelocity) / (2))\n change x by (xvelocity)\n if <touching color (#8c4cff)?> then\n change x by ((0) - (xvelocity))\n set [xvelocity v] to [0]\n end\n if <touching color (#1fffff)?> then\n go to x: (-188) y: (-23)\n change [level v] by (1)\n broadcast (next level v)\n end\n if <touching color (#ff0000)?> then\n start sound [OOF v]\n change [lives v] by (-1)\n go to x: (-188) y: (-23)\n end\nend\n\nwhen flag clicked\nset [yvelocity v] to [0]\ngo to x: (-188) y: (-23)\nforever\n change y by (yvelocity)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(yvelocity) < [0]>> then\n if <touching color (#8c4cff)?> then\n set [yvelocity v] to [9]\n change y by (9)\n end\n end\n if <touching color (#8c4cff)?> then\n if <(yvelocity) < [0]> then\n set [yvelocity v] to [0]\n end\n if <(yvelocity) > [0]> then\n change y by ((0) - (yvelocity))\n set [yvelocity v] to [-5]\n end\n end\n repeat until <not <touching color (#8c4cff)?>>\n change y by (1)\n end\n change [yvelocity v] by (-0.5)\nend\n\nwhen flag clicked\nforever\n play sound [never gonna give u up :\) v] until done\nend\n\nwhen flag clicked\nset [lives v] to [7]\nforever\n if <(lives) < [1]> then\n switch backdrop to (game over screen v)\n broadcast (game over v)\n stop [all v]\n end\nend\n\nwhen I receive [game over v]\nhide\n\n@Spin lvl 4\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n else\n hide\n end\n wait (0.0005) seconds\n turn left (10) degrees\nend\n\nwhen I receive [game over v]\nhide\n\n@bullet lvl 7\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\n wait (0.001) seconds\nend\n\nwhen I receive [game over v]\nhide\n\nwhen backdrop switches to [level 7 boss fight v]\nif <(level) = [8]> then\n forever\n go to x: (160) y: (-135)\n glide (1.5) secs to x: (-168) y: (-135)\n end\nend\n\n@Evil rick lvl 7\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [game over v]\nhide\n\n@Evil rick lvl 0\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [game over v]\nhide\n\n@Evil rick lvl 11\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [game over v]\nhide\n\n@rocket lvl 11\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n show\n else\n hide\n end\n wait (0.00001) seconds\nend\n\nwhen flag clicked\nforever\n go to x: (-82) y: (49)\n glide (1.35) secs to x: (-91) y: (-127)\nend\n\nwhen I receive [game over v]\nhide\n\n@rocket lvl 11 2\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n show\n else\n hide\n end\n wait (0.00001) seconds\nend\n\nwhen flag clicked\nforever\n go to x: (99) y: (28)\n glide (1.35) secs to x: (99) y: (-130)\nend\n\nwhen I receive [game over v]\nhide\n\n
LORE: \nRick Astley has just stolen your friends! bro go save them! watch out for those obstacles tho.\n-------------------------------------------------------------------------\nINSTRUCTIONS\nUse WAD or arrow keys to move (pls follow me)\nred is lava (keep scrolling down)\ngo to the cyan door to finish the level.\n-------------------------------------------------------------------------\nTHX FOR THE VIEWS GUYS \nfavourite and like NOW\ncheck out my other projects!\njoin this group!\nhttps://scratch.mit.edu/studios/31315528\n\n#games \nmY GAME SUCKS (jk thx for the support)
Candy Land | A Platformer #games #music #art #animations #stories #all #tutorials
@Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n set volume to (70) %\n play sound [Vexento - Syndrome v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#6a4e34)?> or <touching color (#6a4e34)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (9) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Bouncy\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [4]> then\n Clone at x: [-170] y: [-115]\nelse\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n Clone at x: [-150] y: [-115]\nelse\n hide\n delete this clone\nend\n\n@Woter\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (11) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Saw\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n set size to (70) %\n hide\n go to [front v] layer\n go [backward v] (9) layers\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n Clone at x: [101] y: [-50]\n go to [front v] layer\n show\nelse\n hide\n delete this clone\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [2]> then\n Clone at x: [150] y: [-125]\nelse\n if <(Level) = [4]> then\n Clone at x: [30] y: [125]\n else\n hide\n delete this clone\n end\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nforever\n turn right (10) degrees\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwait until <(Level) = [50]>\n\nwhen [space v] key pressed\nbroadcast (Next level v)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Tb\n\nwhen flag clicked\nhide variable [timer v]\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\nset [ghost v] effect to (0)\nshow\nforever\n go to [front v] layer\nend\n\n
- Welcome to another non-generic platformer\n- Use arrow keys (or) WASD keys (or) touchscreen on mobile to play\n- Everything else in the game itself.\n\nHave fun!\n[Btw this is 150 follower special :D]
跑酷遊戲5(Platformer)
@Stage\n\n@Sprite1\n\ndefine reset\ngo to x: (-190) y: (-10)\npoint in direction (90)\nswitch costume to (costume1 v)\nset rotation style [left-right v]\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop1, v)\nreset\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-4)\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [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 v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <<<mouse down?> and <(y position) > (mouse y)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n reset\n end\nend\n\nwhen flag clicked\nforever\n if <[-170] > (y position)> then\n reset\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n next backdrop\n reset\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching color (#00fff2)?> then\n change [y v] by (25)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0500ff)?> then\n change [x v] by (10)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen this sprite clicked\nnext backdrop\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n hide\n else\n show\n end\nend\n\n
感謝@longlong2011教我做
CHOCOLATE | A PLATFORMER #GAMES#ART #scratch #explore
@Stage\n\nwhen flag clicked\nforever\n play sound [K-391-Alan-Walker-Ahrix-End-of-Time v] until done\nend\n\nwhen I receive [sound on v]\nset volume to (100) %\n\nwhen I receive [sound off v]\nset volume to (0) %\n\n@Sprite1\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (costume1 v)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\ngo to x: (-204) y: (2)\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#683620)?> then\n change y by (1)\n if <touching color (#683620)?> then\n change y by (1)\n if <touching color (#683620)?> then\n change y by (1)\n if <touching color (#683620)?> then\n change y by (1)\n if <touching color (#683620)?> then\n change y by (1)\n if <touching color (#683620)?> 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 [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [5]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#683620)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#683620)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [9]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffdc52)?> then\n broadcast (Next level v)\n hide\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-204) y: (2)\n\nwhen flag clicked\nforever\n if <touching color (#de7345)?> then\n go to x: (-204) y: (2)\n end\nend\n\nwhen I receive [next level v]\nwait (1) seconds\nshow\ngo to x: (-204) y: (2)\n\nwhen [space v] key pressed\ngo to x: (-204) y: (2)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (.5) seconds\nnext costume\n\n@Sprite3\n\nwhen I receive [next level v]\nrepeat (1)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\nforever\n set [ghost v] effect to (100)\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n if <<<<([costume # v] of [sprite2 v]) = [12]> or <([costume # v] of [sprite2 v]) = [13]>> or <([costume # v] of [sprite2 v]) = [14]>> or <<([costume # v] of [sprite2 v]) = [15]> or <([costume # v] of [sprite2 v]) = [16]>>> then\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\nwhen I receive [next level v]\nhide\nwait (.8) seconds\nshow\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Sound On v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (Sound off v)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\n
Welcome to Chocolate a Platformer\n\nFirst, I wanna say Happy Chocolate Day!!\nThis is another platformer \nThe story is:\nYou were a little chocolate with your chocolate family in the chocolate country. Suddenly you got hit by something and you woke up finding yourself in the chocolate island. Can you make it out? Can you get back to your choco family?\n\nArrow keys to move.\nPress Space to respawn (incase you get stuck to the ground)\nYou can wall jump\nJust dont touch the spikes but touch the lava\nGo to the portal to make it to the next level.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags #games #art #chocolate #scratch #explore #everything #chocolateday\n\n\n\n\n\n\n\n\nIf you have come this far,\nType HAPPY CHOCOLATE DAY! in the comments
David le cube 2 (platformer)
@Stage\n\nclear graphic effects\nswitch backdrop to (menu v)\n\nwhen flag clicked\nwait (7) seconds\nswitch backdrop to (menu v)\n\n@David\n\nwhen flag clicked\nset [mode v] to [0]\nset [gravité v] to [-1]\nset [force saut v] to [12]\nset [accélération v] to [1.5]\nset [résistance v] to [0.8]\nset [vitesse y v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-143) y: (58)\nforever\n if <key (up arrow v) pressed?> then\n if <(chute) < [3]> then\n set [vitesse y v] to (force saut)\n end\n end\n if <key (left arrow v) pressed?> then\n change [vitesse x v] by ((0) - (accélération))\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n change [vitesse x v] by (1.5)\n switch costume to (costume1 v)\n end\n set [vitesse x v] to ((résistance) * (vitesse x))\n change [vitesse y v] by (gravité)\n mouvement pas (([abs v] of (vitesse y) ) + ([abs v] of (vitesse x) ))\nend\n\ndefine mouvement pas (pas)\nchange [chute v] by (1)\nrepeat (pas)\n set [dernière valeur v] to (x position)\n change x by ((vitesse x) / (pas))\n if <touching color (#7ea2a9)?> then\n set x to (dernière valeur)\n set [vitesse x v] to [0]\n end\n set [dernière valeur v] to (y position)\n change y by ((vitesse y) / (pas))\n if <touching color (#7ea2a9)?> then\n set y to (dernière valeur)\n if <(vitesse y) < [0]> then\n set [chute v] to [0]\n end\n set [vitesse y v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [niveau v]\nhide variable [vie v]\n\nwhen backdrop switches to [decor1 v]\nshow variable [niveau v]\nset [niveau v] to [1]\nset [vie v] to [8]\n\nwhen backdrop switches to [decor1 v]\nset size to (30) %\ngo to x: (-170) y: (219)\nshow\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n change [vie v] by (-1)\n go to x: (-170) y: (219)\n start sound [oh non v]\n switch costume to (david mal v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\n if <(Vie) = [0]> then\n switch backdrop to (game over v)\n hide\n wait (5) seconds\n switch backdrop to (menu v)\n set [niveau v] to [1]\n set [vie v] to [6]\n hide variable [niveau v]\n hide variable [vie v]\n end\n if <touching color (#fff700)?> then\n switch backdrop to (next backdrop v)\n go to x: (-143) y: (58)\n change [niveau v] by (1)\n end\n if <touching color (#ffa100)?> then\n set [force saut v] to [20]\n wait (3) seconds\n set [force saut v] to [12]\n end\n if <touching color (#00ffff)?> then\n change [vie v] by (-2)\n go to x: (-170) y: (219)\n switch costume to (david mal v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [2]> then\n start sound [i'm david v]\n end\n if <touching color (#cf00ff)?> then\n go to x: (66) y: (123)\n start sound [Teleport2 v]\n end\n if <touching color (#caff00)?> then\n glide (0.2) secs to x: (11) y: (3)\n end\n if <touching color (#c0ff00)?> then\n glide (0.2) secs to x: (-69) y: (3)\n end\n if <touching color (#b3ff00)?> then\n glide (0.2) secs to x: (-150) y: (3)\n end\n if <touching color (#e900ff)?> then\n go to x: (108) y: (80)\n start sound [Teleport2 v]\n end\n if <touching color (#ffac58)?> then\n next backdrop\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n go to x: (-143) y: (58)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (cubebleu v)?> then\n set size to (10) %\n if <touching color (#fff700)?> then\n set size to (30) %\n switch backdrop to (next backdrop v)\n go to x: (-143) y: (58)\n change [niveau v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (cubebleu2 v)?> then\n set size to (30) %\n go to x: (-137) y: (69)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [19]> then\n switch costume to (davidsniperd v)\n end\n if <(backdrop [number v]) = [20]> then\n switch costume to (davidsniperd v)\n end\n if <(backdrop [number v]) = [21]> then\n switch costume to (davidsniperd v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [22]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Swagg1111]> then\n if <key (down arrow v) pressed?> then\n next backdrop\n go to x: (-143) y: (58)\n end\n end\nend\n\nwhen flag clicked\nset [temps v] to [0]\nhide variable [temps v]\nforever\n if <(backdrop [number v]) = [26]> then\n hide variable [temps v]\n end\n if <(backdrop [number v]) = [1]> then\n hide variable [temps v]\n end\n if <(backdrop [number v]) = [2]> then\n hide variable [temps v]\n set [temps v] to [0]\n end\n if <(backdrop [number v]) = [3]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [4]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [5]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [6]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [7]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [8]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [9]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [10]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [11]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [12]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [13]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [14]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [15]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [16]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [17]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [18]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [19]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [20]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [21]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [22]> then\n show variable [temps v]\n wait (1) seconds\n change [temps v] by (1)\n end\n if <(backdrop [number v]) = [28]> then\n hide variable [temps v]\n end\nend\n\nwhen flag clicked\nforever\n hide variable [temps2 v]\n if <(backdrop [number v]) = [28]> then\nend\n\nwhen flag clicked\nset [temps2 v] to [0]\nforever\n hide variable [temps2 v]\n if <(backdrop [number v]) = [3]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [4]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [5]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [6]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [7]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [8]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [9]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [10]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [11]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [12]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [13]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [14]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [15]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [16]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [17]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [18]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [19]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [20]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [21]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [22]> then\n wait (1) seconds\n change [temps2 v] by (1)\n end\n if <(backdrop [number v]) = [28]> then\n show variable [temps2 v]\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [15]> then\n say (join [Bravo tu es fort ] (username)) for (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n hide variable [best score v]\n if <(backdrop [number v]) = [28]> then\n show variable [best score v]\n end\n if <(Best score) > (Temps2)> then\n set [best score v] to (Temps2)\n end\nend\n\nwhen I receive [fleche haut v]\nrepeat (2)\n if <(chute) < [3]> then\n set [vitesse y v] to (force saut)\n end\n if <key (left arrow v) pressed?> then\n change [vitesse x v] by ((0) - (accélération))\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n change [vitesse x v] by (1.5)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [fleche gauche v]\nrepeat (2)\n change [vitesse x v] by ((0) - (accélération))\n switch costume to (costume2 v)\nend\n\nwhen I receive [fleche droite v]\nrepeat (2)\n change [vitesse x v] by (1.5)\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [menu v]\nstart sound [BLACK SUN v]\n\nwhen backdrop switches to [decor1 v]\nstop all sounds\nforever\n play sound [BLACK SUN2 v] until done\nend\n\n@play\n\nwhen this sprite clicked\nswitch backdrop to (decor1 v)\nstart sound [pop v]\n\nwhen backdrop switches to [menu v]\nshow\ngo to x: (10) y: (-70)\nforever\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nwait (7) seconds\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [5]> then\n show\n go to x: (-92) y: (-74)\n glide (0.5) secs to x: (185) y: (-74)\n glide (0.5) secs to x: (-92) y: (-74)\n if <(backdrop [number v]) = [6]> then\n hide\n end\n if <not <(backdrop [number v]) = [5]>> then\n hide\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [5]> then\n show\n go to x: (-274) y: (-191)\n glide (0.3) secs to x: (-175) y: (-191)\n glide (0.5) secs to x: (-274) y: (-191)\n end\n if <not <(backdrop [number v]) = [5]>> then\n hide\n end\nend\n\n@Clown\n\nwhen flag clicked\nhide\nforever\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\n if <(backdrop [number v]) = [7]> then\n show\n go to x: (176) y: (-90)\n start sound [Crazy Laugh v]\n repeat (3)\n switch costume to (gauchehaut v)\n wait (0.2) seconds\n change x by (-30)\n switch costume to (gauchebas v)\n wait (0.2) seconds\n change x by (-30)\n end\n start sound [Crazy Laugh v]\n repeat (3)\n switch costume to (droitebas v)\n wait (0.2) seconds\n change x by (30)\n switch costume to (droitehaut v)\n wait (0.2) seconds\n change x by (30)\n end\n end\n if <(backdrop [number v]) = [8]> then\n hide\n end\nend\n\n@Clown2\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [8]> then\n show\n go to x: (219) y: (-94)\n start sound [Crazy Laugh v]\n repeat (3)\n switch costume to (gauchehaut v)\n wait (0.5) seconds\n change x by (-30)\n switch costume to (gauchebas v)\n wait (0.5) seconds\n change x by (-30)\n end\n start sound [Crazy Laugh v]\n repeat (3)\n switch costume to (droitebas v)\n wait (0.5) seconds\n change x by (30)\n switch costume to (droitehaut v)\n wait (0.5) seconds\n change x by (30)\n end\n end\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\nend\n\n@Clown3\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [8]> then\n show\n go to x: (-135) y: (-94)\n start sound [Crazy Laugh v]\n repeat (3)\n switch costume to (droitehaut v)\n wait (0.5) seconds\n change x by (30)\n switch costume to (droitebas v)\n wait (0.5) seconds\n change x by (30)\n end\n start sound [Crazy Laugh v]\n repeat (3)\n switch costume to (gauchebas v)\n wait (0.5) seconds\n change x by (-30)\n switch costume to (gauchehaut v)\n wait (0.5) seconds\n change x by (-30)\n end\n end\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n show\n go to x: (-76) y: (126)\n glide (0.7) secs to x: (-76) y: (-57)\n glide (0.7) secs to x: (-76) y: (126)\n end\n if <not <(backdrop [number v]) = [9]>> then\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n show\n go to x: (-36) y: (126)\n glide (0.7) secs to x: (-36) y: (-57)\n glide (0.7) secs to x: (-36) y: (126)\n end\n if <not <(backdrop [number v]) = [9]>> then\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n show\n go to x: (0) y: (126)\n glide (0.7) secs to x: (0) y: (-57)\n glide (0.7) secs to x: (0) y: (126)\n end\n if <not <(backdrop [number v]) = [9]>> then\n hide\n end\nend\n\n@ghost\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [10]> then\n show\n go to x: (-202) y: (2)\n switch costume to (costume1 v)\n glide (1.3) secs to x: (116) y: (6)\n switch costume to (costume2 v)\n glide (1.3) secs to x: (-202) y: (2)\n end\n if <not <(backdrop [number v]) = [10]>> then\n hide\n end\n if <touching (david v)?> then\n change [vie v] by (-2)\n end\nend\n\n@Sprite6\n\nwhen this sprite clicked\nstart sound [Laugh3 v]\nsay [ Tu as cru que ça allait être aussi facile ?┌\( ಠ_ಠ\)┘TRICHEUR !] for (3) seconds\n\nwhen flag clicked\ngo to x: (-205) y: (166)\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n show\n end\n forever\n switch costume to (skip v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen backdrop switches to [decor1 v]\nshow\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (-141) y: (166)\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n show\n end\n forever\n switch costume to (skip v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen backdrop switches to [decor1 v]\nshow\n\n@Heart\n\nwhen flag clicked\ngo to x: (166) y: (166)\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n show\n end\n switch costume to (8 v)\n if <(Vie) = [7]> then\n switch costume to (7 v)\n end\n if <(Vie) = [6]> then\n switch costume to (6 v)\n end\n if <(Vie) = [5]> then\n switch costume to (5 v)\n end\n if <(Vie) = [4]> then\n switch costume to (4 v)\n end\n if <(Vie) = [3]> then\n switch costume to (3 v)\n end\n if <(Vie) = [2]> then\n switch costume to (2 v)\n end\n if <(Vie) = [1]> then\n switch costume to (1 v)\n end\nend\n\n@cubebleu\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [12]> then\n show\n end\n if <not <(backdrop [number v]) = [12]>> then\n hide\n end\nend\n\n@cubebleu2\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [17]> then\n show\n end\n if <not <(backdrop [number v]) = [17]>> then\n hide\n end\nend\n\n@canon\n\nwhen flag clicked\nforever\n hide\n if <(backdrop [number v]) = [18]> then\n show\n end\n if <not <(backdrop [number v]) = [18]>> then\n hide\n end\n switch costume to (canon v)\n wait (0.5) seconds\n switch costume to (canontir v)\nend\n\n@bouletdecanon\n\nwhen flag clicked\nforever\n hide\n if <(backdrop [number v]) = [18]> then\n show\n end\n if <not <(backdrop [number v]) = [18]>> then\n hide\n end\n go to x: (-140) y: (15)\n glide (0.5) secs to x: (168) y: (15)\n if <touching (david v)?> then\n hide\n end\nend\n\n@cible\n\nwhen flag clicked\nforever\n hide\n if <(backdrop [number v]) = [22]> then\n show\n go to [front v] layer\n start sound [chargementarme v]\n go to (mouse-pointer v)\n if <mouse down?> then\n start sound [tir v]\n broadcast (tir v)\n end\n end\n if <not <(backdrop [number v]) = [22]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(compteur) = [20]> and <(backdrop [number v]) = [22]>> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\n@Personnages\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [score v] to [0]\nhide\nforever\n if <(backdrop [number v]) = [22]> then\n go to x: (14) y: (-16)\n show\n wait (pick random (0.5) to (3)) seconds\n switch costume to (pick random (1) to (5))\n show\n wait (pick random (0.5) to (2)) seconds\n hide\n end\n if <not <(backdrop [number v]) = [22]>> then\n hide\n end\n if <(costume [number v]) = [1]> then\n wait (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(score) = [1]> then\n hide\n switch backdrop to (victoire v)\n wait (8) seconds\n switch backdrop to (le boss v)\n wait (3) seconds\n switch backdrop to (resultats v)\n stop [all v]\n end\n if <(score) = [-1]> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\nwhen I receive [tir v]\nif <touching (cible v)?> then\n stop [other scripts in sprite v]\n if <(costume [number v]) = [1]> then\n change [score v] by (1)\n switch costume to (roimort v)\n hide\n start sound [aie v]\n end\n if <not <(costume [number v]) = [1]>> then\n change [score v] by (-1)\n hide\n start sound [aie v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(compteur) = [20]> and <(backdrop [number v]) = [22]>> then\n hide\n go to [back v] layer\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\n@Personnages2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [score v] to [0]\nhide\nforever\n if <(backdrop [number v]) = [22]> then\n go to x: (-76) y: (-16)\n show\n wait (pick random (0.5) to (3)) seconds\n switch costume to (pick random (1) to (5))\n show\n wait (pick random (0.5) to (2)) seconds\n hide\n end\n if <not <(backdrop [number v]) = [22]>> then\n hide\n end\n if <(costume [number v]) = [1]> then\n wait (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(compteur) = [20]> and <(backdrop [number v]) = [22]>> then\n hide\n go to [back v] layer\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\nwhen I receive [tir v]\nif <touching (cible v)?> then\n stop [other scripts in sprite v]\n if <(costume [number v]) = [1]> then\n change [score v] by (1)\n switch costume to (roimort v)\n hide\n start sound [aie v]\n end\n if <not <(costume [number v]) = [1]>> then\n change [score v] by (-1)\n switch costume to (soldatmort v)\n hide\n start sound [aie v]\n end\nend\n\nwhen flag clicked\nforever\n if <(score) = [1]> then\n hide\n switch backdrop to (victoire v)\n wait (8) seconds\n switch backdrop to (le boss v)\n wait (3) seconds\n switch backdrop to (resultats v)\n stop [all v]\n end\n if <(score) = [-1]> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\n@Personnages3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [score v] to [0]\nhide\nforever\n if <(backdrop [number v]) = [22]> then\n go to x: (93) y: (-16)\n show\n wait (pick random (0.5) to (3)) seconds\n switch costume to (pick random (1) to (5))\n show\n wait (pick random (0.5) to (2)) seconds\n hide\n end\n if <not <(backdrop [number v]) = [22]>> then\n hide\n end\n if <(costume [number v]) = [1]> then\n wait (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(compteur) = [20]> and <(backdrop [number v]) = [22]>> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\nwhen I receive [tir v]\nif <touching (cible v)?> then\n stop [other scripts in sprite v]\n if <(costume [number v]) = [1]> then\n change [score v] by (1)\n switch costume to (roimort v)\n hide\n start sound [aie v]\n end\n if <not <(costume [number v]) = [1]>> then\n change [score v] by (-1)\n switch costume to (soldatmort v)\n hide\n start sound [aie v]\n end\nend\n\nwhen flag clicked\nforever\n if <(score) = [1]> then\n hide\n switch backdrop to (victoire v)\n wait (8) seconds\n switch backdrop to (le boss v)\n wait (3) seconds\n switch backdrop to (resultats v)\n stop [all v]\n end\n if <(score) = [-1]> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\n@Personnages4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [score v] to [0]\nhide\nforever\n if <(backdrop [number v]) = [22]> then\n go to x: (-182) y: (40)\n show\n wait (pick random (0.5) to (3)) seconds\n switch costume to (pick random (1) to (5))\n show\n wait (pick random (0.5) to (3)) seconds\n hide\n end\n if <not <(backdrop [number v]) = [22]>> then\n hide\n end\n if <(costume [number v]) = [1]> then\n wait (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(compteur) = [20]> and <(backdrop [number v]) = [22]>> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\nwhen I receive [tir v]\nif <touching (cible v)?> then\n stop [other scripts in sprite v]\n if <(costume [number v]) = [1]> then\n change [score v] by (1)\n switch costume to (roimort v)\n hide\n start sound [aie v]\n end\n if <not <(costume [number v]) = [1]>> then\n change [score v] by (-1)\n switch costume to (soldatmort v)\n hide\n start sound [aie v]\n end\nend\n\nwhen flag clicked\nforever\n if <(score) = [1]> then\n hide\n switch backdrop to (victoire v)\n wait (8) seconds\n switch backdrop to (le boss v)\n wait (3) seconds\n switch backdrop to (resultats v)\n stop [all v]\n end\n if <(score) = [-1]> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\n@Personnages6\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [score v] to [0]\nhide\nforever\n if <(backdrop [number v]) = [22]> then\n go to x: (-184) y: (-54)\n show\n wait (pick random (0.5) to (3)) seconds\n switch costume to (pick random (1) to (5))\n show\n wait (pick random (0.5) to (2)) seconds\n hide\n end\n if <not <(backdrop [number v]) = [22]>> then\n hide\n end\n if <(costume [number v]) = [1]> then\n wait (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(compteur) = [20]> and <(backdrop [number v]) = [22]>> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\nwhen I receive [tir v]\nif <touching (cible v)?> then\n stop [other scripts in sprite v]\n if <(costume [number v]) = [1]> then\n change [score v] by (1)\n switch costume to (roimort v)\n hide\n start sound [aie v]\n end\n if <not <(costume [number v]) = [1]>> then\n change [score v] by (-1)\n switch costume to (soldatmort v)\n hide\n start sound [aie v]\n end\nend\n\nwhen flag clicked\nforever\n if <(score) = [1]> then\n hide\n switch backdrop to (victoire v)\n wait (8) seconds\n switch backdrop to (le boss v)\n wait (3) seconds\n switch backdrop to (resultats v)\n stop [all v]\n end\n if <(score) = [-1]> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\n@Personnages7\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [score v] to [0]\nhide\nforever\n if <(backdrop [number v]) = [22]> then\n go to x: (199) y: (-51)\n show\n wait (pick random (0.5) to (3)) seconds\n switch costume to (pick random (1) to (5))\n show\n wait (pick random (0.5) to (2)) seconds\n hide\n end\n if <not <(backdrop [number v]) = [22]>> then\n hide\n end\n if <(costume [number v]) = [1]> then\n wait (3) seconds\n end\nend\n\nwhen I receive [tir v]\nif <touching (cible v)?> then\n stop [other scripts in sprite v]\n if <(costume [number v]) = [1]> then\n change [score v] by (1)\n switch costume to (roimort v)\n hide\n start sound [aie v]\n end\n if <not <(costume [number v]) = [1]>> then\n change [score v] by (-1)\n switch costume to (soldatmort v)\n hide\n start sound [aie v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(compteur) = [20]> and <(backdrop [number v]) = [22]>> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(score) = [1]> then\n hide\n switch backdrop to (victoire v)\n wait (8) seconds\n switch backdrop to (le boss v)\n wait (3) seconds\n switch backdrop to (resultats v)\n stop [all v]\n end\n if <(score) = [-1]> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\n@compteur sniper\n\nwhen flag clicked\nset [compteur v] to [0]\nhide\nforever\n if <not <(backdrop [number v]) = [22]>> then\n hide\n end\n if <(backdrop [number v]) = [22]> then\n show\n switch costume to (costume9 v)\n change [compteur v] by (1)\n start sound [A Guitar v]\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (compteur)\nend\n\nwhen flag clicked\nforever\n if <<(compteur) = [20]> and <(backdrop [number v]) = [22]>> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\n@Personnages5\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [score v] to [0]\nhide\nforever\n if <(backdrop [number v]) = [22]> then\n go to x: (196) y: (46)\n show\n wait (pick random (0.5) to (3)) seconds\n switch costume to (pick random (1) to (5))\n show\n wait (pick random (0.5) to (2)) seconds\n hide\n end\n if <not <(backdrop [number v]) = [22]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(compteur) = [20]> and <(backdrop [number v]) = [22]>> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\nwhen I receive [tir v]\nif <touching (cible v)?> then\n stop [other scripts in sprite v]\n if <(costume [number v]) = [1]> then\n change [score v] by (1)\n switch costume to (roimort v)\n hide\n start sound [aie v]\n end\n if <not <(costume [number v]) = [1]>> then\n change [score v] by (-1)\n switch costume to (soldatmort v)\n hide\n start sound [aie v]\n end\nend\n\nwhen flag clicked\nforever\n if <(score) = [1]> then\n hide\n switch backdrop to (victoire v)\n wait (8) seconds\n switch backdrop to (le boss v)\n wait (3) seconds\n switch backdrop to (resultats v)\n stop [all v]\n end\n if <(score) = [-1]> then\n hide\n switch backdrop to (prison v)\n stop [all v]\n end\nend\n\n@fleche haut\n\nwhen flag clicked\nforever\n if <(mode) = [-1]> then\n hide\n end\n if <(mode) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nset [mode v] to [0]\nhide\ngo to x: (10) y: (-70)\nset [ghost v] effect to (25)\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (fleche haut v)\n end\nend\n\n@fleche droite\n\nwhen flag clicked\nset [mode v] to [0]\nhide\ngo to x: (161) y: (-109)\nset [ghost v] effect to (25)\n\nwhen flag clicked\nforever\n if <(mode) = [-1]> then\n hide\n end\n if <(mode) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (fleche droite v)\n end\nend\n\n@flrche gauche\n\nwhen flag clicked\nset [mode v] to [0]\nhide\ngo to x: (-131) y: (-109)\nset [ghost v] effect to (25)\n\nwhen flag clicked\nforever\n if <(mode) = [-1]> then\n hide\n end\n if <(mode) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (fleche gauche v)\n end\nend\n\n@options\n\nwhen this sprite clicked\nswitch backdrop to (option v)\nstart sound [pop v]\n\nwhen backdrop switches to [menu v]\nshow\ngo to x: (-15) y: (-135)\nforever\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nwait (7) seconds\nshow\n\n@pc\n\nwhen this sprite clicked\nswitch backdrop to (decor1 v)\nstart sound [pop v]\nchange [mode v] by (-1)\n\nwhen backdrop switches to [option v]\nshow\ngo to x: (-105) y: (7)\nforever\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [27]>> then\n hide\n end\nend\n\n@mobile\n\nwhen this sprite clicked\nswitch backdrop to (decor1 v)\nstart sound [pop v]\nchange [mode v] by (1)\n\nwhen backdrop switches to [option v]\nshow\ngo to x: (121) y: (7)\nforever\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [27]>> then\n hide\n end\nend\n\n@arrière plan 2\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\nshow\nrepeat (2)\n change [color v] effect by (25)\n wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nwait (7) seconds\nhide\n\n@arrière plan\n\nwhen flag clicked\nshow\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\ngo to [back v] layer\nrepeat (10)\n change [brightness v] effect by (10)\n wait (0.1) seconds\nend\nhide\n\nwhen flag clicked\nwait (7) seconds\nhide\n\n@ensemble\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (309) y: (15)\nhide\nset size to (100) %\nwait (3) seconds\nshow\nglide (0.5) secs to x: (7) y: (-11)\nrepeat (4)\n wait (0.5) seconds\n change size by (20)\n wait (0.5) seconds\n change size by (-20)\nend\n\nwhen flag clicked\nwait (7) seconds\nhide\n\n@Heart2\n\nwhen flag clicked\nstart sound [prod 36 v]\ngo to x: (-161) y: (109)\nhide\nswitch costume to (costume1 v)\nwait (3.5) seconds\nshow\nrepeat (7)\n next costume\n wait (0.5) seconds\nend\n\nwhen flag clicked\nwait (7) seconds\nhide\n\n@sozai2\n\nwhen flag clicked\nset size to (190) %\ngo to x: (-126) y: (-13)\ngo to [front v] layer\nhide\nwait (1.75) seconds\nshow\nrepeat (25)\n next costume\nend\nhide\n\nwhen flag clicked\nwait (7) seconds\nhide\n\n@sozai3\n\nwhen flag clicked\nset size to (190) %\ngo to x: (109) y: (-17)\ngo to [front v] layer\nhide\nwait (1.75) seconds\nshow\nrepeat (25)\n next costume\nend\nhide\n\nwhen flag clicked\nwait (7) seconds\nhide\n\n@sozai4\n\nwhen flag clicked\nset size to (190) %\ngo to x: (31) y: (30)\ngo to [front v] layer\nhide\nwait (1.75) seconds\nshow\nrepeat (25)\n next costume\nend\nhide\n\nwhen flag clicked\nwait (7) seconds\nhide\n\n@sozai5\n\nwhen flag clicked\nset size to (190) %\ngo to x: (31) y: (-190)\ngo to [front v] layer\nhide\nwait (1.75) seconds\nshow\nrepeat (25)\n next costume\nend\nhide\n\nwhen flag clicked\nwait (7) seconds\nhide\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nwait (2) seconds\nshow\n\nwhen flag clicked\nwait (7) seconds\nhide\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (3.5) seconds\nshow\n\nwhen flag clicked\nwait (7) seconds\nhide\n\n@swagg_prev_ui\n\nwhen flag clicked\nset size to (100) %\ngo to x: (8) y: (-5)\nhide\nwait (1) seconds\nshow\nrepeat (18)\n change size by (5)\n wait (0.01) seconds\nend\nhide\n\nwhen flag clicked\nwait (7) seconds\nhide\n\n
Allez voir le 1 si ce n'est pas encore fait\nhttps://scratch.mit.edu/projects/639760972/\nC'est un jeu d'aventure :\nles flèches pour se diriger et sauter.\nAmusez-vous et si vous arrivez jusqu'à la fin ( ça m'étonnerais): dites en commentaires la réponse de David. :)\n
The Forgotten Pixels
@Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (empty v)\nset rotation style [left-right v]\nshow\nset size to (100) %\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-227) y: (-90)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change x by (3)\n if <touching (level v)?> then\n change x by (-3)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change x by (-3)\n if <touching (level v)?> then\n change x by (3)\n end\n end\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [yv v] to [10]\n else\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 (level v)?> then\n change y by ((yv) * (-1))\n set [yv 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?>> then\n start sound [Jump v]\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <(y position) < [-170]> then\n broadcast (die v)\n end\nend\n\nwhen I receive [delete clones v]\ngo to x: (-227) y: (-90)\n\nwhen I receive [die v]\ngo to x: (-227) y: (-90)\n\nwhen I receive [another spawn v]\ngo to x: (194) y: (146)\n\nwhen I receive [another pixel v]\nnext costume\n\nwhen I receive [another spawn 2 v]\ngo to x: (36) y: (-139)\n\nwhen flag clicked\nforever\n play sound [Demons v] until done\n wait (1) seconds\nend\n\nwhen I receive [win v]\nswitch costume to (costume20 v)\n\nwhen flag clicked\nforever\n if <[] = []> then\n end\nend\n\n@Blocks\n\ndefine Render\nset [a v] to [0]\nset [b v] to [0]\nset [orbx v] to [0]\nset [orby v] to [0]\ngo to x: (-232) y: (-177)\nshow\nerase all\nrepeat (23)\n repeat (31)\n switch costume to (render v)\n if <touching color (#7f7f7f)?> then\n switch costume to (dirt block v)\n stamp\n else\n if <touching color (#006622)?> then\n switch costume to (grass block v)\n stamp\n else\n if <touching color (#001966)?> then\n switch costume to (pixel v)\n create clone of (_myself_ v)\n else\n if <touching color (#660000)?> then\n switch costume to (bad block v)\n create clone of (_myself_ v)\n else\n end\n end\n end\n end\n change x by (16)\n end\n set x to (-232)\n change y by (16)\nend\nbroadcast (hide v)\nhide\n\nwhen flag clicked\nRender\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [reset tiles v]\nRender\n\ndefine Next Level\nbroadcast (Delete clones v)\nbroadcast (show v)\nbroadcast (Reset Tiles v)\nbroadcast (Another Pixel v)\nbroadcast (Start Level v)\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n wait until <touching (sprite1 v)?>\n Next Level\nend\nif <(costume [number v]) = [4]> then\n switch costume to (bad block v)\n forever\n wait until <touching (sprite1 v)?>\n broadcast (die v)\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-4) y: (-6)\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [show v]\nclear graphic effects\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (another spawn v)\n \n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (another spawn 2 v)\n \n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n broadcast (win v)\n \n end\nend\n\nforever\n if <(costume [number v]) = [18]> then\n set [☁ wr v] to (timer)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
One day, you find yourself stuck in the middle of nowhere. You find yourself empty...literally. You soon decide to go on a quest to find your missing pixels. As you travel, you will find legends such as Medusa and a Dinosaur.\nWARNING: Pretty difficult in my opinion.\nInstructions:\n-Use the arrow keys or WASD to move around.\n-Get to the pixel\n-Don't touch the spikes\n-Enjoy
Shadow - A Platformer | #Games #Trending #Platformer #All
@Stage\n\nwhen flag clicked\nset volume to (40) %\nplay sound [FEZ_-_Progress_-_OST v] until done\nforever\n wait until <(Level:) = [10]>\n stop all sounds\n start sound [End v]\n wait until <not <(Level:) = [10]>>\nend\n\nwhen I receive [select v]\nrepeat until <(volume) = [0]>\n change volume by (-1)\nend\nstop all sounds\nset volume to (75) %\nwait (1) seconds\nrepeat until <(Level:) = [10]>\n play sound [Puzzle - Fez OST v] until done\nend\n\nwhen flag clicked\nset [number v] to [0]\nforever\n switch backdrop to (1 v)\n wait until <([costume # v] of [level v]) = [11]>\n switch backdrop to (5 v)\n wait until <([costume # v] of [level v]) = [19]>\n switch backdrop to (6 v)\n wait (0) seconds\n wait until <<([x position v] of [player v]) > [225]> or <([costume # v] of [level v]) = [1]>>\n broadcast (Restart v)\n repeat (2)\n set [level: v] to [1]\n switch backdrop to (2 v)\n stop all sounds\n wait (0) seconds\n broadcast (Select v)\n wait (0) seconds\n end\nend\n\nIf Time Between [1.9] To [3.9] , then set costume to [2] .\nIf Time Between [4.9] To [6.9] , then set costume to [4] .\nIf Time Between [7.9] To [17.8] , then set costume to [2] .\nIf Time Between [17.9] To [19.9] , then set costume to [3] .\nIf Time Between [19.99] To [23.9] , then set costume to [1] .\n\ndefine If Time Between (a) To (b) , then set costume to (cn) .\nif <<(current [hour v]) > (a)> and <(current [hour v]) < (b)>> then\n switch backdrop to (cn)\nend\n\nwhen I receive [continue v]\nplay sound [Fez - Original Game Soundtrack - Formations \[HD\] v] until done\n\n@Level\n\nwhen I receive [select v]\nwait (0) seconds\nforever\n if <([x position v] of [player v]) > [225]> then\n broadcast (Next v)\n end\nend\n\nwhen flag clicked\nhide variable [time: v]\nhide variable [☁ world record: v]\nset [level: v] to [0]\nswitch costume to (level 1 v)\nwait until <(costume [number v]) = [10]>\nset [time: v] to ([output v] of [rounder engine v])\nif <([output v] of [rounder engine v]) < (☁ World Record:)> then\n set [☁ world record: v] to (Time:)\nend\nshow variable [☁ world record: v]\nshow variable [time: v]\nwait until <(costume [number v]) = [11]>\nhide variable [time: v]\nhide variable [☁ world record: v]\n\nwhen I receive [next v]\nchange [level: v] by (1)\nnext costume\n\n@Player\n\nwhen flag clicked\nforever\n switch costume to (orbby the blob v)\n wait (pick random (2) to (4.0)) seconds\n switch costume to (blink v)\n wait (pick random (.2) to (.5)) seconds\nend\n\ndefine Move (step) Steps\nchange [falling v] by (1)\nrepeat (step)\n set [last value v] to (x position)\n change x by ((X Speed) / (step))\n Touching Solid?\n if <(Touching) > [0]> then\n Slope Or Wall?\n end\n set [last value v] to (y position)\n change y by ((Y Speed) / (step))\n Touching Solid?\n if <(Touching) > [0]> then\n set y to (Last Value)\n if <(Y Speed) < [0]> then\n set [falling v] to [0]\n end\n set [y speed v] to [0]\n end\nend\n\nwhen I receive [select v]\nreset timer\nset [ypos v] to [1]\ngo to x: (-175) y: (item (ypos) of [y position v])\nif <(Mobile?) = [0]> then\n forever\n Direction\n Computer\n Trail\n Touching Spikes?\n end\nelse\n forever\n Direction\n Mobile\n Trail\n Touching Spikes?\n end\nend\n\nwhen I receive [next v]\nchange [ypos v] by (1)\ngo to x: (-180) y: (item (ypos) of [y position v])\n\ndefine Slope Or Wall?\nchange y by (1)\nTouching Solid?\nif <(Touching) > [0]> then\n change y by (1)\n Touching Solid?\n if <(Touching) > [0]> then\n change y by (-2)\n set x to (Last Value)\n set [x speed v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [start over v]\ngo to x: (-180) y: (item (ypos) of [y position v])\n\ndefine Mobile\nif <(Can Move?) = [1]> then\n if <(Stick Y) > [.8]> then\n if <(Falling) < [8]> then\n set [y speed v] to (Jump Height)\n end\n end\n change [x speed v] by ((Stick X) * (Mobile Speed))\n set [x speed v] to ((X Speed) * (.85))\n change [y speed v] by (Gravity)\n Move (([abs v] of (X Speed) ) + ([abs v] of (Y Speed) )) Steps\nend\n\ndefine Computer\nif <(Can Move?) = [1]> then\n if <(Can Move?) = [1]> then\n if <<<key (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> then\n if <(Falling) < [8]> then\n set [y speed v] to (Jump Height)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (() - (Speed))\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x speed v] by (Speed)\n end\n set [x speed v] to ((X Speed) * (.85))\n change [y speed v] by (-1)\n Move (([abs v] of (X Speed) ) + ([abs v] of (Y Speed) )) Steps\n end\nend\n\ndefine Touching Solid?\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\ndefine Direction\nif <<(Stick X) > [0]> or <(Stick X) = [0]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\n\nreplace item (ypos) of [y position v] with (([floor v] of (y position) ) + (4))\n\ngo to x: (-180) y: (item (ypos) of [y position v])\n\ndefine Touching Spikes?\nif then\n broadcast (Start Over v)\nend\n\ndefine Trail\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nclear graphic effects\nset [brightness v] effect to (-100)\nset size to (([size v] of (Myself)) - (25)) %\nrepeat until <(size) < [15]>\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nrepeat (10)\n set size to (100) %\n set [myself v] to [Player]\n set [jump height v] to [10]\n set [speed v] to [1.5]\n set [mobile speed v] to [2]\n set [ypos v] to [0]\n set [can move? v] to [0]\n set [gravity v] to [-1]\n set [y speed v] to [0]\n go to x: (-175) y: (-70)\n set rotation style [left-right v]\nend\n\nwait until <([costume # v] of [level v]) = [15]>\n\nset size to (50) %\nset [jump height v] to [5]\nset [speed v] to ((1.5) / (2))\nset [mobile speed v] to [1]\nwait until <([costume # v] of [level v]) = [16]>\nset [jump height v] to [10]\nset [speed v] to [1.5]\nset [mobile speed v] to [2]\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > ((0) - (timer))\nforever\n go to [front v] layer\nend\n\n@Title Screen\n\nwhen I receive [select v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nclear graphic effects\nrepeat (2)\n go to [front v] layer\nend\n\ndefine Front\n\n@Shadow Level\n\nwhen flag clicked\nswitch costume to (shadow level v)\nforever\n go to (level v)\n change y by (10)\n change x by (-3)\n if <(Test) > [.9]> then\n hide\n else\n show\n end\n set [ghost v] effect to (25)\nend\n\nwhen I receive [next v]\nnext costume\n\n@Selection\n\nwhen flag clicked\nset [1 v] to [1]\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (start v)\nshow\nrepeat (3)\n go to [front v] layer\nend\nset [selected? v] to [0]\nset [mobile? v] to [0]\nwait until <<key (any v) pressed?> or <mouse down?>>\ngo to x: (-90) y: (-10)\nswitch costume to (uno card v)\nstart sound [Conflrm v]\ncreate clone of (_myself_ v)\nrepeat until <(Selected?) = [1]>\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n start sound [Begin v]\n set [selected? v] to [1]\n set [mobile? v] to [1]\n reset timer\n broadcast (Select v)\n set [can move? v] to [1]\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\n end\n change size by (((125) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\ngo to x: (90) y: (0)\nswitch costume to (computer v)\nrepeat until <(Selected?) = [1]>\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n start sound [Begin v]\n set [selected? v] to [1]\n set [mobile? v] to [0]\n set [can move? v] to [1]\n reset timer\n broadcast (Select v)\n end\n end\n change size by (((125) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nrepeat until <(Selected?) = [1]>\n set y to (([sin v] of ((timer) * (100)) ) * (-5))\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [select v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Control Stick\n\nwhen I start as a clone\nset size to (100) %\nrepeat (5)\n go to [front v] layer\nend\nswitch costume to (stick v)\nset [ghost v] effect to (50)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (Base Sprite)\n end\n if <(distance to [mouse-pointer v]) < ((size) / (2))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (Base Sprite)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(Base Sprite) v])\n if <(Stick Power) > (Max Stick)> then\n move ((Max Stick) - (Stick Power)) steps\n set [stick power v] to (Max Stick)\n end\n set [stick power v] to ((Stick Power) / (Max Stick))\n set [stick x v] to ((Stick Power) * ([sin v] of (Stick Direction) ))\n set [stick y v] to ((Stick Power) * ([cos v] of (Stick Direction) ))\nend\n\nwhen I receive [select v]\nchange [number v] by (1)\nwait (0) seconds\nif <(Number) = [1]> then\n if <(Mobile?) = [1]> then\n show\n set [base sprite v] to [Control Stick]\n set [max stick v] to [27]\n switch costume to (base v)\n go to x: (-160) y: (-100)\n set [ghost v] effect to (60)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\nrepeat (4)\n go to [front v] layer\nend\n\n@Shadow Player\n\nwhen flag clicked\nforever\n set size to ([size v] of [player v]) %\n create clone of (_myself_ v)\n go to (player v)\n change x by (-10)\n change y by (10)\n if <(Test) > [.9]> then\n hide\n else\n show\n end\n if <<([costume # v] of [level v]) > [10]> and <([costume # v] of [level v]) < [19]>> then\n hide\n else\n show\n end\n set [ghost v] effect to (25)\nend\n\nwhen I receive [start over v]\ngo to x: (-175) y: (-70)\n\nwhen I receive [hide v]\nchange [test v] by (1)\n\nwhen I start as a clone\nclear graphic effects\nset [ghost v] effect to (50)\nset size to (100) %\nwait (0) seconds\nset size to (([size v] of [player v]) - (25)) %\nrepeat until <(size) < [15]>\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Extra\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (3) layers\n repeat (10)\n hide\n end\n wait until <([costume # v] of [level v]) = [4]>\n show\n wait until <([costume # v] of [level v]) = [5]>\n next costume\n wait until <([costume # v] of [level v]) = [6]>\n switch costume to (costume5 v)\n wait until <([costume # v] of [level v]) = [7]>\n show\n switch costume to (costume8 v)\n wait until <([costume # v] of [level v]) = [8]>\n switch costume to (costume3 v)\n show\n wait until <([costume # v] of [level v]) = [9]>\n hide\n wait until <([costume # v] of [level v]) = [16]>\n switch costume to (costume6 v)\n show\n wait until <([costume # v] of [level v]) = [17]>\n switch costume to (costume4 v)\n wait until <([costume # v] of [level v]) = [18]>\n switch costume to (costume7 v)\n wait until <([costume # v] of [level v]) = [19]>\n hide\nend\n\n@score\n\nwhen flag clicked\ngo to [back v] layer\nset [test v] to [0]\nset [level: v] to [1]\nforever\n cloneCostume // costume: (join [~] (Level:)) xPos: [-140] yPos: [155] lineSpace: [.3]\n if <key (0 v) pressed?> then\n set [test v] to [1]\n end\nend\n\ndefine cloneCostume // costume: (costume) xPos: (xpos) yPos: (ypos) lineSpace: (linespace)\nbroadcast (deleteClones2 v)\ngo to x: (xpos) y: (ypos)\nset [# v] to [1]\nrepeat (length of (costume))\n switch costume to (letter (#) of (costume))\n create clone of (_myself_ v)\n change x by ((size) * (linespace))\n change [# v] by (1)\n go to [back v] layer\nend\nhide\n\nwhen I start as a clone\nforever\n look // color: ((Level:) * (5)) brighness: [0] size: [75]\n go to [back v] layer\n if <<([costume # v] of [level v]) > [10]> and <([costume # v] of [level v]) < [19]>> then\n hide\n else\n show\n end\nend\n\ndefine look // color: (color) brighness: (brighness) size: (size)\nif <<([costume # v] of [level v]) > [10]> and <([costume # v] of [level v]) < [19]>> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (30)\nend\nset [color v] effect to (color)\nset [brightness v] effect to (brighness)\nset size to (size) %\n\nwhen I receive [deleteclones2 v]\ndelete this clone\n\n@Rounder Engine\n\ndefine Round (#) To (n)\ndelete all of [round list v]\nset [input v] to (#)\nset [# v] to [1]\nrepeat until <(letter (#) of (Input)) = [.]>\n wait (0) seconds\n add (letter (#) of (Input)) to [round list v]\n change [# v] by (1)\n if <(length of [round list v]) > [100]> then\n delete all of [round list v]\n broadcast (Reset v)\n stop [this script v]\n end\nend\nrepeat (n)\n add (letter (#) of (Input)) to [round list v]\n change [# v] by (1)\nend\nset [# v] to [1]\nset [output v] to []\nrepeat until <(item (#) of [round list v]) = []>\n set [output v] to (join (Output) (item (#) of [round list v]))\n change [# v] by (1)\n if <(length of [round list v]) > [100]> then\n delete all of [round list v]\n broadcast (Reset v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [round v] to [2]\nforever\n Round (timer) To (Round)\nend\n\nwhen flag clicked\nset [t/f v] to [T]\n\nwhen flag clicked\nforever\n wait (0) seconds\n delete all of [log v]\nend\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nwait (.22) seconds\nset [ghost v] effect to (0)\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\n\nwhen flag clicked\nforever\n Front\n go to [front v] layer\nend\n\ndefine Front\ngo to [front v] layer\n\nwhen I receive [restart v]\nset [ghost v] effect to (0)\nrepeat (40)\n change [ghost v] effect by (2.5)\n wait (0) seconds\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (50)\nswitch costume to (costume1 v)\nset [x v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (480)\nbroadcast (begin v)\nforever\n go to [back v] layer\n change [camera x v] by ((X Speed) / (10))\nend\n\nwhen I receive [begin v]\ngo to x: (0) y: (0)\nforever\n show\n repeat until <([costume # v] of [level v]) = [11]>\n set [screen x v] to ((x) - (Camera X))\n set x to (((Screen X) mod ((400) * (2))) - (400))\n go to [back v] layer\n end\n hide\n wait until <([costume # v] of [level v]) = [1]>\n wait (.3) seconds\nend\n\nwhen I start as a clone\nwait until <([costume # v] of [level v]) = [11]>\nhide\nwait until <([costume # v] of [level v]) = [1]>\nshow\n\n@Sprite5\n\nwhen flag clicked\nforever\n repeat (2)\n hide\n end\n if <<(current [hour v]) > [7.9]> and <(current [hour v]) < [17.8]>> then\n set [brightness v] effect to (-10)\n else\n clear graphic effects\n end\n wait until <([costume # v] of [level v]) = [10]>\n show\n wait until <([costume # v] of [level v]) = [11]>\n hide\n broadcast (Continue v)\nend\n\n
新感覚‼︎ All kanji platformer! ver.1.4.9
@Stage\n\nwhen flag clicked\nforever\n set volume to (100) %\n play sound [MusMus-BGM-027 v] until done\nend\n\n@我\n\nwhen flag clicked\nshow\nswitch costume to (我 v)\nset [横移動 v] to [0]\nset [跳躍力 v] to [0]\nset [難易度 v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <touching (跳 v)?> then\n start sound [ジャンプ v]\n wait until <not <touching (_edge_ v)?>>\n set [跳躍力 v] to [1]\n change [跳躍力 v] by (1)\n wait (0.001) seconds\n set [跳躍力 v] to [15]\n end\n if <touching (右 v)?> then\n change [横移動 v] by (4)\n end\n if <touching (左 v)?> then\n change [横移動 v] by (-4)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [跳躍力 v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [横移動 v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [横移動 v] by ((speed) * (-1))\nend\nset [横移動 v] to ((横移動) * (friction))\nchange x by (横移動)\nif <<touching (地面 v)?> or <touching (回 v)?>> then\n change y by (1)\nend\nif <<touching (地面 v)?> or <touching (回 v)?>> then\n change y by (1)\nend\nif <<touching (地面 v)?> or <touching (回 v)?>> then\n change y by (1)\nend\nif <<touching (地面 v)?> or <touching (回 v)?>> then\n change y by (1)\nend\nif <<touching (地面 v)?> or <touching (回 v)?>> then\n change y by (-4)\n change x by ((横移動) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [跳躍力 v] to ((jump height) - (3.5))\n if <[0] < (横移動)> then\n set [横移動 v] to [-7]\n else\n set [横移動 v] to [7]\n end\n else\n set [横移動 v] to [0]\n end\nend\nchange y by (跳躍力)\nif <<touching (地面 v)?> or <touching (回 v)?>> then\n change y by ((跳躍力) * (-1))\n set [跳躍力 v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<touching (地面 v)?> or <touching (回 v)?>> then\n set [跳躍力 v] to [11.5]\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nswitch costume to (亡 v)\nstart sound [Bon v]\nset [ghost v] effect to (60)\nglide (1) secs to x: (-180) y: (-50)\nswitch costume to (我 v)\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(難易度) = [22]>\n if <touching (次 v)?> then\n broadcast (Next level v) and wait\n wait until <not <touching (次 v)?>>\n end\n if <<<(y position) < [-170]> or <touching (針 v)?>> or <key (r v) pressed?>> then\n broadcast (Ded v) and wait\n end\n if <touching (跳 v)?> then\n set [跳躍力 v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (次 v)?> then\n play sound [Pi-n v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (針 v)?>> and <(costume [number v]) = [1]>> then\n play sound [Bon v] until done\n end\nend\n\n@地面\n\nwhen flag clicked\nshow\nswitch costume to (地面一 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [難易度 v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide variable [時間 v]\nset [時間 v] to [0]\nrepeat until <(costume [number v]) = [15]>\n change [時間 v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\n\nforever\n if <(costume [number v]) = [14]> then\n if <((my variable) + (☆)) = [2]> then\n broadcast (Next level v)\n end\n end\nend\n\n@針\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [難易度 v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@跳\n\nwhen flag clicked\nset drag mode [not draggable v]\nshow\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (コスチューム4 v)\nforever\n if <touching (我 v)?> then\n wait (0.06) seconds\n change size by (1)\n wait (0.05) seconds\n change size by (-1)\n wait until <not <touching (我 v)?>>\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@次\n\nwhen flag clicked\nshow\nswitch costume to (次一 v)\nset size to (100) %\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@右\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (右一 v)\n\n@見出\n\nwhen flag clicked\ngo to x: (1) y: (4)\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (100)\n\nhide variable [時間 v]\n\n@時間\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nswitch costume to (無 v)\nset size to (1) %\ngo to x: ((-110) - ((複製番号) * (19))) y: (165)\nforever\n go to [front v] layer\n show\n if <(複製番号) > [0]> then\n if <(length of (時間)) < (複製番号)> then\n switch costume to (零 v)\n else\n switch costume to ((letter (((length of (時間)) - (複製番号)) + (1)) of (時間)) + (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nset size to (1) %\nset [複製番号 v] to [0]\nrepeat (6)\n change [複製番号 v] by (1)\n create clone of (_myself_ v)\nend\n\n@部外者象徴\n\nwhen flag clicked\nhide\n\n@集中線\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n
⚠︎注意⚠︎\n読まなくてもできますが、使い方、メモとクレジットのとこも読破することをお勧めします!\n【宣伝】intro contest↓\nhttps://scratch.mit.edu/projects/770092728/\nこれに作品入れてね〜^↓\nhttps://scratch.mit.edu/studios/32270283/\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日本語は下↓(°▽°)\n【English】\n→ Press the key or d key to go to the right.\n← Press the key or a key to go to the right.\nUse the ↑ key or w key to jump.\nIt is mobile compatible.\nPlease Don't touch 針, 罠 and 棘.\n【跳】If you touch, it will jump big.\n【次】Touch to go to the next stage.\n【右】Touch to fly to the right.\nSelf-destruct with r key\n\nPlease do your best!\nGood lack!\n\n【日本語】\n右矢印キー又はdキーで右移動\n左矢印キー又はaキーで左移動\n上矢印キー又はwキーでジャンプ\nモバイル対応しました。\n針、棘、罠に触れたらダメですょ\n【跳】触れると大きくジャンプします。\n【次】触れると次のステージに行きます。\n【右】触れると勢いよく右に行きます。\nrキーで自爆\n初見殺しっつーかステージ新しくなって勢いよく前いくと大体デスするよ笑(語彙力よ)\n\n頑張ってね。
| Platformer | black
@Stage\n\nwhen flag clicked\nbroadcast (N v)\nswitch backdrop to (背景1 v)\n\nwhen I receive [start v]\nswitch backdrop to (背景 v)\nset volume to (40) %\nforever\n play sound [Inferno v] until done\nend\n\nwhen I receive [intro end v]\nswitch backdrop to (背景2 v)\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch backdrop to (背景 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@together\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nhide\nforever\n go to x: (0) y: (0)\n if <<<(レベル) = [11]> or <<(レベル) = [10]> or <(レベル) = [12]>>> or <<(レベル) = [6]> or <<(レベル) = [4]> or <<(レベル) = [13]> or <<(レベル) = [7]> or <<(レベル) = [8]> or <<(レベル) = [9]> or <<(レベル) = [3]> or >>>>>>>> then\n show\n go to [back v] layer\n switch costume to (join (letter (1) of (レベル)) (letter (2) of (レベル)))\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Platformer\n\nwhen flag clicked\nswitch costume to (1 v)\nhide variable [記録 v]\nhide variable [レベル v]\nhide variable [☁ wr v]\nset [レベル v] to [1]\nhide\n\nwhen I receive [start v]\nset [レベル v] to [1]\nshow variable [レベル v]\nshow variable [記録 v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [レベル v] to [1]\ngo to [back v] layer\nrepeat until <(costume [number v]) = [16]>\n switch costume to (join (letter (1) of (レベル)) (letter (2) of (レベル)))\nend\n\nwhen I receive [start v]\nhide variable [レベル v]\nset [記録 v] to [0]\nrepeat until <<(costume [number v]) = [12]> or <(costume [number v]) = [16]>>\n hide variable [レベル v]\n wait (0.05) seconds\n change [記録 v] by (0.1)\nend\nif <(記録) < (☁ WR)> then\n set [☁ 記録 v] to (記録)\n set [☁ wr v] to (join (letter (1) of (☁ 記録)) (join (letter (2) of (☁ 記録)) (join (letter (3) of (☁ 記録)) (letter (4) of (☁ 記録)))))\n broadcast (WR v)\nend\nshow variable [表示 v]\nset [表示 v] to (join (☁ WR) (join [ ] (join (item (1) of [wr v]) (join (item (2) of [wr v]) (join (item (3) of [wr v]) (join (item (4) of [wr v]) (join (item (5) of [wr v]) (join (item (6) of [wr v]) (join (item (7) of [wr v]) (join (item (8) of [wr v]) (join (item (9) of [wr v]) (join (item (10) of [wr v]) (join (item (11) of [wr v]) (join (item (12) of [wr v]) (join (item (13) of [wr v]) (join (item (14) of [wr v]) (join (item (15) of [wr v]) (join (item (16) of [wr v]) (join (item (17) of [wr v]) (join (item (18) of [wr v]) (join (item (19) of [wr v]) (item (20) of [wr v]))))))))))))))))))))))\n\nwhen I receive [start v]\nforever\n set [今のコース v] to (costume [number v])\nend\n\nwhen I receive [アップデート v]\nset [☁ wr v] to [300]\n\nwhen I receive [wr v]\ndelete all of [wr v]\nset [a1 v] to [0]\nrepeat (20)\n change [a1 v] by (1)\n if <(letter (a1) of (username)) = [1]> then\n insert [1] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [2]> then\n insert [2] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [3]> then\n insert [3] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [4]> then\n insert [4] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [5]> then\n insert [5] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [6]> then\n insert [6] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [7]> then\n insert [7] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [8]> then\n insert [8] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [9]> then\n insert [9] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [0]> then\n insert [0] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [-]> then\n insert [-] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [_]> then\n insert [_] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [q]> then\n insert [Q] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [w]> then\n insert [W] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [e]> then\n insert [E] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [r]> then\n insert [R] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [t]> then\n insert [T] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [y]> then\n insert [Y] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [u]> then\n insert [U] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [i]> then\n insert [I] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [o]> then\n insert [O] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [p]> then\n insert [P] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [a]> then\n insert [A] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [s]> then\n insert [S] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [d]> then\n insert [D] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [f]> then\n insert [F] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [g]> then\n insert [G] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [h]> then\n insert [H] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [j]> then\n insert [J] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [k]> then\n insert [K] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [l]> then\n insert [L] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [z]> then\n insert [Z] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [x]> then\n insert [X] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [c]> then\n insert [C] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [v]> then\n insert [V] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [b]> then\n insert [B] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [n]> then\n insert [N] at (a1) of [wr v] \n else\n if <(letter (a1) of (username)) = [m]> then\n insert [M] at (a1) of [wr v] \n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@prayer\n\ndefine 初期化\nset size to (100) %\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine 移動作\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change [x v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nrepeat (8)\n if <<touching (platformer v)?> or <<touching (platformer2 v)?> or <touching (スプライト5 v)?>>> then\n change y by (1.1)\n end\nend\nif <<touching (platformer v)?> or <<touching (platformer2 v)?> or <touching (スプライト5 v)?>>> then\n change x by (() - (X))\n change y by (-8.8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [11]\n set [x v] to ((7) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <<touching (platformer v)?> or <<touching (platformer2 v)?> or <touching (スプライト5 v)?>>> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (platformer v)?> or <<touching (platformer2 v)?> or <touching (スプライト5 v)?>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [13]\n end\nend\nchange y by (1)\nif <[235] < (x position)> then\n 初期化\n change [レベル v] by (1)\nend\nif <<(y position) < [-180]> or <<touching (together v)?> or <<touching (スプライト6 v)?> or <touching (スプライト8 v)?>>>> then\n set volume to (100) %\n start sound [crashed oof v]\n 初期化\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (変なの v)\n初期化\nforever\n 移動作\nend\n\nwhen flag clicked\nforever\n set [xx v] to (x position)\n set [yy v] to (y position)\nend\n\nwhen I receive [goal v]\n初期化\n\nwhen I start as a clone\nset [whirl v] effect to (20)\nswitch costume to (変なの2 v)\nrepeat (10)\n change size by (-4)\n change [ghost v] effect by (4)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@スプライト2\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (START v)\nhide\n\n
Move with arrow key \n\nPlease give me ❤⭐.\n\nEnjoy!\n\nJoin my intro contest!
Adventure platformer mobile friendly
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Xenogenesis v] until done\nend\n\n@Player\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-197) y: (-90)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [next level v]\ngo to x: (-177) y: (-100)\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 (12)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [5]>>> then\n change [xv v] by (0.75)\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-5]>>> then\n change [xv v] by (-0.75)\n switch costume to (costume6 v)\n end\n set [xv v] to ((xV) * (0.9))\n change x by (xV)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change x by ((xV) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(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 [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 (base v)?> then\n change y by ((yV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (base v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (costume4 v)\n set [yv v] to [15]\n end\n change y by (1)\n end\n if <(x position) = [243]> then\n broadcast (Next Level v)\n end\n if <touching (trampoline v)?> then\n set [yv v] to [18]\n end\n if <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\n end\n if <key (r v) pressed?> then\n go to x: (-197) y: (-90)\n end\n if <touching (danger thing v)?> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-197) y: (-90)\n set size to (100) %\n set [xv v] to [0]\n end\n if <(y position) = [-187]> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-197) y: (-90)\n set size to (100) %\n end\n if <(y position) < [-187]> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-197) y: (-90)\n set size to (100) %\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)>>> then\n switch costume to (costume4 v)\n end\n if <<<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<<key (d v) pressed?> and <key (w v) pressed?>> or <<mouse down?> and <<(mouse y) > (y position)> and <(mouse x) > [5]>>>>> then\n switch costume to (costume3 v)\n end\n if <<<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> or <<<key (a v) pressed?> and <key (w v) pressed?>> or <<mouse down?> and <<(mouse y) > (y position)> and <(mouse x) < [-5]>>>>> then\n switch costume to (costume5 v)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (costume7 v)\n end\nend\n\n@Base\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Danger thing\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\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 if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nswitch costume to (big v)\nset x to (280)\nCreate Cloud\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nset [costume v] to (costume [number v])\nset [ghost v] effect to (pick random (20) to (30))\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) = [4]> then\n stop [other scripts in sprite v]\n delete this clone\nend\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\n@Sprite1\n\nwhen flag clicked\ngo to x: (-340) y: (-273)\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\n
Part 2: https://scratch.mit.edu/projects/651628421/\n2 days of hard work and now is the result for my first platformer\nStory: You were go adventure about training lesson\n100% possible\nControl:\n- Use arrow key and WASD to move\n- R to restart\nDid you see love and fave button? Please hit it, it mean alot to me!\n20 love and fave to part 2\n
NINJA - Platformer [mobile friendly] UDAPTE
@Stage\n\nwhen flag clicked\nplay sound [Vexento - Tevo \(Original Mix\) v] until done\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch backdrop to (arrière-plan1 v)\n else\n switch backdrop to (arrière-plan2 v)\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (-45)\nset size to (100) %\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [level v]\nhide variable [xv v]\nhide variable [yv v]\nforever\n change [yv v] by (-1)\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [xv v] by (0.9)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [xv v] by (-0.9)\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 end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <mouse down?>> or <key (w v) pressed?>> then\n set [yv v] to [14]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\n end\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 <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> and <touching (sprite1 v)?>> then\n change [yv v] by (14)\n end\n change y by (1)\n if <(x position) > [240]> then\n change [level v] by (1)\n go to x: (-200) y: (-45)\n end\n if <<<touching (ennemi v)?> or <<touching (sprite4 v)?> or <touching (lava v)?>>> or <(y position) < [-150]>> then\n repeat (10)\n change [brightness v] effect by (5)\n change size by (2.5)\n end\n clear graphic effects\n set size to (100) %\n go to x: (-200) y: (-45)\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [heu v]\ngo to x: (-200) y: (-45)\n\nwhen flag clicked\nhide variable [☁ views v]\nchange [☁ views v] by (1)\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to (player v)\nrepeat (10)\n wait (0.01) seconds\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n change [fisheye v] effect by (-25)\n change [whirl v] effect by (25)\n wait (0.25) seconds\n change [fisheye v] effect by (25)\n change [whirl v] effect by (-25)\n wait (0.25) seconds\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Sprite5\n\nwhen flag clicked\nclear graphic effects\ngo to x: (36) y: (28)\n\nwhen this sprite clicked\nbroadcast (Heu v)\nchange [level v] by (1)\n\nwhen this sprite clicked\nchange [brightness v] effect by (25)\nwait (0.10) seconds\nchange [brightness v] effect by (-25)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n else\n show\n end\nend\n\n@Sprite6\n\n@Sprite7\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (pick random (75) to (125)) %\nclear graphic effects\nset [ghost v] effect to (pick random (0) to (50))\ngo to x: (250) y: (pick random (100) to (150))\nshow\nrepeat (100)\n change x by (-5)\n wait (0.01) seconds\nend\ndelete this clone\n\n@Sprite8\n\nwhen flag clicked\nhide\n\n
NINJA - Platformer [mobile friendly]\n\nThis new *ninja* platformer , but it’s very classic ( just spike , block and hole ). \nPart 2 :\nhttps://scratch.mit.edu/projects/646932115\nPART 3 :\nhttps://scratch.mit.edu/projects/648563068\nPart 4 OUT :\nhttps://scratch.mit.edu/projects/662055641\n\nTouch :\n➡️ - a \n⬅️ - d\n⬆️ - w\nand tactical \n\n@Story :\nTo become a ninja, you have to discover the world…and thwart the trap on the way. You, who reads his line, are you ready to help him ? If so, let's go !
Notebook || a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (costume1 \(1\) v)\nwait (.1) seconds\nwait until <(level) = [14]>\nswitch backdrop to (costume1 \(1\)2 v)\n\nwhen I receive [animation end :p v]\nswitch backdrop to (costume1 \(1\) v)\n\n@P-L-A-Y-E-R\n\nwhen flag clicked\nshow\nwait (0.1) seconds\nforever\n if <key (right arrow v) pressed?> then\n if <(costume [number v]) > [2]> then\n change [xv v] by (0.48)\n else\n change [xv v] by (0.6)\n end\n set [key? v] to [2]\n end\n if <key (left arrow v) pressed?> then\n if <(costume [number v]) > [2]> then\n change [xv v] by (-0.48)\n else\n change [xv v] by (-0.6)\n end\n set [key? v] to [1]\n end\n if <<(KEY?) > [2]> and <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>>> then\n change [key? v] by (-2)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level sprite v)?> then\n change y by (1)\n if <touching (level sprite v)?> then\n change y by (1)\n if <touching (level sprite v)?> then\n change y by (1)\n if <touching (level sprite v)?> then\n change y by (1)\n if <touching (level sprite v)?> then\n change y by (1)\n if <touching (level sprite v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level sprite v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (level sprite v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [12]\n end\n if <key (down arrow v) pressed?> then\n change [key? v] by (2)\n end\n if <touching (bounce\) v)?> then\n set [yv v] to [20]\n end\n switch costume to (KEY?)\n change y by (1)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <key (s v) pressed?> then\n broadcast (New Lv v)\n change [level v] by (1)\n go to x: (-240) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n wait until <not <key (s v) pressed?>>\n end\nend\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n broadcast (New Lv v)\n change [level v] by (1)\n go to x: (-240) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<<touching (-bad- v)?> or <touching (saws are bad!!! v)?>> or <<(y position) < [-179]> or <key (r v) pressed?>>> then\n start sound [Crunch v]\n go to x: (-240) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (p-l-a-y-e-r2 v)\nend\n\nwhen flag clicked\nwait (.1) seconds\nwait until <<(level) = [13]> and <(y position) < [-170]>>\nset [brightness v] effect to (100)\nbroadcast (New Lv v)\nchange [level v] by (1)\ngo to x: (-240) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [animation end :p v]\nset [brightness v] effect to (0)\ngo to x: (179) y: (-89)\n\nwhen flag clicked\nwait (.1) seconds\nwait until <<(level) = [27]> and <(y position) < [-170]>>\nbroadcast (New Lv v)\nchange [level v] by (1)\ngo to x: (-240) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Level Sprite\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nwait (.1) seconds\nwait until <(level) = [14]>\nset [brightness v] effect to (100)\n\nwhen I receive [animation end :p v]\nset [brightness v] effect to (0)\n\n@Words\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nwait (.1) seconds\nwait until <(level) = [14]>\nset [brightness v] effect to (100)\n\nwhen I receive [animation end :p v]\nset [brightness v] effect to (0)\n\n@-Bad-\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nwait (.1) seconds\nwait until <(level) = [14]>\nset [brightness v] effect to (100)\n\nwhen I receive [animation end :p v]\nset [brightness v] effect to (0)\n\n@Bounce)\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nwait (.1) seconds\nrepeat until <(level) = [14]>\n play sound [Alan Walker-Force v] until done\nend\nwait (0) seconds\nrepeat until <(level) = [25]>\n play sound [Fantasy v] until done\nend\n\nwhen flag clicked\nwait (.1) seconds\nwait until <(level) = [14]>\nset [brightness v] effect to (100)\n\nforever\n\nwhen flag clicked\nwait (.1) seconds\nwait until <(level) = [14]>\nstop all sounds\nwait until <(level) = [25]>\nstop all sounds\n\nwhen I receive [animation end :p v]\nset [brightness v] effect to (0)\n\nwhen I receive [animation end :p v]\nforever\n play sound [Alan Walker-Force v] until done\nend\n\n@-Thumbnail-\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Tramp\n\nwhen flag clicked\nhide\nwait (.1) seconds\nwait until <(level) = [24]>\nshow\nrepeat until <touching (p-l-a-y-e-r v)?>\n set y to ((([cos v] of ((timer) * (300)) ) * (3.5)) - (71))\nend\nstart sound [Collect v]\nrepeat (12)\n change [ghost v] effect by (8)\nend\nhide\n\n\n\n@My Bad Animation\n\nwhen flag clicked\nhide\nwait (.1) seconds\nwait until <(level) = [25]>\ngo to [front v] layer\nshow\nswitch costume to (1 v)\nrepeat (44)\n wait (0.1) seconds\n next costume\nend\nrepeat (22)\n switch costume to (46 v)\n wait (0.1) seconds\n switch costume to (47 v)\n wait (0.1) seconds\n switch costume to (48 v)\n wait (0.1) seconds\nend\nrepeat (26)\n wait (0.1) seconds\n next costume\nend\nwait (0.2) seconds\nbroadcast (Animation End :P v)\nhide\n\n
Notebook || a platformer\nTravel in my notebook!\nArrow keys to move\nCool animation inside!\nLove+Fav+Follow for part 2!\nFeatures 36 levels!\nLiterally 100% hand drawn... (Now you guys know how bad I am at art)\nHELP PROPOSE THIS BE FEATURED BY TYPING THIS PROJECT LINK IN COMMENTS IN THIS STUDIO: https://scratch.mit.edu/studios/28715018\n<PART 2 IS GOING TO BE OUT!>
《✨Platformer✨》
@Stage\n\nwhen flag clicked\nforever\n play sound [Starship v] until done\nend\n\n@player\n\nwhen flag clicked\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> 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 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 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 end\n if <<touching (トゲ v)?> or <(y position) < [-170]>> then\n 初期設定プログラム\n start sound [crashed oof v]\n end\n if <touching (ジャンプ台 v)?> then\n set [y v] to [17.6]\n end\n if <touching (水 v)?> then\n set [x v] to ((x) / (1.3))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (4)\n else\n change [y v] by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n point in direction (向き)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (右 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (左 v)\n end\n if <not <<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n switch costume to (止まる v)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if then\n switch costume to (しゃがむ右 v)\n end\n if then\n switch costume to (しゃがむ左 v)\n end\n if <not <<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n switch costume to (しゃがむ v)\n end\n end\nend\n\ndefine 初期設定プログラム\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (stand v)\ngo to x: (-200) y: (-50)\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ステージ v] to [1]\ngo to [front v] layer\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\n\n@太陽\n\nwhen flag clicked\nset size to (100) %\nforever\n go to [back v] layer\n repeat (8)\n wait (0.01) seconds\n change size by (3)\n end\n repeat (8)\n wait (0.01) seconds\n change size by (-3)\n end\nend\n\n@トゲ\n\nwhen flag clicked\nhide\npoint in direction (90)\nforever\n if <(ステージ) = [5]> then\n go to x: (36) y: (28)\n switch costume to (1 v)\n show\n end\n if <(ステージ) = [6]> then\n hide\n end\n if <(ステージ) = [7]> then\n show\n switch costume to (2 v)\n end\n if <(ステージ) = [8]> then\n show\n switch costume to (3 v)\n end\n if <(ステージ) = [9]> then\n go to x: (0) y: (0)\n repeat until <(ステージ) = [10]>\n switch costume to (4 v)\n show\n turn left (3) degrees\n end\n end\n if <(ステージ) = [10]> then\n point in direction (90)\n switch costume to (5 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (6 v)\n end\n if <(ステージ) = [12]> then\n switch costume to (9 v)\n end\n if <(ステージ) = [13]> then\n hide\n end\n if <(ステージ) = [15]> then\n show\n switch costume to (7 v)\n end\n if <(ステージ) = [16]> then\n show\n switch costume to (8 v)\n end\n if <(ステージ) = [17]> then\n hide\n end\nend\n\n@ジャンプ台\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nforever\n if <(ステージ) = [11]> then\n show\n if <touching (player v)?> then\n repeat (3)\n switch costume to (コスチューム2 v)\n end\n start sound [Whiz v]\n switch costume to (コスチューム1 v)\n end\n end\n if <(ステージ) = [12]> then\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen I start as a clone\nswitch costume to (水色 v)\n\nwhen [timer v] > (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\n\nwhen [timer v] > (0)\nshow\n\n@水\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n if <(ステージ) = [15]> then\n show\n end\n if <(ステージ) = [17]> then\n hide\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nbroadcast (おk v)\n\nwhen I receive [おk v]\nhide\n\nwhen [timer v] > (0)\ngo to x: (-145) y: (-140)\nforever\n go to [front v] layer\n show\nend\n\n
日本語は下 \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n▼ How to play\nOperated with arrow keys, mobile compatible.\n\n▼ Goal\nTrend 1, 2, 3P\nNumber of references 3000\n⭐ and ❤100\n\n▼ From the author\nThumbnail is here (^ ▽ ^) /\nIt's a pretty confident work!\n\n▼ Overview\nProduction time is 2 hours\nStage length ★★★★ ☆\n\n▼遊び方/How to play \n矢印キーで操作、モバイル対応です。\n\n▼目標\n傾向1、2、3P\n参照数3000\n⭐と❤100\n\n▼作者から\nサムネこった(^▽^)/\nけっこう自信作だ!\n\n▼概要\n制作時間2時間です\nステージの長さ ★★★★☆
☁ Mountain A Multiplayer Scrolling Platformer #Trending # Games # Art #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (back2 v)\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ([floor v] of ((mouse x) + (SCROLL X)) ) (join [,] ([floor v] of ((mouse y) + (SCROLL Y)) )))\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nset [random v] to (pick random (1) to (2))\nforever\n set volume to (100) %\n if <(random) = [1]> then\n play sound [@Xaf - Nebula v] until done\n else\n if <(random) = [2]> then\n play sound [Warriyo - Mortals v] until done\n end\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [random v]\nhide variable [mouse x,y v]\nhide variable [timer v]\n\nwhen I receive [tick v]\nif <(Connected?) = [1]> then\n if <<(current [hour v]) > [7]> and <[16] > (current [hour v])>> then\n switch backdrop to (morning v)\n else\n if <<(current [hour v]) > [15]> and <[18] > (current [hour v])>> then\n switch backdrop to (evening v)\n else\n if <<not <(current [hour v]) = [7]>> and <<(current [hour v]) > [17]> or <<(current [hour v]) = [1]> or <<(current [hour v]) = [2]> or <<(current [hour v]) = [3]> or <<(current [hour v]) = [4]> or <(current [hour v]) = [5]>>>>>>> then\n switch backdrop to (night v)\n end\n end\n end\n set [time of day v] to (backdrop [name v])\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide variable [scroll x 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)?> or <touching (moving platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (moving 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)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [scroll x v] to (CheckPoint x)\nset [scroll y v] to (CheckPoint y)\nset [y v] to (CheckPoint y)\nset [x v] to (CheckPoint x)\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\nif <touching (lava v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (spikes v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (moving 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]\nrepeat (3)\n set [ghost v] effect to (0)\n wait (0.15) seconds\n set [ghost v] effect to (100)\n wait (0.15) seconds\nend\nchange [lives v] by (-1)\n\ndefine Tick\nif <not <<(FAVED___) = [1]> and <(LOVED__) = [1]>>> then\n switch costume to (normal v)\nelse\n switch costume to (68306280 v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <not <<(FAVED___) = [1]> and <(LOVED__) = [1]>>> then\n switch costume to (left v)\n change [sx v] by (-2)\n else\n switch costume to (68306280 v)\n change [sx v] by (-3)\n end\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <not <<(FAVED___) = [1]> and <(LOVED__) = [1]>>> then\n switch costume to (right v)\n change [sx v] by (2)\n else\n switch costume to (68306280 v)\n change [sx v] by (3)\n end\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 if <not <<(FAVED___) = [1]> and <(LOVED__) = [1]>>> then\n switch costume to (left up v)\n else\n switch costume to (68306280 v)\n end\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 if <not <<(FAVED___) = [1]> and <(LOVED__) = [1]>>> then\n switch costume to (right up v)\n else\n switch costume to (68306280 v)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(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) > [-18]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to ((x) + ((mouse x) / (5)))\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\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 <<(FAVED___) = [1]> and <(LOVED__) = [1]>> to encoded\nwrite (Time of Day) 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]\nset [connected? v] to [0]\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) = [Die]> or <[1] > (Lives)>> or <(EXIT) = [Win]>>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Die]> then\n Game - Die\n else\n if <[1] > (Lives)> then\n hide\n broadcast (Game Over v) and wait\n stop [all v]\n else\n if <(EXIT) = [Win]> then\n hide\n broadcast (Win v) and wait\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen I receive [begin v]\nset [lives v] to [3]\nforever\n delete all of [chat v]\n add [Hi!] to [chat v]\n add [Bye!] to [chat v]\n add [Yes] to [chat v]\n add [Follow Me!] to [chat v]\n add [No] to [chat v]\n add [This Way] to [chat v]\n add [Lol!] to [chat v]\n add [I am Lagging] to [chat v]\n add [Got to go] to [chat v]\nend\n\nwhen I receive [bounce v]\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [sy v] to [30]\nelse\n set [sy v] to [25]\nend\n\nwhen I receive [clear all v]\nset [max players v] to [10]\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) and wait\n start sound [Connect v]\nelse\n broadcast (Full v) and wait\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\nwhen I receive [clear all v]\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\n\nwhen flag clicked\nset [connected? v] to [0]\n\nwhen flag clicked\nbroadcast (Clear all v) and wait\n\nwhen I receive [clear all v]\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\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 (value) (join [ Time:] (time)))\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\nif <(value) = [true]> then\n switch costume to (gamemastercoder v)\nelse\n switch costume to (normal v)\nend\nvalue = read from encoded\nset [time v] to (value)\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]\nif <(Connected?) = [1]> then\n Position ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nend\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n go to [front v] layer\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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)\ngo [backward v] (1) layers\nnext costume\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\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\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-60]\n Clone at x: [800] y: [0]\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 start sound [Collect v]\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: [3250] y: [92]\n Clone at x: [3299] y: [92]\n Clone at x: [3330] y: [92]\n Clone at x: [3360] y: [92]\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]\ngo to x: (8) y: (6)\ngo to [front v] layer\nif <(Connected?) = [1]> then\n if <(Chat) = [1]> then\n show\n if <<key (space v) pressed?> or <<not <touching (mouse-pointer v)?>> and <mouse down?>>> then\n broadcast (Chat Close v)\n hide\n wait until <not <<key (space v) pressed?> or <<not <touching (mouse-pointer v)?>> and <mouse down?>>>>\n end\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nset [exit v] to []\nset [chat v] to [0]\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\n@Chat Button\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo to x: (-210) y: (-150)\nif <<key (t v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n wait until <<not <mouse down?>> or <not <key (t v) pressed?>>>\n broadcast (Chat Open v)\n hide\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\nset size to (100) %\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\n@Love fave\n\nwhen I receive [tick v]\nif <(Timer) > [0.200]> then\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (5) to (10)) 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\nend\n\nwhen flag clicked\nhide\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <(Connected?) = [1]>\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n switch costume to (love v)\n if <[v.i.p v] contains (join [ ] (username))?> then\n set [love? v] to [true]\n set [loved__ v] to [1]\n else\n set [loved__ v] to [0]\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <(love?) = [true]> then\n set [loved__ v] to [1]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n if <[v.i.p v] contains (join [ ] (username))?> then\n set [fav v] to [true]\n set [faved___ v] to [1]\n else\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <(fav) = [true]> then\n set [faved___ v] to [1]\n if <not <[v.i.p v] contains (username)?>> then\n add (username) to [v.i.p v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow list [v.i.p v]\n\nwhen I receive [tick v]\nif <<(FAVED___) = [1]> and <(LOVED__) = [1]>> then\n if <not <[v.i.p v] contains (username)?>> then\n add (username) to [v.i.p v]\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen flag clicked\nhide\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\nswitch costume to (connected v)\nshow\nwait (0.1) 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 [tick v]\ngo to x: (0) y: (15)\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\nhide variable [stop time v]\nhide\nforever\n set [stop time v] to ((0.01) + (timer))\nend\n\nwhen [timer v] > (Stop Time)\nshow\nswitch costume to (2 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (1 v)\n\n@Parallax\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [y v] to [0]\nset [movement id v] to [0]\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(Connected?) = [1]> then\n Go to (((((Movement ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y)\nend\n\nwhen I receive [clear all v]\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nchange [tick v] by (0.1)\nPosition ((Lava: x) - (SCROLL X)) (((Lava: y) + ((10) * ([sin v] of (((Lava: y) + (tick)) * (30)) ))) - (SCROLL Y))\npoint in direction (90)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [tick v] to [0]\nset [collected v] to [0]\nset [lava: x v] to [0]\nset [lava: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (lava 1 v)\n Clone at x: [476] y: [-60]\n switch costume to (lava 2 v)\n Clone at x: [1468] y: [211]\nend\nset [lava: 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 [lava: x v] to (x)\nset [lava: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Spikes\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((Spike: X) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [spike: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [300] y: [-20] dir : [90]\n Clone at x: [950] y: [90] dir : [90]\n Clone at x: [1100] y: [155] dir : [90]\n Clone at x: [2790] y: [50] dir : [105]\n Clone at x: [3000] y: [5] dir : [105]\n Clone at x: [2720] y: [240] dir : [-90]\n Clone at x: [2880] y: [240] dir : [-90]\nend\nset [spike: 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) dir : (dir)\npoint in direction (dir)\nset [spike: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27] dir : []\nClone at x: [530] y: [27] dir : []\nClone at x: [786] y: [27] dir : []\nClone at x: [1124] y: [27] dir : []\nClone at x: [1331] y: [245] dir : []\nClone at x: [1065] y: [345] dir : []\nClone at x: [825] y: [272] dir : []\nClone at x: [392] y: [245] dir : []\nClone at x: [197] y: [335] dir : []\n\nClone at x: [631] y: [11] dir : []\n\n@Sign\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\npoint in direction (90)\nPosition ((Sign: X) - (SCROLL X)) ((Sign: Y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [sign: x v] to [0]\nset [sign: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [0] y: [-10]\n Clone at x: [1634] y: [275]\nend\nset [sign: 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 [sign: x v] to (x)\nset [sign: 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@Text\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\npoint in direction (90)\nPosition ((Text: X) - (SCROLL X)) ((Text:Y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [text: x v] to [0]\nset [text:y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [5060] y: [490] Costume [1]\nend\nset [text: 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) Costume (cos)\nswitch costume to (cos)\nset [text: x v] to (x)\nset [text:y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27] Costume []\nClone at x: [530] y: [27] Costume []\nClone at x: [786] y: [27] Costume []\nClone at x: [1124] y: [27] Costume []\nClone at x: [1331] y: [245] Costume []\nClone at x: [1065] y: [345] Costume []\nClone at x: [825] y: [272] Costume []\nClone at x: [392] y: [245] Costume []\nClone at x: [197] y: [335] Costume []\n\nClone at x: [631] y: [11] Costume []\n\n@Moving Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nchange [tick v] by (0.15)\nPosition (((Moving Saws: x) + ((80) * ([sin v] of (((Moving Saws: x) + (tick)) * (30)) ))) - (SCROLL X)) ((Moving Saws: y) - (SCROLL Y))\nturn right (15) degrees\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nhide variable [tick v]\nset [tick v] to [0]\nset [collected v] to [0]\nset [moving saws: x v] to [0]\nset [moving saws: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (saw v)\n Clone at x: [2401] y: [80]\nend\nset [moving 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 [moving saws: x v] to (x)\nset [moving saws: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Checkpoints\n\nwhen I receive [reset game v]\ndelete this clone\n\ndefine postion x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\nset [position x v] to [0]\nset [position y v] to [0]\nif <[-90] < (SCROLL X)> then\n switch costume to (1 v)\n clone x [1713] y [245] Costume [1]\n clone x [6256] y [370] Costume [1]\n clone x [8483] y [50] Costume [1]\nend\nset [position x v] to [-999999]\n\ndefine clone x (x) y (y) Costume (cos)\nset [position x v] to (x)\nset [position y v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (cos)\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (1) layers\npostion x ((Position x) - (SCROLL X)) y ((Position y) - (SCROLL Y))\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(SCROLL X) > [8400]> then\n switch costume to (3 v)\n set [exit v] to [Win]\n else\n if <[8480] > (SCROLL X)> then\n set [checkpoint x v] to (Position x)\n set [checkpoint y v] to (Position y)\n switch costume to (2 v)\n end\n end\n end\nend\n\nwhen I receive [begin v]\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nreset timer\n\n@Game Over\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop all sounds\nswitch costume to (over v)\nstart sound [Lose v]\nwait (0.3) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (over v)\nshow\ngo to [front v] layer\nset size to (150) %\nrepeat until <(size) < [101]>\n go to [front v] layer\n change size by (((100) - (size)) / (7))\n change [ghost v] effect by (-8)\nend\nwait (1.5) seconds\nrepeat until <(size) > [150]>\n go to [front v] layer\n change size by (((size) - (90)) / (7))\n change [ghost v] effect by (8)\nend\n\nwhen I receive [begin v]\ngo to x: (0) y: (0)\nswitch costume to (over v)\nset size to (0) %\nswitch costume to (costume1 v)\n\n@Heart\n\nwhen flag clicked\nset [editor v] to [0]\nhide\n\nwhen I receive [begin v]\nClone [3]\n\ndefine Clone (#)\nset [#clone v] to [1]\nrepeat (#)\n create clone of (_myself_ v)\n change [#clone v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <(username) = [GameMasterCoder]> then\n set [editor v] to [1]\n end\n if <(Editor) = [1]> then\n set [lives v] to [3]\n end\n go to [front v] layer\n set size to (120) %\n if <(#Clone) = [1]> then\n go to x: (-220) y: (150)\n if <<(Lives) = [1]> or <(Lives) > [1]>> then\n show\n else\n hide\n end\n else\n if <(#Clone) = [2]> then\n go to x: (-180) y: (150)\n if <<(Lives) = [2]> or <(Lives) > [2]>> then\n show\n else\n hide\n end\n else\n if <(#Clone) = [3]> then\n go to x: (-140) y: (150)\n if <(Lives) = [3]> then\n show\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Win Screen\n\ndefine END\nif <<(FAVED___) = [1]> and <(LOVED__) = [1]>> then\n switch costume to (win screen2 v)\nelse\n switch costume to (win screen v)\nend\ngo to [front v] layer\nstart sound [win v]\ngo to x: (300) y: (0)\nrepeat (10)\n change x by (-30)\nend\nrepeat ((Shake) * (2))\n go to x: (pick random ((Shake) - ((Shake) * (2))) to (Shake)) y: (pick random ((Shake) - ((Shake) * (2))) to (Shake))\n change [shake v] by (-0.5)\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [shake v] to [15]\nhide\n\nwhen I receive [win v]\nshow\nEND\n\n@Tramp\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((Spike: X) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [spike: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Delete\n Clone at x: [2710] y: [80] dir : [105]\n Clone at x: [2900] y: [40] dir : [105]\nend\nset [spike: 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\n\ndefine Clone at x: (x) y: (y) dir : (dir)\npoint in direction (dir)\nset [spike: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27] dir : []\nClone at x: [530] y: [27] dir : []\nClone at x: [786] y: [27] dir : []\nClone at x: [1124] y: [27] dir : []\nClone at x: [1331] y: [245] dir : []\nClone at x: [1065] y: [345] dir : []\nClone at x: [825] y: [272] dir : []\nClone at x: [392] y: [245] dir : []\nClone at x: [197] y: [335] dir : []\n\nClone at x: [631] y: [11] dir : []\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Big Boing v]\n broadcast (Bounce v)\n end\nend\n\ndefine Delete\ndelete this clone\n\nwhen I receive [clear all v]\nswitch backdrop to (backdrop2 v)\n\n@Moving Platforms\n\nwhen I receive [tick v]\npoint in direction (90)\nchange [tick v] by (0.15)\nPosition ((Moving Saws: x) - (SCROLL X)) (((Moving Saws: y) + ((160) * ([sin v] of (((Moving Saws: y) + (tick)) * (20)) ))) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nhide variable [tick v]\nset [tick v] to [0]\nset [collected v] to [0]\nset [moving saws: x v] to [0]\nset [moving saws: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (platform v)\n Clone at x: [5650] y: [0]\nend\nset [moving 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 [moving saws: x v] to (x)\nset [moving saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [mouse v]\nhide\n\n
Use WASD or Arrow keys or Tap to move. Double tap the green flag. Here is the game. Please if this game is not to your interest just don't play it. Press the love and fav to get free skin! And don't advertise here. Hope you enjoy!
Ninja island - A platformer
@Stage\n\n@Story\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <not <(costume [number v]) = [4]>> then\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n broadcast (Game v)\n hide\nend\n\n@Thumbnail / TB\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n go [forward v] (1) layers\n show\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nforever\n go to [front v] layer\n switch costume to (LV)\nend\n\n@bouncy\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nforever\n switch costume to (LV)\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to [back v] layer\nshow\nforever\n switch costume to (LV)\nend\n\nwhen I receive [game 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 [game v]\nshow\nforever\n switch costume to (LV)\nend\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nforever\n switch costume to (LV)\nend\n\n@Player\n\nwhen I receive [game v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [lv v] by (1)\n Reset | Madrid2030\n end\nend\n\nwhen I receive [game v]\nReset | Madrid2030\nforever\n Tick | Madrid2030\nend\n\nwhen I receive [game v]\nset [lv v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset | Madrid2030\nclear graphic effects\npoint in direction (90)\ngo to x: (-201) y: (30)\nswitch costume to (1 v)\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (30) %\nshow\n\ndefine Dead | Madrid2030\nset [dead? v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\n change y by (4)\n turn right (4) degrees\nend\nReset | Madrid2030\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\ndefine Setup | Madrid2030\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [lv v]\nhide variable [yv v]\nset [dead? v] to [0]\nset [lv v] to [1]\nset size to (30) %\nhide\n\ndefine Tick | Madrid2030\nif <<<<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)\nend\nif <<<<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)\nend\nset [xv v] to ((Xv) * (.9))\nchange x by (Xv)\nif <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\nend\nchange [yv v] by (-0.8)\nchange y by (Yv)\nif <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <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\nend\nchange y by (1)\nif <<touching (lava v)?> or <touching (spikes v)?>> then\n Dead | Madrid2030\nend\nif <(y position) < [-180]> then\n Dead | Madrid2030\nend\nif <touching (bouncy v)?> then\n set [yv v] to [15]\nend\n\nwhen flag clicked\nSetup | Madrid2030\n\nwhen I receive [game v]\nforever\n if <touching (bouncy v)?> then\n play sound [Jump v] until done\n wait until <not <touching (bouncy v)?>>\n end\nend\n\n
Click the green flag and use the keys A, W and D to play!\n\nAll levels are possible, tested 3 times.
||Forest - A platformer||Part 1||
@Stage\n\nwhen flag clicked\nforever\n play sound [Medieval2 v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Tropical Birds v] until done\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n play sound [Jungle Frogs v] until done\n wait (1) seconds\nend\n\nwhen flag clicked\nset [sound v] to [100]\nforever\n set volume to (Sound) %\nend\n\n@Спрайт 1\n\n@Игрок\n\ndefine Касание земли\nchange [высота v] by (1)\nrepeat until <not <touching (спрайт 2 v)?>>\n if <(Скорость падения) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [скорость падения v] to [0]\n end\n set [высота v] to [0]\nend\n\ndefine Управление\nif <key (right arrow v) pressed?> then\n switch costume to (право v)\n point in direction (90)\n move (8) steps\n if <touching (спрайт 2 v)?> then\n change x by (-9)\n end\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (лево v)\n move (8) steps\n if <touching (спрайт 2 v)?> then\n change x by (9)\n end\nend\nif <key (up arrow v) pressed?> then\n if <<(Высота) < [3]> and <(Первый прыжок?) = [0]>> then\n set [скорость падения v] to [10]\n set [первый прыжок? v] to [2]\n end\nelse\n set [первый прыжок? v] to [0]\nend\n\ndefine Гравитация\nchange [скорость падения v] by (-0.7)\nchange y by (Скорость падения)\n\nwhen flag clicked\nset size to (70) %\npoint in direction (90)\ngo to x: (-194) y: (-15)\nset rotation style [left-right v]\nif on edge, bounce\nshow\nforever\n Гравитация\n Касание земли\n Управление\n Правила игры\nend\n\ndefine Правила игры\nif <<touching (_edge_ v)?> and <(x position) > [0]>> then\n go to x: (-194) y: (-15)\n broadcast (сообщение1 v)\nend\nif <touching (/ v)?> then\n go to x: (-194) y: (-15)\n set [скорость падения v] to [0]\nend\nif <touching color (#baff66)?> then\n set [скорость падения v] to [17]\nend\n\ndefine ВНИМАНИЕ\nВНИМАНИЕ\n\nwhen [r v] key pressed\ngo to x: (-194) y: (-15)\nset [скорость падения v] to [0]\n\n@Анимация\n\nwhen flag clicked\nforever\n go to [back v] layer\n hide\n forever\n go to (игрок v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@Спрайт 2\n\nwhen I receive [сообщение1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\n\n@/\n\nwhen I receive [сообщение1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Спрайт 3\n\nwhen I receive [сообщение1 v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\n\n@Спрайт 4\n\nwhen I receive [сообщение1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\n\n@-\n\nwhen flag clicked\nhide variable [sound v]\nhide variable [tail v]\nset [v v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (cake-b2 v)\n else\n switch costume to (cake-b v)\n end\nend\n\nwhen this sprite clicked\nif <(v) = [0]> then\n set [v v] to [1]\n show variable [sound v]\n show variable [tail v]\nelse\n set [v v] to [0]\n hide variable [sound v]\n hide variable [tail v]\nend\n\n@Спрайт 5\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n
======Arrow controls. like and star for part 2!======\n""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""\nArt and levels by me\nCode 60% by @HumanO_o\n"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""\nPlease follow to me! After all, you can help me collect 250 followers! :)\n"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""\nPart 2! - https://scratch.mit.edu/projects/643679365
Volcano|Multiplayer Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\n play sound [Unlimited v] until done\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 (danger 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 Scrolling Engine\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 Var (#) to (value)\nif <(#) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(#) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(#) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(#) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(#) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(#) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(#) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(#) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(#) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(#) = [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 Encode (text or number)\nset [letter # v] to [1]\nrepeat (length of (text or number))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (text or number)) 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 Send Cloud Data\nend\n\ndefine Send Cloud Data\nif <(MY PLAYER #) > [0]> then\n set [encoded v] to []\n Encode (username)\n Encode (round ((timer) * (10)))\n Encode (x)\n Encode (y)\n Encode (Chat Words)\n Set Cloud Var (MY PLAYER #) to (encoded)\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 Scrolling Engine\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 set [my player # v] to [0]\n stop [other scripts in sprite v]\n broadcast (You Win! v)\n hide\n end\nend\n\nwhen flag clicked\ndelete all of [chat v]\ndelete all of [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 [Let's Race!] to [chat v]\nadd [Help me!] to [chat v]\nadd [Yes!] to [chat v]\nadd [Be careful!] to [chat v]\nadd [See you at the end.] to [chat v]\nadd [No, I am busy.] to [chat v]\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 [Let's Race!] to [chat for you v]\nadd [Help me!] to [chat for you v]\nadd [Yes!] to [chat for you v]\nadd [Be careful!] to [chat for you v]\nadd [See you at the end.] to [chat for you v]\nadd [No, I am busy.] to [chat for you 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\nwhen I receive [you win! v]\nhide\nstop [other scripts in sprite v]\n\nwhen [q v] key pressed\nset [my player # v] to [0]\nhide\nstop [other scripts in sprite v]\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nset [brightness v] effect to (0)\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 FInd Cloud Var (#)\nif <(#) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(#) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(#) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(#) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(#) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(#) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(#) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(#) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(#) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(#) = [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]\nset [offline v] to [0]\nshow\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\nFInd Cloud Var (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <<(offline) > [100]> or <(offline) = [100]>> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n hide\n end\n show\n set [offline v] to [0]\nend\nBegin Decode of (value)\nRead Value\nif <(value) = (username)> then\n set [offline v] to [100]\n hide\nend\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nRead Value\nRead Value\nset x to ((value) - (SCROLL X))\nRead Value\nset y to ((value) - (SCROLL Y))\nRead Value\nbroadcast (Decode Chat v)\nif <touching (_edge_ v)?> then\n hide\nelse\n if <[99] > (offline)> then\n show\n end\nend\n\ndefine Begin Decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine Read Value\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]\nFInd Cloud Var (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nFInd Cloud Var (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 [you win! v]\nstop [other scripts in sprite v]\nhide\n\nwhen [0 v] key pressed\nif <(username) = [coolcoder1213]> then\n set [☁ p1 v] to []\n set [☁ p2 v] to []\n set [☁ p3 v] to []\n set [☁ p4 v] to []\n set [☁ p5 v] to []\n set [☁ p6 v] to []\n set [☁ p7 v] to []\n set [☁ p8 v] to []\n set [☁ p9 v] to []\n set [☁ p10 v] to []\nend\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@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 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@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 (error 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]\nshow\nbroadcast (chat hide quiick v)\nstart sound [Ding Sound Effect v]\nswitch costume to (win screen v)\n\nwhen flag clicked\nhide\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 Options\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
PC or Mac:\nArrow Keys/WASD.\nMobile:\nMove Finger\n\nQ to enter spectator mode.\n\n\nN to show names.\n\n\n\nDon't touch lava and spikes. Also, don't fall.\n\nNew Scratchers can't use this and you must be logged in.\n\nAdvertising allowed if you follow me!\n\nI hope you like music.\n\nThis is my most advanced cloud game.\n\nCredits:\nYou for viewing this.\n@talexat for background.\nEverything else by me.\n\nPlease heart and fave. I really want this to get on the front page.\n\nNote: I have never been on the front page before so it would mean a lot.\n\nTags:\n#MobileFriendly\n#platformer\n#cloud\n#coolcoder1213\n#all\n#games\n#music\n#danger\n#win\n#cloudgame\n#multiplayer\n#all\n#valcano\n#hard\n\n\nShoutouts:\nLook at @CodeCool559.\nLook at @Ninja9172.\n\nRead This Before Saying It Is Too Hard:\nIt is supposed to be hard.\n\n1 Server for now but of this fills up all the time then I will make a second sever.
Woods~森~ platformer
@Stage\n\nwhen flag clicked\nwait (13) seconds\nforever\n start sound [X2Download v]\n wait (184) seconds\nend\n\n@すていじ\n\nwhen flag clicked\nhide\nwait (13) seconds\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\nchange [ステージ v] by (1)\n\nwhen flag clicked\nset [ステージ v] to [1]\n\n@とげ\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\nwait (13) seconds\nshow\nswitch costume to (コスチューム2 v)\n\n@❤️と⭐️を!\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (10) seconds\nforever\n go to [front v] layer\n show\n go to x: (128) y: (400)\n glide (0.8) secs to x: (128) y: (155)\n wait (2) seconds\n glide (0.8) secs to x: (128) y: (400)\n hide\n wait (10) seconds\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nshow\n\n@キャラ2\n\nwhen flag clicked\nhide\nhide variable [x v]\nhide variable [y v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (クローン v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10.0000000000000000000000000000000000000000000000000000000000000000000000000777777777777777777777777777777777777777777777)\nend\ndelete this clone\n\nwhen I receive [スタート v]\npoint in direction (90)\nswitch costume to (左 v)\nset rotation style [left-right v]\ngo to x: (-239) y: (-103)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nclear graphic effects\nset [ステージ v] to [1]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (左 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change y by (1)\n if <touching (すていじ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching (すていじ v)?> then\n set [y v] to [15]\n end\n end\n if <touching color (#0026ff)?> then\n set [y v] to [22]\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (すていじ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [219]> then\n set size to (100) %\n go to x: (-239) y: (-70)\n broadcast (Next v)\n end\n if <<touching (とげ v)?> or <(y position) < [-182]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-239) y: (-70)\n end\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen I receive [next v]\ngo to [front v] layer\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nwait (13) seconds\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nwait (13) seconds\nclear sound effects\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [watermark]> then\n go to [front v] layer\n show\n switch costume to (watermark v)\n set size to (0) %\n set [watermark v] to [0]\n set [watermark 2 v] to [0]\n point in direction (-90)\n repeat until <<(round (direction)) = [90]> and <<(round (Watermark)) = [0]> and <<(round (Watermark 2)) = [0]> and <(size) = [100]>>>>\n set [watermark v] to (((Watermark) * (0.8)) + (((100) - (size)) / (5)))\n set [watermark 2 v] to (((Watermark 2) * (0.8)) + (((90) - (direction)) / (5)))\n turn right (Watermark 2) degrees\n change size by (Watermark)\n end\n set size to (100) %\n point in direction (90)\n smooth glide [0] [196] [50] [4] [1]\nend\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\n\ndefine Chevrons (#) (clone id)\nset [clone id v] to (clone id)\nif <(clone id) = [Chevron1]> then\n set [var 1 v] to [0]\nelse\n set [var 1 v] to [-80]\nend\nrepeat (#)\n create clone of (_myself_ v)\n change [var 1 v] by (-160)\nend\n\nwhen I receive [sync v]\nif <(Clone ID) = [Chevron1]> then\n change [var 1 v] by ((80) + ((size) / (20)))\nend\nif <(Clone ID) = [Chevron2]> then\n change [var 1 v] by ((80) + ((size) / (20)))\nend\nif <(Clone ID) = [BG2]> then\n set [ghost v] effect to (50)\nend\nif <(Clone ID) = [Chevron3]> then\n change [var 1 v] by (60)\nend\n\nwhen I receive [end v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nreset timer\nstart sound [X2Download v]\nwait until <(timer) > [14]>\nbroadcast (End v)\n\nwhen flag clicked\nset [clone id v] to [0]\nset [var 1 v] to [0]\nset [var 2 v] to [0]\nswitch costume to (name v)\nhide\nwait (4.9) seconds\nClone [BG]\nClone [Name]\nClone [Grid]\nClone [BG2]\nChevrons [7] [Chevron1]\nChevrons [7] [Chevron2]\nChevrons [12] [Chevron3]\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n switch costume to (name v)\n set size to (600) %\n point in direction (-90)\n show\n broadcast (Sync v)\n repeat (1)\n repeat (20)\n go to [front v] layer\n turn right (((90) - (direction)) / (12)) degrees\n change size by (((200) - (size)) / (12))\n end\n change size by (30)\n broadcast (Sync v)\n end\n repeat (1)\n repeat (22)\n turn right (((90) - (direction)) / (12)) degrees\n change size by (((200) - (size)) / (12))\n end\n change size by (30)\n broadcast (Sync v)\n end\n repeat (2)\n repeat (22)\n turn right (((90) - (direction)) / (12)) degrees\n change size by (((200) - (size)) / (12))\n end\n set size to (230) %\n broadcast (Sync v)\n end\n set [var 1 v] to [90]\n repeat (3)\n repeat (22)\n change [var 1 v] by (((450) - (Var 1)) / (12))\n point in direction (Var 1)\n change size by (((200) - (size)) / (12))\n end\n set size to (230) %\n broadcast (Sync v)\n end\n repeat (1)\n repeat (22)\n change [var 1 v] by (((450) - (Var 1)) / (12))\n point in direction (Var 1)\n change size by (((200) - (size)) / (12))\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron1]> then\n set size to (Var 1) %\n set [brightness v] effect to (0)\n go [forward v] (4) layers\n show\n repeat (1000)\n switch costume to (circle v)\n change size by (((Var 1) - (size)) / (4))\n change [var 1 v] by ((1) + ((size) / (20)))\n switch costume to (chev2 v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron2]> then\n set size to (Var 1) %\n set [brightness v] effect to (0)\n go [backward v] (([abs v] of ((Var 1) / (160)) ) + (5)) layers\n show\n repeat (1000)\n switch costume to (circle v)\n change size by (((Var 1) - (size)) / (4))\n change [var 1 v] by ((1) + ((size) / (20)))\n switch costume to (chevron v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n set size to (144) %\n switch costume to (grid v)\n go [forward v] (1) layers\n show\nend\n\nwhen I start as a clone\nif <(Clone ID) = [BG]> then\n set size to (100) %\n switch costume to (bg v)\n go [backward v] (40) layers\n show\nend\n\nwhen I start as a clone\nif <(Clone ID) = [BG2]> then\n switch costume to (bg v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n go [forward v] (40) layers\n show\n repeat (1000)\n change [ghost v] effect by (3)\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Chevron3]> then\n set size to (140) %\n switch costume to (bg v)\n go to x: (0) y: (((Var 1) * (1.2)) + (220))\n show\n go [backward v] (7) layers\n set [ghost v] effect to (80)\n repeat (1000)\n switch costume to (bg v)\n change y by (((((Var 1) * (1.2)) + (220)) - (y position)) / (4))\n change [var 1 v] by (4)\n switch costume to (arrow v)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Shutter]> then\n show\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n switch costume to (pos hack v)\n go to [front v] layer\n go to x: (480) y: (0)\n switch costume to (shutter v)\n repeat (25)\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (pos hack v)\n change x by (((-350) - (x position)) / (12))\n go to [front v] layer\n switch costume to (shutter v)\n end\nend\n\nwhen flag clicked\nwait until <(timer) > [11]>\nClone [Shutter]\n\ndefine smooth glide (x) (y) (size) (smooth) (ghost)\nset [ghost v] to [0]\nset [watermark v] to (costume [name v])\nif <(size) = (size)> then\n set [watermark 2 v] to [1]\nelse\n set [watermark 2 v] to [0]\nend\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <(round (size)) = (size)>>\n switch costume to (pos hack v)\n change x by (((x) - (x position)) / (smooth))\n change y by (((y) - (y position)) / (smooth))\n switch costume to (Watermark)\n if <(Watermark 2) = [0]> then\n change size by (((size) - (size)) / (smooth))\n end\n if <(ghost) = [1]> then\n change [ghost v] by (((100) - (ghost)) / (smooth))\n set [ghost v] effect to (ghost)\n end\nend\nswitch costume to (pos hack v)\ngo to x: (x) y: (y)\nset size to (size) %\nswitch costume to (Watermark)\nif <(ghost) = [1]> then\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n set [brightness v] effect to (0)\n switch costume to (pos hack v)\n go to x: (0) y: (200)\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (circle2 v)\n set [y vel v] to [-1]\n show\n repeat until <(y position) < [-180]>\n switch costume to (pos hack v)\n change y by (y vel)\n switch costume to (circle2 v)\n change [y vel v] by ((y vel) / (5))\n end\n switch costume to (pos hack v)\n go to x: (0) y: (-240)\n point in direction (-90)\n go to [back v] layer\n go [forward v] (2) layers\n repeat until <(size) > [4500]>\n switch costume to (size hack v)\n change size by (((4501) - (size)) / (10))\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (circle2 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(timer) > [3.3]>\nClone [Circle]\n\nwhen I start as a clone\nif <(Clone ID) = [Circle2]> then\n set [brightness v] effect to (100)\n switch costume to (pos hack v)\n go to x: (0) y: (-200)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (circle2 v)\n set [y vel v] to [1]\n show\n repeat until <[180] < (y position)>\n switch costume to (pos hack v)\n change y by (y vel)\n switch costume to (circle2 v)\n change [y vel v] by ((y vel) / (5))\n end\n switch costume to (pos hack v)\n go to x: (0) y: (240)\n point in direction (-90)\n go to [back v] layer\n go [forward v] (1) layers\n repeat until <(size) > [4500]>\n switch costume to (size hack v)\n change size by (((4501) - (size)) / (10))\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (circle2 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(timer) > [2.7]>\nClone [Circle2]\n\nwhen I start as a clone\nif <(Clone ID) = [BG111]> then\n set [brightness v] effect to (0)\n switch costume to (bg111 v)\n go to x: (0) y: (0)\n go to [back v] layer\n go [backward v] (400) layers\n set [brightness v] effect to (0)\n show\n repeat (20)\n change [brightness v] effect by (-5)\n go to [back v] layer\n go [backward v] (400) layers\n end\n repeat until <(timer) > [4.9]>\n go to [back v] layer\n go [backward v] (400) layers\n end\n delete this clone\nend\n\nwhen flag clicked\nClone [BG111]\n\nwhen I start as a clone\nif <(Clone ID) = [Fractal Burst]> then\n show\n switch costume to (fractal burst v)\n set size to (0) %\n set [color v] effect to (-20)\n go to [front v] layer\n set [color v] effect to (-20)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (20)\n set [brightness v] effect to (20)\n set [color v] effect to (-20)\n repeat until <(size) > [1000]>\n switch costume to (size hack v)\n set [color v] effect to (-20)\n set [color v] effect to (-20)\n go to [front v] layer\n change size by (50)\n switch costume to (fractal burst v)\n set [color v] effect to (-20)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(timer) > [4.85]>\nClone [Fractal Burst]\n\nwhen flag clicked\nwait until <(timer) > [9.68]>\nClone [Fractal Burst]\n\nwhen I start as a clone\nif <(Clone ID) = [Fractal Burst 2]> then\n show\n switch costume to (fractal burst v)\n set size to (0) %\n go to [front v] layer\n set [color v] effect to (0)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (20)\n set [brightness v] effect to (20)\n repeat until <(size) > [1000]>\n switch costume to (size hack v)\n set [color v] effect to (0)\n go to [front v] layer\n change size by (50)\n switch costume to (fractal burst v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(timer) > [7.2]>\nClone [Fractal Burst 2]\n\nwhen I start as a clone\nwait until <(timer) > [7.2]>\nset [color v] effect to (20)\nwait until <(timer) > [9.75]>\nset [color v] effect to (0)\n\ndefine Particle Physics\nmove ((yv) + (1)) steps\nset [yv v] to ((yv) * (0.95))\nchange x by (xv)\nset [xv v] to ((xv) * (0.8))\nif <([abs v] of (direction) ) < [90]> then\n turn right (((0) - (direction)) / (30)) degrees\nelse\n if <(direction) < [0]> then\n turn right (((-180) - (direction)) / (30)) degrees\n else\n turn right (((180) - (direction)) / (30)) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n go to [front v] layer\n set size to (50) %\n switch costume to (join [Particle] (pick random (1) to (4)))\n show\n set [brightness v] effect to (b)\n set [ghost v] effect to (25)\n go to x: (0) y: (0)\n point in direction (pick random (-179) to (179))\n set [xv v] to (pick random (10) to (-10))\n set [yv v] to (pick random (5) to (15))\n repeat (50)\n go to [front v] layer\n Particle Physics\n if <touching (_edge_ v)?> then\n change [ghost v] effect by (10)\n go to [front v] layer\n end\n end\n if <not <touching (_edge_ v)?>> then\n repeat (10)\n go to [front v] layer\n Particle Physics\n change [ghost v] effect by (10)\n end\n end\n delete this clone\nend\n\ndefine Particles (amount)\nrepeat (amount)\n Clone [Particle]\nend\n\nwhen flag clicked\nwait until <(timer) > [4.85]>\nset [b v] to [40]\nParticles [50]\n\nwhen flag clicked\nwait until <(timer) > [7.2]>\nset [b v] to [25]\nParticles [50]\n\nwhen flag clicked\nwait until <(timer) > [9.75]>\nset [b v] to [40]\nParticles [50]\n\nwhen flag clicked\nClone [watermark]\n\nwhen flag clicked\nwait until <(timer) > [11]>\nstart sound [Slice v]\n\nwhen flag clicked\nwait (13) seconds\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nshow\n\n
さくしゃからのちょーせんじょー!\n日本語下です!clear★★★★☆\n         ↓↓↓↓↓\n   2022.5.1 clear★★★☆☆\n☆★ ☆★ ☆★ ☆★ ☆★ ☆★ ☆★ ☆★ ☆★ ☆★ [Method of operation]\nArrow key →←↑↓ ✔︎\n Mobile ✔︎\n[操作方法]\n矢印キー
Stunt Red 2 | A Mobile Friendly Platformer #Games #All #Trending
@Stage\n\nwhen flag clicked\nplay sound [Vexento-Pollen.mp3 v] until done\n\n@Player\n\nwhen flag clicked\nset [player: x velocity v] to [0]\nset [player: y velocity v] to [0]\nset [animation v] to [0]\ngo to x: (-200) y: (0)\nforever\n set [ghost v] effect to (0)\n switch costume to (1 v)\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 velocity v] by (-0.8)\n switch costume to (2 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player: x velocity v] by (0.8)\n switch costume to (3 v)\n end\n set [player: x velocity v] to ((Player: x velocity) * (0.9))\n change x by (round (Player: x velocity))\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by (round ((Player: x velocity) * (-1)))\n end\n end\n end\n set [player: x velocity v] to [0]\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 v)?> then\n set [player: y velocity v] to [12]\n end\n change y by (1)\n end\n change [player: y velocity v] by (-1)\n change y by (Player: y velocity)\n if <touching (ground v)?> then\n change y by ((Player: y velocity) * (-1))\n set [player: y velocity v] to [0]\n end\n if <<touching (danger v)?> or <touching (lava3 v)?>> then\n start sound [recording3 v]\n set [animation v] to [0]\n repeat (4)\n create clone of (_myself_ v)\n change [ghost v] effect by (10)\n end\n repeat (6)\n change [ghost v] effect by (10)\n end\n wait until <(Animation) = [4]>\n set [player: x velocity v] to [0]\n set [player: y velocity v] to [0]\n set [animation v] to [0]\n go to x: (-200) y: (0)\n end\n if <(x position) > [240]> then\n broadcast (Next v) and wait\n end\nend\n\nwhen I start as a clone\nswitch costume to (4 v)\npoint in direction (pick random (-45) to (45))\nchange y by (10)\nrepeat (14)\n move (3) steps\nend\nchange [animation v] by (1)\ndelete this clone\n\nwhen I receive [next v]\nset [player: x velocity v] to [0]\nset [player: y velocity v] to [0]\nset [animation v] to [0]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (0)\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nrepeat (2)\n go to [front v] layer\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n
STUNT RED 2 \n\nR for restart\n\nOMG 12th on #trending games !!!! TYSM . ALSO PLEASE LIKE, FAVE, AND FOLLOW FOR PART - 3 AND FOR OTHER GAMES AND ANIMATIONS.
Platformer Shooter Assets
@Stage\n\n@Player\n\n@Player Projectile\n\n@Enemies\n\n@Ground\n\n
Progress - A Semi-Generic Platformer #all #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@WalkAnimation\n\nwhen [right arrow v] key pressed\n\nwhen flag clicked\nswitch costume to (walk1 v)\npoint in direction (90)\nset rotation style [left-right v]\nhide variable [x v]\nhide variable [y v]\nset [y v] to [0]\nset [x v] to [0]\nshow\ngo to x: (-215) y: (-70)\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.75)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.75)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n change y by (-4)\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 change [y v] by (-1)\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n next backdrop\n go to x: (-215) y: (-70)\n change [level v] by (1)\n end\n if <(y position) < [-178]> then\n next backdrop\n go to x: (-215) y: (-70)\n end\n if <touching (spikes v)?> then\n broadcast (Death v)\n end\n if <touching (lava v)?> then\n broadcast (Death v)\n end\nend\n\nwhen [left arrow v] key pressed\n\nnext costume\n\nset [x v] to ((X) * (0.9))\nchange x by (X)\n\nset [y v] to ((Y) * (0.9))\nchange y by (Y)\n\nchange y by (1)\n\nwhen [r v] key pressed\ngo to x: (-215) y: (-70)\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-215) y: (-70)\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n next costume\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [death v]\ngo to x: (-202) y: (0)\nswitch costume to (walk1 v)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nset [facspeed v] to (((Speed) / (12.5)) + (1))\n\nwhen flag clicked\nforever\n if <touching (trampolines v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#719eff)?> then\n set [yv v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (Next Text v)\n end\nend\n\nwhen flag clicked\nforever\n if <<((round ((X) / (1.5))) * (1.5)) = [0]> and <(round (Y)) = [0]>> then\n switch costume to (walk1 v)\n end\nend\n\n@spikes\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n switch costume to (1 v)\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n switch costume to (2 v)\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [3]> then\n switch costume to (3 v)\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [5]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [5]> then\n switch costume to (costume2 v)\n else\n end\nend\n\n@lava\n\nwhen flag clicked\ngo to x: (-108) y: (-75)\nforever\n if <(backdrop [number v]) = [4]> then\n show\n else\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (1)\n end\n repeat (5)\n change y by (0.5)\n end\n repeat (15)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [5]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen I receive [next text v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n switch costume to (costume6 v)\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Famous Users Detector\n\nwhen flag clicked\nif <(username) = [madrid2030]> then\n change [☁ madrid2030 v] by (1)\nelse\n if <(username) = [FREEZING_BLAZER]> then\n change [☁ freezing_blazer v] by (1)\n else\n if <(username) = [griffpatch]> then\n change [☁ griffpatch v] by (1)\n else\n if <(username) = [JackPigPro]> then\n change [☁ jackpigpro v] by (1)\n else\n if <(username) = [JC_ProGold]> then\n change [☁ jc_progold v] by (1)\n else\n if <(username) = [Nethula_manumitha]> then\n change [☁ nethula_manumitha v] by (1)\n else\n if <(username) = [QuaXX]> then\n change [☁ quaxx v] by (1)\n else\n if <(username) = [ThePro255]> then\n change [☁ thepro255 v] by (1)\n else\n if <(username) = [Will_Wam]> then\n change [☁ will_wam v] by (1)\n else\n if <(username) = [xb-]> then\n change [☁ xb- v] by (1)\n else\n if <(username) = [fluffydog1000]> then\n change [☁ fd1000 v] by (1)\n else\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n
75k+ VIEWS?!?!!?!\nPROGRESS 2 IS OUT https://scratch.mit.edu/projects/654883757/\nProgress - A Less Generic Platformer!!!\nMy best yet. I think that we can get there. First page. I would really appreciate it if you guys would like and favorite because this took numerous hours to make. \nCheck out my profile!\nI am selecting a random person who likes, favs, and follows me to be shouted out in the next project. \n-Fluffy
No Fill| A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (danger v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (danger v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n broadcast (Reset v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (The Level)\nend\n\n@Clones\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n
✌ No Fill ✌\nWelcome to my first project/game! aw man it was so hard! :O pls love and fave pls get this atleast #7 on trending! :D so,move your player with arrow keys or wasd.:D\n\ncredits:-\n@-awesomecode-- for engine\n100% art by me! and some of the code by me! :DD\ncooltext.com for the text on the thumbnail :D\nthe fat rat by unity for music\n\nTags:-\n#all #games #platfor #game #a #credits #--aweomecode-- @-Groggy_Grid- #no #fill #nofill #engine #for #100 #% #some #come #the
SLOW || an easy platformer
@Stage\n\n@player\n\nwhen I receive [menu v]\nforever\n if <touching (obstacles v)?> then\n broadcast (death v) and wait\n end\nend\n\nwhen flag clicked\nhide\nhide variable [level v]\nswitch backdrop to (game v)\n\nwhen I receive [start v]\nforever\n if <<<(x position) = [220]> or <(x position) > [220]>> and <(level) < [20]>> then\n broadcast (level up v)\n wait (2) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(y position) = [-170]> or <(y position) < [-170]>> then\n broadcast (death v) and wait\n end\nend\n\nwhen I receive [death v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\ngo to x: (-228) y: (-130)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [menu v]\ngo to x: (-228) y: (-130)\nset [level v] to [1]\nshow\nwait (0.05) seconds\nforever\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [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 (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<(x position) = [220]> or <(x position) > [220]>> and <(level) = [20]>> then\n broadcast (end v)\n wait (2) seconds\n end\nend\n\nwhen I receive [level up v]\ngo to x: (-228) y: (-130)\n\nwhen flag clicked\nbroadcast (menu v)\nforever\n play sound [Inferno v] until done\nend\n\nwhen I receive [end v]\nbroadcast (level up v)\n\n@ground\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [level up v]\nchange [level v] by (1)\nnext costume\n\n@obstacles\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (level 1 v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [level up v]\nnext costume\n\n@start button\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n switch costume to (press v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (not press v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (start v)\n stop [this script v]\n end\nend\n\n@skip button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (-160) y: (140)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (press v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (not press v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (level up v)\n stop [this script v]\n end\nend\n\nwhen I receive [level up v]\nwait (0.2) seconds\nshow\ngo to x: (-160) y: (140)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (press v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (not press v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (level up v)\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nforever\n hide\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nclear graphic effects\nshow\ngo to [front v] layer\n\n@title\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n repeat (100)\n change [ghost v] effect by (1)\n end\n repeat (100)\n change [ghost v] effect by (-1)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [end v]\nset [ghost v] effect to (100)\nshow\n\n
Arrow keys, WASD keys, or mobile controls.\n20 lvl, easy\nclassic platformer\nlove and fav if you enjoyed (follow ?)\n#6 on fr game trendings ! 16/02/22-19/02/22\nFront page fr games trendings ! 16/02/22-02/03/22\nFRANÇAIS\nFlèche, WASD et contrôle mobile\n20 niveaux, facile\nplatformer classique
Illuminati Platformer! (Part 3) #games
@Stage\n\n@Player\n\nwhen flag clicked\nforever\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [jump v] to [0]\n go to x: (-210) y: (-55)\n repeat until <<(x position) > [240]> or <touching (danger v)?>>\n change [x vel v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [x vel v] to ((X Vel) * (0.9))\n create clone of (_myself_ v)\n change x by (round (X Vel))\n if <touching (platform v)?> then\n change x by (round ((X Vel) * (-1)))\n if <key (up arrow v) pressed?> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [jump v] to [0]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (Y Vel)\n if <touching (platform v)?> then\n change y by ((Y Vel) * (-1))\n if <(Y Vel) < [0]> then\n set [jump v] to [0]\n end\n set [y vel v] to [0]\n end\n if <key (up arrow v) pressed?> then\n if <(Jump) = [0]> then\n set [y vel v] to [15]\n set [jump v] to [1]\n end\n end\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (normal v)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwait (10) seconds\n\nwhen flag clicked\nforever\n if <touching (speed right v)?> then\n change [x vel v] by (5)\n end\nend\n\n\n\nset [x vel v] to [0]\n\nwhen flag clicked\nforever\n if <touching (speed left v)?> then\n change [x vel v] by (-00.9)\n end\nend\n\nmove (10) steps\n\nwhen flag clicked\nforever\n\nwhen [right arrow v] key pressed\nswitch costume to (right v)\n\nwhen [up arrow v] key pressed\nswitch costume to (up v)\n\nwhen [left arrow v] key pressed\nswitch costume to (left v)\n\nwhen [down arrow v] key pressed\nswitch costume to (down v)\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Love and fave reminder\n\nwhen I receive [intro v]\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (3) to (5)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Thumbnail \n\nwhen flag clicked\nforever\n go to [front v] layer\n reset timer\n hide\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@雪\n\nwhen I start as a clone\nshow\nset size to (pick random (40) to (80)) %\ngo to x: (0) y: (300)\nchange x by (pick random (-300) to (300))\nrepeat until <(y position) < [-175]>\n change y by (pick random (-1) to (-3))\n turn right (pick random (-50) to (50)) degrees\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nstart sound [recording1 v]\nforever\n repeat (33)\n wait (32.97) seconds\n start sound [recording1 v]\n end\nend\n\n
Bill has finally come for us... will we make it out? \nOr will Bill Cipher reign supreme?\n\nMAKE SURE TO PLAY PARTS 1 AND 2
”Cold Platformer„ 真冬のプラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (雪景色2 v)\nbroadcast (Pentro v)\nwait (8) seconds\n\nwhen I receive [スタート v]\nswitch backdrop to (雪景色 v)\nforever\n wait (2) seconds\n play sound [snow-dance v] until done\nend\n\n@cube\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] <key (down arrow v) pressed?> layers\nset [このスプライトのx v] to [0]\nset [このスプライトの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?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [このスプライトの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?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [このスプライトの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 (このスプライトの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) - (このスプライトのx))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(このスプライトのx) > [0]> then\n set [このスプライトのx v] to [-6]\n else\n set [このスプライトのx v] to [6]\n end\n set [このスプライトのy v] to [12]\n else\n set [このスプライトのx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n set [このスプライトのx v] to ((このスプライトのx) * (0.93))\n change [このスプライトのy v] by (-1)\n change y by (このスプライトのy)\n if <touching (地面 v)?> then\n change y by ((0) - (このスプライトのy))\n set [このスプライトのy v] to [0]\n end\n change y by (-2)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (地面 v)?> then\n set [このスプライトのy v] to [15]\n end\n end\n change y by (1)\n if <[220] < (x position)> then\n broadcast (next v)\n hide\n wait (2.5) seconds\n 初期化\n end\n if <(y position) < [-170]> then\n 初期化\n end\n if <touching (トゲ v)?> then\n switch costume to (cube1 v)\n set rotation style [all around v]\n change y by (4)\n set [このスプライトのy v] to [15]\n set [このスプライトのx v] to [10]\n repeat until <(y position) < [-180]>\n turn right (14) degrees\n change [このスプライトのy v] by (-1)\n change y by (このスプライトのy)\n end\n 初期化\n end\n if <key (r v) pressed?> then\n 初期化\n end\nend\n\nwhen flag clicked\nforever\n change [ターボ v] by (1)\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\nend\n\nwhen [timer v] > (time)\nhide\n\n@地面\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム1 v)\nhide\nforever\n go to x: (0) y: (0)\n if <(costume [number v]) = [9]> then\n set [ゲームの進行具合 v] to [終わり]\n end\n go to [back v] layer\n go [forward v] (2) layers\nend\n\nwhen I receive [スタート v]\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nwait (1) seconds\nset size to (100) %\nnext costume\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 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 start as a clone\ngo to x: (468) y: (0)\nshow\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 wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\ndelete this clone\n\n@トゲ\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム2 v)\ngo [forward v] (1) layers\nhide\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [next v]\nwait (1) seconds\nnext costume\n\n@サムネイル\n\nwhen flag clicked\nset x to (0)\nset y to (340)\nswitch costume to (雪景色2 v)\nhide\nforever\n go to [front v] layer\n set [time v] to (timer)\nend\n\nwhen [timer v] > (time)\nswitch costume to (雪景色2 v)\nhide\nset x to (0)\nset y to (340)\ngo to [front v] layer\nshow\nrepeat (36)\n go to [front v] layer\n change y by (((-1) * (y position)) / (6))\n set volume to ((-100) / (36)) %\nend\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@time\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ゲームの進行具合 v] to [イントロ]\n\nwhen I receive [スタート v]\nset [ゲームの進行具合 v] to [ゲーム中]\n\nwhen I receive [スタート v]\nreset timer\nrepeat until <(ゲームの進行具合) = [終わり]>\n time [-220] [-140] []\nend\n\ndefine time (x) (y) (桁)\ngo to [front v] layer\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 I start as a clone\ngo to [back v] layer\ngo [forward v] (4) layers\nshow\n\nwhen flag clicked\nhide\nswitch costume to (透明 v)\nset [大きさ v] to [100]\n\nwhen I receive [削除 v]\ndelete this clone\n\n@イントロ\n\nset [y・x v] to [250]\nrepeat (((全体のサイズ) / (4)) * (10))\n go to x: (Y・X) y: (200)\n pen down\n go to x: (Y・X) y: (-200)\n pen up\n change [y・x v] by (() - ((全体のサイズ) / (5)))\nend\n\ndefine 枠\n絵画    x (枠x) y (枠y) 角度 (枠向) 大きさ ((定義に入力する変数) mod (100))\n\ndefine 描き描き太郎 (x) (y) (角度) (サイズ)\nset [度 v] to (角度)\nset [size v] to (サイズ)\nrepeat (うえい)\n repeat (5)\n go to x: ((([sin v] of (度) ) * (size)) + (x)) y: ((([cos v] of (度) ) * (size)) + (y))\n change [度 v] by (90)\n pen down\n end\n pen up\n change [size v] by (全体のサイズ)\nend\npen up\n\ndefine ● (太さ)\npoint in direction (90)\nswitch costume to (pentro v)\nset size to ((1) / ()) %\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (350)\nset pen color to (#ffffff)\nset pen size to ((太さ) + (50))\npen down\nrepeat (360)\n move (6) steps\n turn right (1) degrees\nend\npen up\nset pen color to (#000000)\nset pen size to (太さ)\npen down\nrepeat (360)\n move (6) steps\n turn right (1) degrees\nend\npen up\n\ndefine name (x) (y) (向き) (大きさ)\nswitch costume to (pentro v)\nset size to ((1) / ()) %\ngo to x: (x) y: (y)\nswitch costume to (template v)\nset size to ((大きさ) - ((100) - (全体のサイズ))) %\npoint in direction (向き)\nstamp\n\ndefine 背景\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nstamp\n\ndefine 芋虫絵画専用\nrepeat (芋虫 長さ)\n set y to ((芋虫y) + (([sin v] of (進行度) ) * ((全体のサイズ) * (1))))\n set x to ((芋虫x) + (([cos v] of (進行度) ) * ((全体のサイズ) * (2))))\n pen down\n change [進行度 v] by (芋虫 速さ)\nend\nchange [進行度 v] by ((-1) - (芋虫 速さ))\nrepeat (芋虫 長さ)\n set y to ((芋虫y) + (([sin v] of (進行度) ) * ((全体のサイズ) * (1))))\n set x to ((芋虫x) + (([cos v] of (進行度) ) * ((全体のサイズ) * (2))))\n change [進行度 v] by (() - (芋虫 速さ))\nend\nchange [進行度 v] by (芋虫 速さ)\npen up\n\ndefine 芋虫\n\ndefine 芋虫絵画専用2\nrepeat (芋虫 長さ)\n set y to ((芋虫y) + (([sin v] of (進行度2) ) * ((全体のサイズ) * (1))))\n set x to ((芋虫x) + (([cos v] of (進行度2) ) * ((全体のサイズ) * (2))))\n pen down\n change [進行度2 v] by (芋虫 速さ)\nend\nchange [進行度2 v] by ((-1) - (芋虫 速さ))\nrepeat (芋虫 長さ)\n set y to ((芋虫y) + (([sin v] of (進行度2) ) * ((全体のサイズ) * (1))))\n set x to ((芋虫x) + (([cos v] of (進行度2) ) * ((全体のサイズ) * (2))))\n change [進行度2 v] by (() - (芋虫 速さ))\nend\nchange [進行度2 v] by (芋虫 速さ)\npen up\n\ndefine 〇 (太さ) (x) (y) (大きさ) (粗さ) (透明度)\nset pen size to (太さ)\nset pen color to (#ff0000)\nset pen (saturation v) to (-100)\nset pen (transparency v) to (透明度)\nset [エフェクト〇 v] to [0]\nrepeat (360)\n pen up\n set x to ((([sin v] of (エフェクト〇) ) * (大きさ)) + (x))\n set y to ((([cos v] of (エフェクト〇) ) * (大きさ)) + (y))\n change [エフェクト〇 v] by (粗さ)\n pen down\nend\npen up\n\ndefine 背景柄\n\npen up\nset pen size to ((全体のサイズ) / (15))\nset pen color to (#10ff00)\nset [y・x v] to [200]\nrepeat (((全体のサイズ) / (5)) * (10))\n go to x: (-250) y: (Y・X)\n pen down\n go to x: (250) y: (Y・X)\n pen up\n change [y・x v] by (() - ((全体のサイズ) / (5)))\nend\n\nwhen I receive [pentro v]\nerase all\nreset timer\ngo to x: (0) y: (0)\nswitch costume to (pentro v)\nset size to ((1) / (0)) %\nswitch costume to (コスチューム1 v)\nhide\nset [向き v] to [90]\nset [大きさ v] to [500]\nset [グ湾 v] to [50]\nwait (4) seconds\nrepeat (100)\n erase all\n ●● (〆制御) []\n change [〆制御 v] by (((600) - (〆制御)) / (20))\nend\nset [向き v] to [90]\nset [大きさ v] to [500]\nset [グ湾 v] to [50]\nrepeat (20)\n erase all\n 背景\n 枠\n name (枠x) (枠y) (向き) (大きさ)\n 芋虫\n ● (〆制御)\n change [〆制御 v] by (((0) - (〆制御)) / (7))\n set [1 v] to (((1) * (0.75)) + (((100) - (大きさ)) * (0.1)))\n change [大きさ v] by (1)\n set [枠x v] to ((0) + (([cos v] of (2) ) * (グ湾)))\n set [枠y v] to ((0) + (([sin v] of (2) ) * (グ湾)))\n set [向き v] to ((90) + (([cos v] of (2) ) * (グ湾)))\n change [2 v] by (25)\n change [グ湾 v] by (((0) - (グ湾)) / (7))\n set [芋虫y v] to (枠y)\n set [芋虫x v] to (枠x)\nend\nset [向き v] to [90]\nset [グ湾 v] to [25]\nrepeat (15)\n erase all\n 背景\n 枠\n name (枠x) (枠y) (向き) (大きさ)\n 芋虫\n ● (〆制御)\n change [〆制御 v] by (((0) - (〆制御)) / (7))\n set [1 v] to (((1) * (0.75)) + (((100) - (大きさ)) * (0.1)))\n change [大きさ v] by (1)\n set [枠x v] to ((0) + (([cos v] of (2) ) * (グ湾)))\n set [枠y v] to ((0) + (([sin v] of (2) ) * (グ湾)))\n set [向き v] to ((90) + (([cos v] of (2) ) * (グ湾)))\n change [2 v] by (25)\n change [グ湾 v] by (((0) - (グ湾)) / (7))\n set [芋虫y v] to (枠y)\n set [芋虫x v] to (枠x)\n change [全体のサイズ v] by (((40) - (全体のサイズ)) / (7))\nend\nset [向き v] to [90]\nset [グ湾 v] to [25]\nrepeat (15)\n erase all\n 背景\n 枠\n name (枠x) (枠y) (向き) (大きさ)\n 芋虫\n ● (〆制御)\n change [〆制御 v] by (((0) - (〆制御)) / (7))\n set [1 v] to (((1) * (0.75)) + (((100) - (大きさ)) * (0.1)))\n change [大きさ v] by (1)\n set [枠x v] to ((0) + (([cos v] of (2) ) * (グ湾)))\n set [枠y v] to ((0) + (([sin v] of (2) ) * (グ湾)))\n set [向き v] to ((90) + (([cos v] of (2) ) * (グ湾)))\n change [2 v] by (25)\n change [グ湾 v] by (((0) - (グ湾)) / (7))\n set [芋虫y v] to (枠y)\n set [芋虫x v] to (枠x)\n change [全体のサイズ v] by (((100) - (全体のサイズ)) / (7))\nend\nrepeat (4)\n set [向き v] to [90]\n set [グ湾 v] to [25]\n repeat (10)\n erase all\n 背景\n 枠\n name (枠x) (枠y) (向き) (大きさ)\n 芋虫\n ● (〆制御)\n change [〆制御 v] by (((0) - (〆制御)) / (7))\n set [1 v] to (((1) * (0.75)) + (((100) - (大きさ)) * (0.1)))\n change [大きさ v] by (1)\n set [枠x v] to ((0) + (([cos v] of (2) ) * (グ湾)))\n set [枠y v] to ((0) + (([sin v] of (2) ) * (グ湾)))\n set [向き v] to ((90) + (([cos v] of (2) ) * (グ湾)))\n change [2 v] by (25)\n change [グ湾 v] by (((0) - (グ湾)) / (7))\n set [芋虫y v] to (枠y)\n set [芋虫x v] to (枠x)\n change [全体のサイズ v] by (((100) - (全体のサイズ)) / (7))\n end\nend\nset [向き v] to [90]\nset [グ湾 v] to [25]\nrepeat (15)\n erase all\n 背景\n 枠\n name (枠x) (枠y) (向き) (大きさ)\n 芋虫\n ● (〆制御)\n change [〆制御 v] by (((0) - (〆制御)) / (7))\n set [1 v] to (((1) * (0.75)) + (((100) - (大きさ)) * (0.1)))\n change [大きさ v] by (1)\n set [枠x v] to ((0) + (([cos v] of (2) ) * (グ湾)))\n set [枠y v] to ((0) + (([sin v] of (2) ) * (グ湾)))\n change [2 v] by (25)\n change [グ湾 v] by (((0) - (グ湾)) / (7))\n set [芋虫y v] to (枠y)\n set [芋虫x v] to (枠x)\n change [全体のサイズ v] by (((100) - (全体のサイズ)) / (7))\n change [向き v] by (((-90) - (向き)) / (7))\nend\nset [グ湾 v] to [25]\nrepeat (15)\n erase all\n 背景\n 枠\n name (枠x) (枠y) (向き) (大きさ)\n 芋虫\n ● (〆制御)\n change [〆制御 v] by (((0) - (〆制御)) / (7))\n set [1 v] to (((1) * (0.75)) + (((100) - (大きさ)) * (0.1)))\n change [大きさ v] by (1)\n set [枠x v] to ((0) + (([cos v] of (2) ) * (グ湾)))\n set [枠y v] to ((0) + (([sin v] of (2) ) * (グ湾)))\n change [2 v] by (25)\n change [グ湾 v] by (((0) - (グ湾)) / (7))\n set [芋虫y v] to (枠y)\n set [芋虫x v] to (枠x)\n change [全体のサイズ v] by (((100) - (全体のサイズ)) / (7))\n change [向き v] by (((90) - (向き)) / (7))\nend\nset [グ湾 v] to [25]\nrepeat (30)\n erase all\n 背景\n 枠\n name (枠x) (枠y) (向き) (大きさ)\n 芋虫\n ● (〆制御)\n change [〆制御 v] by (((700) - (〆制御)) / (7))\n set [1 v] to (((1) * (0.75)) + (((100) - (大きさ)) * (0.1)))\n change [大きさ v] by (1)\n set [枠x v] to ((0) + (([cos v] of (2) ) * (グ湾)))\n set [枠y v] to ((0) + (([sin v] of (2) ) * (グ湾)))\n change [2 v] by (25)\n change [グ湾 v] by (((0) - (グ湾)) / (7))\n set [芋虫y v] to (枠y)\n set [芋虫x v] to (枠x)\n change [全体のサイズ v] by (((100) - (全体のサイズ)) / (7))\n change [向き v] by (((90) - (向き)) / (7))\nend\nset [グ湾 v] to [25]\nrepeat (30)\n erase all\n ● (〆制御)\n change [〆制御 v] by (((0) - (〆制御)) / (7))\nend\n\nwhen I receive [pentro v]\nset [進行度 v] to [0]\nset [進行度2 v] to [180]\nset [芋虫 長さ v] to [50]\nset [芋虫 速さ v] to [1.5]\nset [枠向 v] to [0]\nset [枠x v] to [0]\nset [枠y v] to [0]\nset [大きさ v] to [0]\nset [うえい v] to [10]\nset [x v] to [0]\nset [y v] to [0]\nset [向き v] to [90]\nset [大きさ v] to [0]\nset [枠x v] to [0]\nset [枠y v] to [0]\nset [枠向 v] to [0]\nset [芋虫x v] to [0]\nset [芋虫y v] to [0]\nset [全体のサイズ v] to [100]\nset [〆制御 v] to [0]\n\nwhen I receive [pentro v]\nset [ぐふ v] to [0]\nreset timer\nforever\n set [ぐふ v] to ((timer) + (0.5))\n repeat until <(ぐふ) < (timer)>\n change [定義に入力する変数 v] by (((全体のサイズ) - (定義に入力する変数)) / (5))\n end\n set [定義に入力する変数 v] to [0]\nend\n\nwhen I receive [pentro v]\nset volume to (0) %\nplay sound [y2meta2 v] until done\nbroadcast (スタート v)\n\nwhen I receive [pentro v]\n\nset [e v] to [100]\nset [b v] to [0]\nrepeat (20)\n change [e v] by (((0) - (E)) / (5))\n change [b v] by (((100) - (B)) / (10))\n 〇 (E) [0] [0] [100] [1] (B)\nend\n\ndefine paa (太さ) (x) (y) (大きさ) (粗さ) (透明度)\nset pen size to (太さ)\nset pen color to (#ffffff)\nset pen (transparency v) to (透明度)\nset [エフェクト〇 v] to [0]\npoint in direction (80)\nmove (10) steps\nrepeat (18)\n turn right (100) degrees\n pen up\n move (大きさ) steps\n set x to ((([sin v] of (エフェクト〇) ) * (大きさ)) + (x))\n set y to ((([cos v] of (エフェクト〇) ) * (大きさ)) + (y))\n change [エフェクト〇 v] by (粗さ)\n pen down\n move (() - (大きさ)) steps\nend\npen up\n\nwhen I receive [pentro v]\nwait (8) seconds\nset [e v] to [150]\nset [b v] to [0]\nset [a v] to [0]\nrepeat (30)\n change [e v] by (((0) - (E)) / (7))\n change [a v] by (((100) - (A)) / (7))\n change [b v] by (((100) - (B)) / (20))\n paa (E) [] [] (A) [100] (B)\nend\n\n〇 [] [] [] [] [] []\n\ndefine ●● (太さ) (透明度)\ngo to x: (0) y: (0)\nset pen color to (#ff0000)\nset pen (brightness v) to (-100)\nset pen size to (太さ)\npen down\npen up\n\ndefine 絵画    x (x) y (y) 角度 (角度) 大きさ (大きさ)\nset pen size to ((全体のサイズ) / (5))\nset pen color to (#85ff89)\n描き描き太郎 (x) (y) (角度) (大きさ)\n背景柄\nset pen size to ((全体のサイズ) / (5))\nset pen color to (#00bb1c)\n描き描き太郎 (x) (y) (角度) ((大きさ) - ((全体のサイズ) / (5)))\n\ndefine 絵画    x (x) y (y) 角度 (角度) 大きさ (大きさ)\n\nwhen I receive [pentro v]\nwait (9) seconds\nset [e v] to [100]\nset [b v] to [0]\nrepeat (20)\n change [e v] by (((0) - (E)) / (5))\n change [b v] by (((100) - (B)) / (10))\n effect (E) [0] [0] [100] [1] (B) []\nend\n\ndefine effect (太さ) (x) (y) (大きさ) (粗さ) (透明度) (向き)\nset pen size to (太さ)\nset pen color to (#ff0000)\nset pen (saturation v) to (-100)\nset pen (transparency v) to (透明度)\nset [エフェクト〇 v] to (向き)\nrepeat (90)\n pen up\n set x to ((([sin v] of (エフェクト〇) ) * (大きさ)) + (x))\n set y to ((([cos v] of (エフェクト〇) ) * (大きさ)) + (y))\n change [エフェクト〇 v] by (粗さ)\n pen down\nend\npen up\n\nwhen I receive [pentro v]\nwait (9.4) seconds\nset [a v] to [100]\nset [c v] to [0]\nrepeat (20)\n change [a v] by (((0) - (A)) / (5))\n change [c v] by (((100) - (C)) / (10))\n effect (A) [0] [0] [100] [1] (A) [90]\nend\n\nwhen I receive [pentro v]\nwait (9.8) seconds\nset [d v] to [100]\nset [f v] to [0]\nrepeat (20)\n change [d v] by (((0) - (D)) / (5))\n change [f v] by (((100) - (F)) / (10))\n effect (D) [0] [0] [100] [1] (F) [180]\nend\n\nwhen I receive [pentro v]\nwait (10.2) seconds\nset [e v] to [100]\nset [b v] to [0]\nrepeat (20)\n change [e v] by (((0) - (E)) / (5))\n change [b v] by (((100) - (B)) / (10))\n effect (E) [0] [0] [100] [1] (B) [-90]\nend\n\nwhen flag clicked\nset volume to (0) %\nwait () seconds\nrepeat (50)\n change volume by (2)\n wait (0.01) seconds\nend\nset volume to (100) %\n\n@雪\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [s v] to (pick random (1) to (50))\nset size to (s) %\nset [雪x v] to (pick random (1) to (12))\nset [雪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) * (1.1)))\n change y by ((雪y) - ((雪y) * (0.7)))\nend\ndelete this clone\n\nwhen I receive [スタート v]\nhide\npoint in direction (28)\nforever\n go to x: (pick random (-190) to (190)) y: (170)\n repeat (5)\n create clone of (_myself_ v)\n wait () seconds\n end\nend\n\n@雪2\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [s v] to (pick random (1) to (50))\nset size to (s) %\nset [雪x v] to (pick random (1) to (12))\nset [雪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) * (1.1)))\n change y by ((雪y) - ((雪y) * (0.7)))\nend\ndelete this clone\n\nwhen I receive [スタート v]\nhide\npoint in direction (28)\nforever\n go to x: (220) y: (pick random (-190) to (190))\n repeat (5)\n create clone of (_myself_ v)\n wait () seconds\n end\nend\n\n
  〜雪の世界へ冒険に出かけよう!〜\n 〜Let's go on an adventure to the snowy world!〜\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ステージあります\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
Beijing Olympic(2022) platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (images \(1\) v)\nforever\n play sound [over the starbow v] until done\nend\n\nwhen [timer v] > (0.0001)\nswitch backdrop to (images \(1\) v)\nforever\n play sound [over the starbow v] until done\nend\n\n@Program\n\ndefine 初期設定\ngo to x: (-200) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine 動く\nset rotation style [left-right v]\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\n point in direction (90)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nrepeat (6)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change y by (-5)\n change x by ((0) - (x))\n if <<<[50] < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-3)\nif <<touching (ground v)?> and <<<[50] < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [15]\nend\nchange y by (3)\nif <[-186] > (y position)> then\n go to x: (-200) y: (14)\n broadcast (MihatsukiJinpei v)\nend\nif <(x position) > [237]> then\n go to x: (-200) y: (14)\n broadcast (Next stage v)\nend\nif <touching (out zone v)?> then\n go to x: (-200) y: (14)\nend\n\nwhen flag clicked\nbroadcast (MihatsukiJinpei v)\nshow\n初期設定\nforever\n 動く\nend\n\nwhen [timer v] > (0.0001)\nswitch costume to (1642933973325 v)\ngo to x: (73) y: (-5)\nset size to (50) %\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [mihatsukijinpei v]\nswitch costume to (pick random (1) to (2))\nif <(costume [number v]) = [1]> then\n set size to (36) %\n switch costume to (1644645245808 v)\nend\nif <(costume [number v]) = [2]> then\n set size to (35) %\n switch costume to (1644645270486 v)\nend\n\nwhen I receive [next stage v]\nbroadcast (MihatsukiJinpei v)\nhide\nwait (2) seconds\ngo to x: (-200) y: (-50)\nshow\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)\n change size by (-2.5)\nend\ndelete this clone\n\n@Ground\n\nwhen I receive [next stage v]\nhide\nwait (2) seconds\nshow\nnext costume\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (27) y: (16)\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [13]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [15]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [20]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [21]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [22]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [23]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [25]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [26]> then\n broadcast (11 v)\n end\n if <(costume [number v]) = [28]> then\n broadcast (11 v)\n end\nend\n\n@BEIJING OLYMPIC\n\nwhen flag clicked\ngo to x: (-119) y: (-64)\nhide\nset size to (72) %\n\nwhen [timer v] > (0.0001)\ngo to x: (-119) y: (-64)\ngo to [front v] layer\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.001)\nshow\ngo to x: (18) y: (39)\n\n@Out zone\n\nwhen flag clicked\nhide\n\nwhen I receive [11 v]\nif <([costume # v] of [ground v]) = [11]> then\n go to x: (1) y: (-6)\n switch costume to (11 v)\n show\nelse\n if <([costume # v] of [ground v]) = [13]> then\n switch costume to (13 v)\n show\n else\n if <([costume # v] of [ground v]) = [15]> then\n switch costume to (15 v)\n go to x: (5) y: (-7)\n show\n else\n if <([costume # v] of [ground v]) = [20]> then\n switch costume to (20 v)\n go to x: (94) y: (-40)\n show\n else\n if <([costume # v] of [ground v]) = [21]> then\n switch costume to (21 v)\n show\n else\n if <([costume # v] of [ground v]) = [22]> then\n switch costume to (22 v)\n show\n else\n if <([costume # v] of [ground v]) = [23]> then\n switch costume to (23 v)\n show\n else\n if <([costume # v] of [ground v]) = [25]> then\n switch costume to (25 v)\n show\n else\n if <([costume # v] of [ground v]) = [26]> then\n switch costume to (26 v)\n show\n else\n if <([costume # v] of [ground v]) = [28]> then\n switch costume to (28 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@NEXT\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [next stage v]\nshow\nwait (2) seconds\nhide\n\nwhen [timer v] > (0)\nhide\n\n
English\nOperation\ntap or arrow key, WASD key\nIt is a platformer based on the "Beijing Olympic" currently being held.\nThere are three courses. Aim to win the gold medal~\nI'm glad to see you~\nThere are some places where you cannot go with characters on the way. Jump there all the time~\nDifficulty\nBronze medal ★☆☆☆☆\nSilver medal ★★☆☆☆\nGold medal ★★★★★\nJapanese\n操作方法\nタップまたは矢印キー、WASDキー\n現在開催されている「北京(ぺきん)オリンピック」を題材にしたプラットフォーマーです。\nコースが3つあります。金メダル獲得を目指してね~\n見てくれるとうれしいな~\n途中文字で行けないところがあります。そこはずっとジャンプしてね~\n難易度\n銅メダル ★☆☆☆☆\n銀メダル ★★☆☆☆\n金メダル ★★★★★
Lightning road Platformer #games#all#trending
@Stage\n\nwhen flag clicked\nset volume to (50) %\nplay sound [recording2 v] until done\n\nwhen I receive [play v]\nswitch backdrop to (bühnenbild2 v)\n\nwhen flag clicked\nswitch backdrop to (bühnenbild3 v)\n\nwhen I receive [lightning v]\nset [blitz v] to [100]\nrepeat until <(Blitz) = [0]>\n change [blitz v] by ((-1) * ((Blitz) * (0.2)))\nend\n\nwhen flag clicked\nset [blitz v] to [0]\nrepeat (100)\n set [brightness v] effect to (0)\nend\nforever\n set [brightness v] effect to (Blitz)\nend\n\nwhen flag clicked\nforever\n if <<<(Level) = [19]> or <(Level) = [20]>> or <(Level) = [21]>> then\n switch backdrop to (sun v)\n else\n if <not <(vor) = [0]>> then\n switch backdrop to (bühnenbild2 v)\n end\n end\nend\n\nwhen I receive [play v]\nset volume to (20) %\nforever\n play sound [recording1 v] until done\nend\n\nwhen I receive [play v]\nrepeat (500)\n change volume by (0.1)\nend\n\n@Hello\n\ndefine Comment : LIGHTNING\n\n@Player\n\nwhen flag clicked\nset size to (100) %\nbroadcast (next v)\nswitch costume to (player v)\nset [air glide v] to [0.95]\nset [tod v] to [ja]\nset [level v] to [1]\nset [jump duration v] to [10]\nset [graviti v] to [-1]\nset [jump v] to [9]\nset [acelevation v] to [2]\nset [resitanse v] to [0.8]\n\ndefine Move in Steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed x) / (steps))\n Check touching\n if <(Touching) = [ja]> then\n Colide X - Slope or wall\n end\n set [last value v] to (y position)\n change y by ((Speed y) / (steps))\n Check touching\n if <(Touching) = [ja]> then\n Colide - Y Ceiling or Floor\n end\nend\n\nwhen I receive [tick-player v]\nControl up-down\nControl left-right\nMove in Steps (([abs v] of (Speed x) ) + ([abs v] of (Speed y) ))\nif <<(Touching) = [ja]> and <<<mouse down?> and <((mouse y) - (10)) > (y position)>> or <<(Touching) = [ja]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>>> then\n if <not <key (space v) pressed?>> then\n set [speed y v] to [12]\n end\nend\n\ndefine Control left-right\nif <(tod) = [nein]> then\n if <(Long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\n end\n if <<mouse down?> and <<([direction v] of [other v]) < [-10]> and <([direction v] of [other v]) > [-170]>>> then\n set [key x v] to [-1]\n end\n if <<mouse down?> and <<([direction v] of [other v]) > [10]> and <([direction v] of [other v]) < [170]>>> then\n set [key x v] to [1]\n end\n if <not <<<mouse down?> and <<([direction v] of [other v]) < [-10]> and <([direction v] of [other v]) > [-170]>>> or <<mouse down?> and <<([direction v] of [other v]) > [10]> and <([direction v] of [other v]) < [170]>>>>> then\n set [key x v] to (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\n end\n if <(Key X) = [0]> then\n if <<(Falling) > [2]> and <(wall slide) = [nein]>> then\n set [speed x v] to ((Speed x) * (Air glide))\n stop [this script v]\n end\n if <([abs v] of (Speed x) ) < [1]> then\n set [frame v] to [0]\n if <not <(Level) = [5]>> then\n set [speed x v] to [0]\n end\n else\n change [frame v] by (0.5)\n end\n else\n change [speed x v] by ((Key X) * (Acelevation))\n point in direction (Key X)\n change [frame v] by (1)\n end\n set [speed x v] to ((Speed x) * (Resitanse))\nend\n\ndefine Restet and begin level\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\ngo to x: (-150) y: (55)\nbroadcast (Game loop v)\nset [speed y v] to [0]\nset [speed y v] to [0]\nset [tod v] to [nein]\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (0)\nset [whirl v] effect to (0)\nshow\nbroadcast (Boost zähle v)\nrepeat (10)\n Fix colisions in direktion [180]\nend\n\nwhen I receive [game loop v]\nbroadcast (partickel v)\nforever\n broadcast (Other extras v)\n broadcast (Death check 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 ((Level) + (1)) go to x: [-235]\nend\nif <not <(Level) = [1]>> then\n if <(x position) < [-235]> then\n Begin scene ((Level) + (-1)) go to x: [235]\n end\nend\n\ndefine Begin scene (scene a) go to x: (x)\nset [level v] to (scene a)\nbroadcast (next v)\nset x to (x)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix colisions in direktion [0]\nbroadcast (Game loop v)\nbroadcast (change level v)\n\ndefine Fix colisions in direktion (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (10000000000000)\n if <not <touching (platform v)?>> 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\npoint in direction (90)\n\ndefine Colide X - Slope or wall\nCheck can wallslide\nchange y by (1)\nCheck touching\nif <(Touching) = [ja]> then\n change y by (1)\n Check touching\n if <(Touching) = [ja]> 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 Check touching\nif <<<touching (platform v)?> or <touching (platform2 v)?>> or <touching (fog button v)?>> then\n set [touching v] to [ja]\nelse\n set [touching v] to [nein]\nend\n\ndefine Colide - Y Ceiling or Floor\nset y to (last value)\nif <(Speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(Falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((Speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck touching\nif <(Touching) = [nein]> 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\nif <(Touching) = [nein]> 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 wallslide\nif <(Falling) < [2]> then\n set [wall slide v] to [nein]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck touching\nset [wall slide v] to (Touching)\nswitch costume to (player v)\nset rotation style [don't rotate v]\n\nwhen I receive [death check v]\nif <(tod) = [nein]> then\n if <<touching (blitz v)?> or <<touching (lava2 v)?> or <<touching (fire l2 v)?> or <<<<<touching (blitz stachel v)?> or <(y position) < [-170]>> or <<touching (elektronic v)?> or <<touching (lightning v)?> or <<touching (partickel l v)?> and <(pick random (1) to (10)) = [1]>>>>> or <touching (lava vulcano v)?>> or <touching (fire l v)?>>>>> then\n set [tod v] to [ja]\n broadcast (Player tod v)\n play sound [Crunch v] until done\n end\nend\n\nwhen I receive [other extras v]\nif <(tod) = [nein]> then\n if <<<(Level) = [5]> or <(Level) = [13]>> and <(Falling) < [3]>> then\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n change [speed x v] by (-1)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [speed x v] by (-0.25)\n end\n end\n if <<<(Level) = [5]> or <(Level) = [13]>> and <(Falling) > [2]>> then\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n change [speed x v] by (-1)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [speed x v] by (-0.5)\n end\n end\nend\n\nwhen I receive [other extras v]\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((mouse y) + (20)) < (y position)>>> then\n switch costume to (player2 v)\nelse\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 switch costume to (player v)\n end\n end\nend\n\nwhen [r v] key pressed\nRestet and begin level\n\nwhen [b v] key pressed\nBug fix normal\n\ndefine Bug fix normal\nrepeat until <not <<touching (platform2 v)?> or <touching (platform v)?>>>\n change y by (0.1)\nend\n\nwhen [g v] key pressed\nFix colisions in direktion [180]\n\nwhen I receive [player - bounce v]\nset [speed y v] to [15]\n\nwhen I receive [lose life v]\nRestet and begin level\n\nwhen I receive [reapeat v]\nRestet and begin level\n\nwhen I receive [player tod v]\nset [speed x v] to [0]\nset [speed y v] to [0]\nrepeat (20)\n set [speed x v] to [0]\n set [speed y v] to [0]\n change [whirl v] effect by (50)\n change size by (-6)\n change [ghost v] effect by (3.5)\nend\nset [speed x v] to [0]\nset [speed y v] to [0]\nRestet and begin level\n\nwhen I receive [change level v]\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (0)\nset [whirl v] effect to (0)\nshow\nset [tod v] to [nein]\n\nwhen I receive [do not glich v]\nFix colisions in direktion [180]\nset [whirl v] effect to (0)\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen flag clicked\nset [bereit v] to [no]\ndelete all of [ex reload v]\nadd [nein] to [ex reload v]\n\nwhen I receive [game loop v]\nforever\n if <(tod) = [nein]> then\n if <<(item (1) of [ex reload v]) = [ja]> and <<<<(boost with mouse) = [yes]> or <key (space v) pressed?>> and <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> and <(Touching) = [ja]>>> then\n set [bereit v] to [yes]\n set [time v] to [0]\n broadcast (extra hight v)\n broadcast (bombost v)\n set [speed y v] to [17]\n replace item (1) of [ex reload v] with [nein]\n set [time v] to [0]\n wait (0.09) seconds\n set [bereit v] to [no]\n set [boost with mouse v] to [no]\n end\n end\nend\n\nwhen I receive [other extras v]\nif <(Time) > [14]> then\n replace item (1) of [ex reload v] with [ja]\nend\n\nwhen I receive [game loop v]\nforever\n if <(tod) = [nein]> then\n if <<(item (1) of [ex reload v]) = [ja]> and <<<key (space v) pressed?> or <(boost with mouse) = [yes]>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n set [boost with mouse v] to [no]\n set [time v] to [0]\n broadcast (ex fast R v)\n broadcast (bombost v)\n set [speed x v] to [50]\n set [time v] to [0]\n replace item (1) of [ex reload v] with [nein]\n end\n end\nend\n\nwhen I receive [game loop v]\nforever\n if <(tod) = [nein]> then\n if <<(item (1) of [ex reload v]) = [ja]> and <<<key (space v) pressed?> or <(boost with mouse) = [yes]>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n set [boost with mouse v] to [no]\n set [time v] to [0]\n broadcast (ex fast L v)\n broadcast (bombost v)\n set [speed x v] to [-50]\n replace item (1) of [ex reload v] with [nein]\n set [time v] to [0]\n end\n end\nend\n\nwhen I receive [other extras v]\nif <<touching (water v)?> or <touching (lava v)?>> then\n set [speed 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 [speed y v] to [6]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [speed y v] to [-5]\n end\nend\n\nwhen I receive [other extras v]\nFix colisions in direktion [180]\n\nwhen I receive [game loop v]\nforever\n if <(tod) = [nein]> then\n if <touching (lava v)?> then\n wait (0.7) seconds\n if <touching (lava v)?> then\n set [tod v] to [ja]\n broadcast (Player tod v)\n play sound [Crunch v] until done\n end\n end\n end\nend\n\nwhen I receive [other extras v]\nif <<(Level) = [17]> or <(Level) = [18]>> then\n set [acelevation v] to [0.7]\n set [resitanse v] to [0.96]\nelse\n set [resitanse v] to [0.8]\n set [acelevation v] to [2]\nend\n\nwhen I receive [other extras v]\nif <(tod) = [nein]> then\n if <touching (wind boost v)?> then\n set [speed y v] to [19]\n end\nend\n\nset [speed y v] to [0]\n\nwhen I receive [other extras v]\nif <(tod) = [nein]> then\n if <touching (side wind push back v)?> then\n set [speed x v] to [-19]\n end\nend\n\nwhen I receive [bombost v]\nplay sound [Drum Bass3 v] until done\n\nplay sound [Medieval1 v] until done\n\ndefine Control up-down\nif <not <(bereit) = [yes]>> then\n if <(tod) = [nein]> then\n if <<<mouse down?> and <((mouse y) - (10)) > (y position)>> or <<<mouse down?> and <<([direction v] of [other v]) > [-45]> and <([direction v] of [other v]) < [45]>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<(wall slide) = [ja]> and <(jumping) = [0]>> then\n if <not <key (space v) pressed?>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [nein]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [1.5]\n end\n end\n if <<(Falling) < [3]> and <(jumping) = [0]>> then\n if <not <key (space v) pressed?>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n end\n if <not <key (space v) pressed?>> then\n if <<(jumping) > [0]> and <(jumping) < (Jump duration)>> then\n if <not <key (space v) pressed?>> then\n set [speed y v] to (Jump)\n change [jumping v] by (1)\n end\n end\n end\n else\n set [jumping v] to [0]\n end\n change [speed y v] by (Graviti)\n if <(wall slide) = [ja]> then\n Check can wallslide\n if <(Speed y) < [0]> then\n set [speed y v] to ((Speed y) * (0.6))\n end\n end\n end\nend\n\nwhen I receive [play v]\nset [tod v] to [nein]\n\nwhen I receive [play v]\nRestet and begin level\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nwait (1) seconds\nwait until <<mouse down?> or <<<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> or <<key (w v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>>\nbroadcast (First move v)\n\nset [time v] to [0]\n\n@Platform\n\nwhen flag clicked\nhide variable [by: v]\nwait (0.0001) seconds\ngo to [front v] layer\nswitch costume to (level1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nswitch costume to (join [Level] (Level))\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide variable [level v]\nhide variable [time v]\ndelete all of [skip v]\nset [time v] to [0]\n\nwhen I receive [first move v]\nreset timer\n\nwhen I receive [play v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [other extras v]\nif <(Level) = [29]> then\n hide list [hight scores v]\nend\n\n@Figur7\n\nwhen flag clicked\nset [clone2 v] to [0]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [after light v]\n\nwhen I receive [after light v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\nwait (0.5) seconds\n\nwhen I start as a clone\nif <(clone2) = [0]> then\n switch costume to (kostüm1 v)\n set [ghost v] effect to (0)\n show\n go to x: (-1) y: (-214)\n repeat (25)\n change y by (17)\n change [ghost v] effect by (3)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone2) = [1]> then\n go to x: (188) y: (0)\n switch costume to (kostüm2 v)\n set [ghost v] effect to (0)\n show\n repeat (25)\n change [ghost v] effect by (3)\n change x by (-20)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone2) = [1]> then\n\ngo to x: (-188) y: (0)\nswitch costume to (kostüm2 v)\nset [ghost v] effect to (0)\nshow\nrepeat (25)\n change [ghost v] effect by (3)\n change x by (20)\nend\nhide\n\nwhen I receive [play v]\nset [vor v] to [1]\nhide\n\nif <(vor) = [0]> then\n\nwhen I start as a clone\nif <(clone2) = [2]> then\n switch costume to (kostüm3 v)\n set [ghost v] effect to (0)\n show\n go to x: (-1) y: (-214)\n repeat (25)\n stamp\n change y by (17)\n change [ghost v] effect by (3)\n end\n hide\n wait until <(vor) = [1]>\n erase all\n delete this clone\nend\n\nwait (3) seconds\n\nwhen I receive [after light v]\nwait (1.5) seconds\nset [clone2 v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\nwait (1) seconds\nset [clone2 v] to [2]\ncreate clone of (_myself_ v)\n\n@Figur8\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nwait (0.5) seconds\nswitch costume to (kostüm3 v)\ngo to x: (0) y: (0)\nshow\nrepeat (20)\n change [ghost v] effect by (3)\n turn right (15) degrees\n change size by (10)\nend\nhide\n\nwhen I receive [after light v]\nwait (1.5) seconds\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nset size to (100) %\npoint in direction (90)\ngo to x: (-188) y: (0)\nswitch costume to (kostüm2 v)\nset [ghost v] effect to (0)\nshow\nrepeat (25)\n change [ghost v] effect by (3)\n change x by (20)\nend\nhide\ndelete this clone\n\nwhen I receive [play v]\nset [vor v] to [1]\nhide\n\n@play\n\nwhen I receive [end v]\ngo to x: (0) y: (-108)\nwait (1) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (play v)\nhide\n\nif <(vor) = [0]> then\n\n@Figur5\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [end v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change size by (4)\nend\n\nwhen I receive [play v]\nrepeat (17)\n change y by (-20)\nend\nhide\n\n@Figur6\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nhide\n\ngo to [back v] layer\n\ngo [forward v] (1) layers\n\nwhen I receive [after light v]\nshow\nglide (1) secs to x: (0) y: (-175)\n\nwhen I receive [after light v]\nswitch costume to (kostüm1 v)\nrepeat until <touching (_edge_ v)?>\n turn right (5) degrees\nend\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n turn right (4) degrees\nend\nhide\n\nwhen I receive [end v]\nswitch costume to (kostüm2 v)\nshow\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (20)\n change size by (10)\n change [ghost v] effect by (5)\n turn right (4.5) degrees\nend\nhide\n\npoint in direction (90)\n\nwhen I receive [play v]\nset [vor v] to [1]\nhide\n\n@Figur4\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [way v]\nrepeat (15)\n wait (0.0001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (kostüm1 v)\ngo to x: (pick random (70) to (-130)) y: (pick random (50) to (-50))\nshow\nset size to (pick random (90) to (120)) %\nset [color v] effect to (pick random (0) to (20))\nset [brightness v] effect to (pick random (0) to (30))\nbroadcast (arrow v)\nrepeat until <touching (_edge_ v)?>\n change y by (pick random (-10) to (-5))\nend\ndelete this clone\n\nwhen I receive [arrow v]\npoint in direction (0)\nset [brightness v] effect to (0)\nwait (pick random (0) to (0.7)) seconds\nswitch costume to (kostüm2 v)\nwait (1) seconds\nswitch costume to (kostüm2 v)\nset size to (10) %\ngo to x: (0) y: (0)\nshow\nrepeat (30)\n change size by (30)\n turn right (5) degrees\nend\nrepeat (30)\n turn right (4) degrees\n change [brightness v] effect by (6)\nend\npoint in direction (0)\nbroadcast (end v)\n\nwhen I receive [play v]\nhide\nrepeat (17)\n change y by (-20)\nend\n\nwhen I receive [play v]\nset [vor v] to [1]\nhide\n\n@Figur3\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nhide\n\nwhen I receive [after light v]\ngo to x: (-210) y: (0)\nshow\nrepeat until <touching (figur2 v)?>\n Move\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\ndelete this clone\n\nwhen I receive [end v]\nswitch costume to (kostüm2 v)\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change size by (15)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [play v]\nset [vor v] to [1]\nhide\n\ndefine Move\nrepeat (15)\n change x by (1)\n if <touching (figur2 v)?> then\n hide\n end\nend\n\n@Figur2\n\nwhen flag clicked\nhide\n\nwhen I receive [after light v]\npoint in direction (0)\nset [clone v] to [0]\nset size to (100) %\nset [color v] effect to (0)\nswitch costume to (kostüm1 v)\ngo to x: (210) y: (0)\nshow\nrepeat until <touching (figur3 v)?>\n change x by (-15)\n create clone of (_myself_ v)\nend\nbroadcast (roling v)\nhide\n\nwhen I start as a clone\nif <(clone) = [0]> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n show\n set size to (100) %\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n delete this clone\nend\n\nwhen I start as a clone\n\nwhen I receive [play v]\nset [vor v] to [1]\nhide\n\nif <(vor) = [0]> then\n\n@Figur9\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nshow\nset size to (100) %\nrepeat (100)\n change [color v] effect by (2)\n change [ghost v] effect by (10)\n change size by (10)\nend\ndelete this clone\n\nwhen I receive [play v]\nset [vor v] to [1]\nhide\n\nwhen I receive [roling v]\nshow\ngo to x: (0) y: (0)\nrepeat (50)\n create clone of (_myself_ v)\n turn left (15) degrees\nend\nhide\n\n@lightning2\n\nwhen flag clicked\nswitch costume to (blitze2 v)\npoint in direction (90)\nhide\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\ngo to x: (256) y: (0)\nwait (1.5) seconds\nshow\nrepeat (7)\n change [ghost v] effect by (-10)\n move (-7) steps\nend\nswitch costume to (blitze3 v)\nrepeat (20)\n change y by (-10)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (after light v)\nif <(vor) = [0]> then\nend\n\nwhen I start as a clone\nswitch costume to (blitze2 v)\npoint in direction (-90)\nhide\nset [ghost v] effect to (100)\ngo to x: (-256) y: (0)\nwait (1.5) seconds\nshow\nrepeat (7)\n change [ghost v] effect by (-10)\n move (-7) steps\nend\nswitch costume to (blitze3 v)\ngo to x: (-200) y: (0)\nrepeat (21)\n change y by (10)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nturn right (15) degrees\n\nwhen I start as a clone\nshow\n\ndelete this clone\n\nchange y by (5)\n\nrepeat (30)\n\nset [clone v] to [2]\n\nif <(clone) = [2]> then\n\ndelete this clone\n\nrepeat (10)\nend\n\nwhen I receive [play v]\nset [vor v] to [1]\nhide\n\nif <(vor) = [0]> then\nend\n\n@Figur1\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nset [color v] effect to (0)\nset size to (20) %\ngo to x: (0) y: (0)\nhide\nwait (0.65) seconds\nshow\nrepeat (4)\n repeat (10)\n change size by (50)\n end\n create clone of (_myself_ v)\n set size to (20) %\nend\nhide\nwait (1.5) seconds\nshow\nswitch costume to (kostüm2 v)\nrepeat (1)\n set size to (500) %\n repeat (10)\n change size by (-50)\n change [color v] effect by (0.5)\n end\nend\nhide\nbroadcast (way v)\nif <(vor) = [0]> then\n\nwhen I start as a clone\nnext costume\nset size to (20) %\nrepeat (10)\n change size by (50)\nend\ndelete this clone\n\nwhen I receive [play v]\nset [vor v] to [1]\nhide\n\nif <(vor) = [0]> then\n\nif <(vor) = [0]> then\n\n@Lightning2\n\nwhen flag clicked\ncreate clone of (_myself_ v)\npoint in direction (-120)\nswitch costume to (ligtning2 v)\nshow\ngo to x: (274) y: (206)\nwait (0.3) seconds\nbroadcast (lightning moove v)\nglide (0.5) secs to x: (-278) y: (-218)\nhide\nif <(vor) = [0]> then\n\nwhen I start as a clone\nswitch costume to (ligtning2 v)\npoint in direction (135)\nshow\ngo to x: (-278) y: (219)\nwait (0.3) seconds\nbroadcast (lg2 v)\nglide (0.5) secs to x: (275) y: (-221)\nhide\ndelete this clone\n\nwhen I receive [lightning moove v]\nforever\n next costume\nend\n\nwhen I receive [lg2 v]\nforever\n next costume\nend\n\nwhen I receive [play v]\nset [vor v] to [1]\nhide\n\n@il_GG\n\nwhen flag clicked\nset [vor v] to [0]\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (30) %\nhide\nwait (1) seconds\nshow\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\nrepeat (5)\n change size by (-5)\nend\nwait (0.1) seconds\nrepeat (5)\n change size by (5)\nend\nwait (0.1) seconds\nrepeat (5)\n change size by (-5)\nend\n\nwhen I receive [way v]\nrepeat (4)\n turn left (7) degrees\nend\nrepeat (4)\n turn right (7) degrees\nend\nrepeat (4)\n turn right (7) degrees\nend\nrepeat (4)\n turn left (7) degrees\nend\n\nwhen I receive [play v]\nset [vor v] to [1]\nhide\n\nrepeat (17)\n change y by (-20)\nend\n\n@fog button\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (kostüm1 v)\ngo to x: (36) y: (28)\nforever\n if then\n show\n go to x: (-2) y: (-60)\n else\n if <not <(Level) = [15]>> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(distance to [player v]) < [30]> or <touching (player v)?>> then\n switch costume to (kostüm2 v)\n broadcast (on button v)\n set [button v] to [yes]\n wait (0.2) seconds\n else\n set [button v] to [no]\n switch costume to (kostüm1 v)\n broadcast (buttensound v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n show\n go to x: (-14) y: (80)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [15]> or <(Level) = [14]>> then\n if <<(distance to [player v]) < [30]> or <touching (player v)?>> then\n play sound [Tennis Hit v] until done\n wait until <not <<(distance to [player v]) < [30]> or <touching (player v)?>>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(distance to [player v]) < [30]> or <touching (player v)?>>> then\n broadcast (on button v)\n set [button v] to [no]\n wait (0.2) seconds\n else\n end\nend\n\n@tipp\n\nwhen I receive [other extras v]\nif <(Level) = [25]> then\n go to x: (0) y: (0)\n show\nelse\n hide\nend\n\nwhen this sprite clicked\nswitch costume to (kostüm2 v)\nwait (2) seconds\nswitch costume to (kostüm1 v)\n\nwhen this sprite clicked\nstart sound [Plopp v]\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\n\n@music\n\n@side wind push back\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n hide\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\nif <(Level) = [25]> then\n show\n point in direction ((0) + (pick random (-90) to (-90)))\n go to x: (230) y: (pick random (-50) to (180))\n set size to (pick random (50) to (80)) %\n set [color v] effect to (pick random (110) to (200))\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (kostüm1 v)\n end\n if <(pick random (1) to (3)) = [2]> then\n switch costume to (kostüm v)\n end\n forever\n move (pick random (5) to (10)) steps\n change [ghost v] effect by (4)\n if <(x position) < (pick random (80) to (120))> then\n delete this clone\n end\n if <not > then\n delete this clone\n end\n end\nend\n\n@wind boost\n\nwhen I start as a clone\nif then\n show\n point in direction ((0) + (pick random (-5) to (5)))\n go to x: (pick random (-120) to (-70)) y: (-190)\n set size to (pick random (50) to (80)) %\n set [color v] effect to (pick random (110) to (120))\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (kostüm1 v)\n end\n if <(pick random (1) to (3)) = [2]> then\n switch costume to (kostüm2 v)\n end\n forever\n move (pick random (5) to (10)) steps\n change [ghost v] effect by (1)\n if <(y position) > (pick random (20) to (0))> then\n delete this clone\n end\n if <not <<(Level) = [24]> or <(Level) = [28]>>> then\n delete this clone\n end\n end\nend\nif then\n show\n point in direction ((0) + (pick random (-5) to (5)))\n go to x: (pick random (-120) to (-70)) y: (-190)\n set size to (pick random (50) to (80)) %\n set [color v] effect to (pick random (110) to (120))\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (kostüm1 v)\n end\n if <(pick random (1) to (3)) = [2]> then\n switch costume to (kostüm2 v)\n end\n forever\n move (pick random (5) to (10)) steps\n change [ghost v] effect by (4)\n if <(y position) > (pick random (-39) to (-50))> then\n delete this clone\n end\n if <not <<(Level) = [24]> or <(Level) = [28]>>> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nforever\n if then\n repeat (25)\n hide\n create clone of (_myself_ v)\n wait (0.001) seconds\n end\n wait (4) seconds\n else\n hide\n delete this clone\n end\nend\n\npoint in direction (90)\n\nwait (0.001) seconds\n\nwhen flag clicked\nforever\n if then\n hide\n create clone of (_myself_ v)\n wait (0.001) seconds\n else\n hide\n delete this clone\n end\nend\n\n@lava2\n\nwhen I start as a clone\nif <(id) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [firework]> then\n show\n point in direction (pick random (-45) to (45))\n go to x: (pick random (53) to (55)) y: (25)\n set size to (81) %\n clear graphic effects\n set [color v] effect to (Color)\n set [id v] to [1]\n set [speed v] to (pick random (10) to (15))\n set [effekt: y v] to [0]\n repeat until <<touching (player v)?> or <<[0.3] > (Speed)> or <touching (platform v)?>>>\n move (Speed) steps\n change y by (Effekt: Y)\n create clone of (_myself_ v)\n change [speed v] by (-0.2)\n change [effekt: y v] by (-0.3)\n end\n broadcast (explosim v)\n set [brightness v] effect to (100)\n set size to (500) %\n Particle\n wait (0.01) seconds\n hide\n repeat (10)\n wait (0.01) seconds\n erase all\n end\n delete this clone\nend\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen flag clicked\nerase all\n\nwhen I receive [start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [start panzer schießt v]\ncreate clone of (_myself_ v)\n\ndefine Particle\nset [id v] to [2]\nrepeat (pick random (81) to (127))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id) = [2]> then\n show\n set [brightness v] effect to (pick random (0) to (20))\n set [color v] effect to (pick random (Color) to ((Color) + (pick random (-1) to (1))))\n point in direction (pick random (-45) to (45))\n set [v v] to (pick random (5.0) to (9.0))\n set [effekt: y v] to [3]\n set size to (pick random (0) to (100)) %\n repeat (5)\n move (V) steps\n change y by (Effekt: Y)\n set [ghost v] effect to (50)\n stamp\n set [ghost v] effect to (0)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\n end\n repeat (20)\n move (V) steps\n change y by (Effekt: Y)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n create clone of (_myself_ v)\n broadcast (fly music v)\n wait (pick random (2) to (3)) seconds\n end\nend\n\nwhen flag clicked\nforever\n set [color v] to (pick random (0) to (20))\nend\n\nwhen I start as a clone\nforever\n if <<(y position) > [175]> or <not <(Level) = [6]>>> then\n delete this clone\n end\nend\n\nwhen I receive [fly music v]\nplay sound [Spiral v] until done\n\nplay sound [Spiral v] until done\n\nwhen I receive [explosim v]\nplay sound [Crunch v] until done\n\n@blitz\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(id blitz) = [3]> then\n point in direction (90)\n go to x: (-60) y: (63)\n forever\n point in direction (90)\n set [color v] effect to (pick random (-20) to (20))\n set [ghost v] effect to (pick random (0) to (20))\n set [brightness v] effect to (pick random (0) to (20))\n next costume\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [next v]\nset [id blitz v] to [1]\ndelete this clone\n\nwhen I receive [next v]\nif <(Level) = [8]> then\n wait (0.01) seconds\n set [id blitz v] to [1]\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [id blitz v] to [2]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(id blitz) = [4]> then\n point in direction (90)\n go to x: (62) y: (30)\n forever\n set [color v] effect to (pick random (-20) to (20))\n set [ghost v] effect to (pick random (0) to (20))\n set [brightness v] effect to (pick random (0) to (20))\n next costume\n end\nend\n\nwhen I receive [next v]\nif <(Level) = [22]> then\n wait (0.01) seconds\n set [id blitz v] to [3]\n create clone of (_myself_ v)\n wait (0.01) seconds\n set [id blitz v] to [4]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(id blitz) = [1]> then\n point in direction (0)\n go to x: (50) y: (0)\n forever\n set [color v] effect to (pick random (-20) to (20))\n set [ghost v] effect to (pick random (0) to (20))\n set [brightness v] effect to (pick random (0) to (20))\n next costume\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(id blitz) = [2]> then\n point in direction (0)\n go to x: (50) y: (140)\n forever\n set [color v] effect to (pick random (-20) to (20))\n set [ghost v] effect to (pick random (0) to (20))\n set [brightness v] effect to (pick random (0) to (20))\n next costume\n end\nend\n\nwhen I receive [next v]\nif <(Level) = [23]> then\n wait (0.01) seconds\n set [id blitz v] to [5]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(id blitz) = [5]> then\n point in direction (60)\n go to x: (23) y: (20)\n forever\n set [color v] effect to (pick random (-20) to (20))\n set [ghost v] effect to (pick random (0) to (20))\n set [brightness v] effect to (pick random (0) to (20))\n next costume\n end\nend\n\nwhen I receive [next v]\nif <(Level) = [28]> then\n wait (0.01) seconds\n set [id blitz v] to [6]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(id blitz) = [6]> then\n point in direction (0)\n go to x: (-110) y: (-50)\n forever\n set [color v] effect to (pick random (-20) to (20))\n set [ghost v] effect to (pick random (0) to (20))\n set [brightness v] effect to (pick random (0) to (20))\n next costume\n end\nend\n\n@Fire L2\n\nwhen I receive [other extras v]\nif < or <(Level) = [18]>> then\n show\n turn right (15) degrees\nelse\n hide\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (kostüm1 v)\ngo to x: (200) y: (124)\nset [fire ball v] to [yes]\nforever\n if <(Level) = [18]> then\n if <(fire ball) = [yes]> then\n go to x: (200) y: (124)\n wait (pick random (3) to (3)) seconds\n broadcast (s l2 v)\n end\n end\nend\n\nwhen I receive [s l2 v]\nset [fire ball v] to [no]\nswitch costume to (kostüm2 v)\nrepeat until <<touching (platform v)?> or <touching (player v)?>>\n if on edge, bounce\n point towards (player v)\n if <(Level) = [18]> then\n move (5) steps\n end\nend\nwait (0.000000001) seconds\nset [fire ball v] to [yes]\ngo to x: (200) y: (124)\nswitch costume to (kostüm1 v)\n\nwhen I receive [s l2 v]\nset [fire ball v] to [no]\nwait (1) seconds\nset [fire ball v] to [yes]\n\nif <(Level) = [9]> then\n\n@Rain\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\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\n\nwhen I start as a clone\npoint in direction (90)\ngo to x: (pick random (-240) to (240)) y: (230)\nif <<<<(Level) = [17]> or <<(Level) = [18]> or <(vor) = [0]>>> or <<<<<(Level) = [19]> or <(Level) = [26]>> or <(Level) = [15]>> or <(Level) = [20]>> or <(Level) = [23]>>> or <(Level) = [21]>> then\n hide\nelse\n show\nend\ngo [backward v] (2) layers\nwait (0.0001) seconds\ngo to [back v] layer\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)\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))\n if <(Level) = [5]> then\n change x by (pick random (-1) to (-2))\n point in direction (95)\n if <(x position) < [-235]> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\n\nif then\n\n@Platform2\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (1) layers\nswitch costume to (level2 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next v]\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next v]\nif <(Level) = [3]> then\n if <not <[finished players v] contains (username)?>> then\n add (username) to [finished players v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n if <(button) = [yes]> then\n repeat (21)\n change y by (5)\n end\n go to x: (0) y: (110)\n end\n end\nend\n\nwhen I receive [change level v]\ngo to x: (0) y: (0)\n\nwhen I receive [reapeat v]\ngo to x: (0) y: (0)\n\nif <(button) = [yes]> then\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n if <(button) = [yes]> then\n repeat (38)\n change y by (5)\n end\n go to x: (0) y: (190)\n end\n end\nend\n\n@boost\n\nwhen flag clicked\nshow\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: ((0) + (([sin v] of (Deeeeueuuuuuuux) ) * (5)))\n point in direction ((90) + (([cos v] of (Deeeeueuuuuuuux) ) * (1)))\n change [deeeeueuuuuuuux v] by (4)\nend\n\nwhen flag clicked\n\nwait until <(extra vo) = [yes]>\n\nwhen I receive [extra hight v]\nset [extra vo v] to [yes]\n\nwhen I receive [ex fast r v]\nset [extra vo v] to [yes]\n\nwhen I receive [ex fast l v]\nset [extra vo v] to [yes]\n\nwhen this sprite clicked\nif <(Time) > [14]> then\n set [boost with mouse v] to [yes]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nswitch costume to (kostüm14 v)\nset [boost with mouse v] to [no]\nset [extra vo v] to [no]\nforever\n repeat (14)\n wait (1) seconds\n next costume\n end\n wait until <(extra vo) = [yes]>\n set [extra vo v] to [no]\nend\n\n@skip\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nshow\n\nwhen this sprite clicked\nbroadcast (change level v)\nbroadcast (next v)\nchange [level v] by (1)\nadd (username) to [skip v]\n\nwhen this sprite clicked\nstart sound [Plopp v]\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: (-200) y: ((-150) + (([sin v] of (Deeeeueuuuuuuux) ) * (5)))\n point in direction ((90) + (([cos v] of (Deeeeueuuuuuuux) ) * (1)))\n change [deeeeueuuuuuuux v] by (4)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [29]> then\n hide\n else\n if <not <(vor) = [0]>> then\n show\n else\n hide\n end\n end\nend\n\n@water\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\nend\n\nwhen I receive [next v]\nswitch costume to (join [Kostüm] (Level))\n\n\n\nwhen I receive [w sound v]\n\n@Fire L\n\nwhen I receive [other extras v]\nif <<(Level) = [9]> or <(Level) = [18]>> then\n show\n turn right (15) degrees\nelse\n hide\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (kostüm1 v)\ngo to x: (-200) y: (124)\nset [fire ball v] to [yes]\nforever\n if <<(Level) = [9]> or <(Level) = [18]>> then\n if <(fire ball) = [yes]> then\n go to x: (-200) y: (124)\n wait (pick random (1) to (1.5)) seconds\n broadcast (Shot L v)\n end\n end\nend\n\nwhen I receive [shot l v]\nset [fire ball v] to [no]\nswitch costume to (kostüm2 v)\nrepeat until <<touching (platform v)?> or <touching (player v)?>>\n if on edge, bounce\n point towards (player v)\n if <(Level) = [9]> then\n move (8) steps\n end\n if <(Level) = [18]> then\n move (5) steps\n end\nend\nwait (0.000000001) seconds\nset [fire ball v] to [yes]\ngo to x: (-200) y: (124)\nswitch costume to (kostüm1 v)\n\nwhen I receive [shot l v]\nset [fire ball v] to [no]\nwait (3) seconds\nset [fire ball v] to [yes]\n\nif <(Level) = [9]> then\n\n@Scren\n\nwhen flag clicked\n\ngo to x: (0) y: (0)\n\nshow\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nforever\n\ngo to [front v] layer\n\n@HIgt speed\n\ndefine Particle\nrepeat (pick random (20) to (30))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (player v)\nshow\nset [brightness v] effect to (pick random (0) to (20))\nset [color v] effect to (Color)\nif <(id) = [H]> then\n if <(pick random (1) to (2)) = [1]> then\n point in direction (pick random (135) to (180))\n end\n if <(pick random (1) to (2)) = [2]> then\n point in direction (pick random (-134) to (-179))\n end\nend\nif <(id) = [L]> then\n point in direction (pick random (45) to (135))\nend\nif <(id) = [R]> then\n point in direction (pick random (-45) to (-135))\nend\nset [v v] to (pick random (5.0) to (9.0))\nset [effekt: y v] to [3]\nset size to (pick random (0) to (100)) %\nrepeat (5)\n move (V) steps\n change y by (Effekt: Y)\n set [ghost v] effect to (50)\n set [ghost v] effect to (5)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\nend\nrepeat (20)\n move (V) steps\n change y by (Effekt: Y)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set [color v] to (pick random (0) to (20))\nend\n\nwhen I receive [extra hight v]\nset [id v] to [H]\nParticle\n\nwhen I receive [ex fast l v]\nset [id v] to [L]\nParticle\n\nwhen I receive [ex fast r v]\nset [id v] to [R]\nParticle\n\n@Other\n\nwhen flag clicked\nhide\nforever\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n switch costume to (kostüm1 v)\n go to (player v)\n point towards (mouse-pointer v)\nend\n\nwhen I receive [play v]\nshow\n\n@Gliches\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [uuuuuuunnnnn v] to (((Uuuuuuunnnnn) * (0.8)) + ((((100) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (Uuuuuuunnnnn)\n go to x: (-134) y: ((-150) + (([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 (do not glich v)\nwait (1) seconds\n\nwhen this sprite clicked\nstart sound [Plopp v]\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@PEPEAT\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [uuuuuuunnnnn v] to (((Uuuuuuunnnnn) * (0.8)) + ((((100) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (1)))\n change size by (Uuuuuuunnnnn)\n go to x: (-200) y: ((-150) + (([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)\nwait (1) seconds\n\nwhen this sprite clicked\nstart sound [Plopp v]\n\nwhen I receive [reapeat v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@schweif\n\nwhen flag clicked\nhide\nforever\n go to (player v)\n hide\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 [player v]) - (10)) %\ngo to [back v] layer\nshow\nset [color v] effect to (pick random (0) to (35))\nrepeat (15)\n change size by (-2.5)\n change [ghost v] effect by (7.5)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\ngo to [back v] layer\nforever\n if <<([costume name v] of [player v]) = [player2]> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (kostüm2 v)\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen I start as a clone\nif <(vor) = [0]> then\n delete this clone\nend\n\n@Spur\n\nwhen I start as a clone\nif <(Level) = [7]> then\n Spawn\n if <not <touching (enemy v)?>> then\n delete this clone\n end\n repeat (33)\n change [ghost v] effect by (3)\n end\n wait (0.2) seconds\n delete this clone\nend\n\nwhen I receive [change level v]\ndelete this clone\n\ndefine Spawn\nset size to (pick random (10) to (20)) %\nset [color v] effect to (pick random (0) to (50))\nset [brightness v] effect to (pick random (0) to (20))\nshow\nif <(pick random (1) to (2)) = [1]> then\n set x to (item (1) of [enemy x/y v])\n set y to ((item (3) of [enemy x/y v]) + (pick random (3) to (-3)))\n point in direction (item (5) of [enemy x/y v])\n move (-3) steps\nend\nif <(pick random (1) to (2)) = [2]> then\n set x to (item (2) of [enemy x/y v])\n set y to ((item (4) of [enemy x/y v]) + (pick random (3) to (-3)))\n point in direction (item (6) of [enemy x/y v])\n move (-3) steps\nend\nif <(pick random (1) to (2)) = [1]> then\n delete this clone\nend\nif <(pick random (1) to (2)) = [1]> then\n delete this clone\nend\nif <(pick random (1) to (2)) = [1]> then\n delete this clone\nend\nif <(y position) < [-200]> then\n delete this clone\nend\npoint in direction (pick random (-180) to (179))\n\nwhen I receive [other extras v]\nif <(Level) = [7]> then\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (-300)\n hide\nend\n\n@Cloud\n\nwhen [s v] key pressed\n\ndefine Check hight score\nset [a score index v] to [1]\nrepeat until <<(letter (A Score Index) of (item (A wo score) of [hight scores deposit v])) = [ ]> or <(letter (A Score Index) of (item (A wo score) of [hight scores deposit v])) = []>>\n change [a score index v] by (1)\nend\n\nwhen I receive [check hight score v]\nset [a wo score v] to (length of [scores v])\nrepeat (length of [scores v])\n if <(item (A wo score) of [scores v]) < (item ((A wo score) + (-1)) of [scores v])> then\n insert (item (A wo score) of [scores v]) at ((A wo score) - (1)) of [scores v] \n delete ((A wo score) + (1)) of [scores v]\n end\n change [a wo score v] by (1)\nend\n\nwhen flag clicked\ndelete all of [scores v]\ndelete all of [buchstaben v]\nrepeat (9)\n add [] to [buchstaben v]\nend\nset [a buch index v] to [1]\nset [a buchstaben v] to [0123456789 abcdefghijklmnopqrstuvwxyz!"£$%^&*\(\)_+\[\]{};'#:@$~,./<°>?\|`¬ß]\nrepeat (length of (A Buchstaben))\n add (letter (A buch Index) of (A Buchstaben)) to [buchstaben v]\n change [a buch index v] by (1)\nend\n\nwhen flag clicked\nshow list [hight scores v]\nwait until <(Level) = [29]>\nif <not <[skip v] contains (username)?>> then\n set [☁ cloudlist v] to (join (☁ Cloudlist) [2074])\n set [a umwandlung v] to []\n set [a cloud index v] to [1]\n repeat (length of (username))\n set [a umwandlung v] to (join (A Umwandlung) (item # of (letter (A Cloud index) of (username)) in [buchstaben v]))\n change [a cloud index v] by (1)\n end\n set [a umwandlung v] to (join (A Umwandlung) [717120])\n set [a cloud index v] to [1]\n repeat (length of (timer))\n set [a umwandlung v] to (join (A Umwandlung) (item # of (letter (A Cloud index) of (timer)) in [buchstaben v]))\n change [a cloud index v] by (1)\n end\n set [☁ cloudlist v] to (join (☁ Cloudlist) (A Umwandlung))\n add (A Umwandlung) to [hight scores deposit v]\nend\ndelete all of [hight scores deposit v]\ndelete all of [scores v]\nadd [] to [buchstaben v]\ndelete all of [rück umwandlug v]\nset [a rück umwandlung v] to []\nset [a rück index v] to [1]\nrepeat (length of (☁ Cloudlist))\n set [a rück umwandlung v] to []\n repeat (2)\n set [a rück umwandlung v] to (join (A rück umwandlung) (letter (A rück Index) of (☁ Cloudlist)))\n change [a rück index v] by (1)\n end\n add (item (A rück umwandlung) of [buchstaben v]) to [rück umwandlug v]\nend\nset [a rück index v] to [1]\nset [a rück umgewandelt v] to []\nrepeat (length of [rück umwandlug v])\n set [a rück umgewandelt v] to (join (A Rück umgewandelt) (item (A rück Index) of [rück umwandlug v]))\n change [a rück index v] by (1)\nend\ndelete all of [hight scores deposit v]\ndelete all of [scores v]\nset [a trenn index v] to [3]\nrepeat ((length of (A Rück umgewandelt)) / (10))\n set [a trennung v] to []\n repeat until <<(letter (A Trenn Index) of (A Rück umgewandelt)) = [°]> or <(letter (A Trenn Index) of (A Rück umgewandelt)) = []>>\n set [a trennung v] to (join (A trennung) (letter (A Trenn Index) of (A Rück umgewandelt)))\n change [a trenn index v] by (1)\n end\n set [a wo score v] to [1]\n add (A trennung) to [hight scores deposit v]\n change [a trenn index v] by (1)\n set [a wo score v] to (item # of (A trennung) in [hight scores deposit v])\n Check hight score\n wait (0.1) seconds\n set [a score zahl v] to []\n repeat until \n set [a score zahl v] to (join (A Score zahl) (letter (A Score Index) of (item (A wo score) of [hight scores deposit v])))\n change [a score index v] by (1)\n end\n add (A Score zahl) to [scores v]\nend\nwait (0.1) seconds\nrepeat (length of [scores v])\n broadcast (Check Hight score v)\n wait (0.1) seconds\nend\nrepeat (length of [hight scores deposit v])\n delete (item # of [] in [hight scores deposit v]) of [hight scores deposit v]\n delete (item # of [] in [scores v]) of [scores v]\nend\ndelete all of [hight scores v]\nrepeat (length of [hight scores deposit v])\n add [Score] to [hight scores v]\nend\nset [a wo score v] to (length of [scores v])\nrepeat ((length of [scores v]) * (1.5))\n if <(A wo score) = [0]> then\n stop [this script v]\n end\n Check hight score\n set [a score zahl v] to []\n change [a score index v] by (1)\n repeat until \n set [a score zahl v] to (join (A Score zahl) (letter (A Score Index) of (item (A wo score) of [hight scores deposit v])))\n change [a score index v] by (1)\n end\n set [a score index v] to [1]\n set [a score name v] to []\n repeat until \n set [a score name v] to (join (A score name) (letter (A Score Index) of (item (A wo score) of [hight scores deposit v])))\n change [a score index v] by (1)\n end\n set [a score index v] to (length of [scores v])\n repeat until <<(item (A Score Index) of [scores v]) = (A Score zahl)> or <(A Score Index) = [0]>>\n change [a score index v] by (-1)\n end\n set [a gleich score v] to (A Score Index)\n replace item (A gleich score) of [scores v] with [Used]\n replace item (A gleich score) of [hight scores v] with (join (A score name) (join [ ] (A Score zahl)))\n change [a wo score v] by (-1)\nend\nhide list [hight scores v]\n\n@Enemy\n\nwhen flag clicked\nset [id enemy v] to [1]\ndelete all of [enemy x/y v]\nadd [x] to [enemy x/y v]\nadd [x2] to [enemy x/y v]\nadd [y] to [enemy x/y v]\nadd [y2] to [enemy x/y v]\nadd [richtung] to [enemy x/y v]\nadd [richtung2] to [enemy x/y v]\ngo to [front v] layer\nswitch costume to (red1 v)\nset rotation style [left-right v]\nhide\n\nwhen I receive [change level v]\nset [id enemy v] to [1]\nif <<(Level) = [7]> or <(Level) = [16]>> then\n set [id enemy v] to [1]\n Spawn [Red] at [-135] [-111] dir [90]\n wait (0.2) seconds\n set [id enemy v] to [2]\n Spawn [Red] at [90] [-111] dir [90]\nend\n\nwhen I start as a clone\nif <(id enemy) = [1]> then\n show\n set [speed y v] to [0]\n set [frame v] to [0]\n forever\n replace item (1) of [enemy x/y v] with (x position)\n replace item (3) of [enemy x/y v] with (y position)\n replace item (5) of [enemy x/y v] with (direction)\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Down\n Move - Left or Right\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <touching (player v)?> then\n Touching Player\n replace item (3) of [enemy x/y v] with [-300]\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (platform 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 (platform v)?> or <touching (_edge_ v)?>>> then\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([falling v] of [player v]) > [3]> then\n broadcast (Player - Bounce v)\n start sound [squish v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [clone v] by (-1)\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\nwhen I start as a clone\nif <(id enemy) = [2]> then\n show\n set [speed y v] to [0]\n set [frame v] to [0]\n forever\n replace item (2) of [enemy x/y v] with (x position)\n replace item (4) of [enemy x/y v] with (y position)\n replace item (6) of [enemy x/y v] with (direction)\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Down\n Move - Left or Right\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <touching (player v)?> then\n Touching Player\n end\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nset [clone v] to [0]\nforever\n if <(Level) = [16]> then\n repeat until <(clone) = [20]>\n create clone of (_myself_ v)\n change [color v] effect by (5)\n wait (0.5) seconds\n change [clone v] by (1)\n end\n end\nend\n\nwhen I receive [change level v]\nset [clone v] to [0]\n\nwhen I receive [reapeat v]\nset [clone v] to [0]\n\nbroadcast (no m v)\ndelete this clone\n\nwhen I receive [other extras v]\nif <not <<(Level) = [28]> or <<(Level) = [16]> or <(Level) = [7]>>>> then\n delete this clone\nend\n\nwhen I receive [change level v]\nif <(Level) = [28]> then\n set [id enemy v] to [1]\n Spawn [Red] at [-104] [30] dir [90]\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)\n if <(Level) = [5]> then\n switch costume to (foolow2 v)\n else\n switch costume to (foolow v)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nwait (0.2) seconds\ngo [forward v] (1) layers\nforever\n hide\n wait (pick random (15) to (20)) seconds\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [other extras v]\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(Level) = [29]> or <(vor) = [0]>> then\n hide\n else\n end\nend\n\n@lava\n\nwhen flag clicked\nset [ghost v] effect to (30)\nforever\n switch costume to (join [death] (Level))\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> or <<(Level) = [23]> or <<(Level) = [27]> or <(Level) = [28]>>>> then\n go to x: (-93) y: (-62)\n repeat (15)\n change y by (1)\n end\n repeat (15)\n change y by (-1)\n end\n end\nend\n\n@lava vulcano\n\nwhen flag clicked\nhide\nset [color v] effect to (0)\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> or <(Level) = [23]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> or <(Level) = [23]>> then\n go to [back v] layer\n go [forward v] (1) layers\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nforever\nend\n\nwhen I start as a clone\nif <(Level) = [6]> then\n point in direction ((0) + (pick random (-5) to (5)))\n go to x: (pick random (53) to (55)) y: (-78)\n set size to (pick random (50) to (80)) %\n set [color v] effect to (pick random (110) to (140))\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (apple v)\n end\n if <(pick random (1) to (3)) = [2]> then\n switch costume to (apple2 v)\n end\n if <(pick random (1) to (3)) = [3]> then\n switch costume to (apple3 v)\n end\n forever\n move (pick random (2) to (7)) steps\n change [ghost v] effect by (1)\n if <(y position) > (pick random (40) to (60))> then\n delete this clone\n end\n if <not <<(Level) = [6]> or <(Level) = [23]>>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(Level) = [23]> then\n point in direction ((0) + (pick random (-5) to (5)))\n go to x: (pick random (154) to (155)) y: (-40)\n set size to (pick random (20) to (50)) %\n set [color v] effect to (pick random (110) to (140))\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (apple v)\n end\n if <(pick random (1) to (3)) = [2]> then\n switch costume to (apple2 v)\n end\n if <(pick random (1) to (3)) = [3]> then\n switch costume to (apple3 v)\n end\n forever\n move (pick random (2) to (7)) steps\n change [ghost v] effect by (1)\n if <(y position) > (pick random (60) to (80))> then\n delete this clone\n end\n if <not <<(Level) = [6]> or <(Level) = [23]>>> then\n delete this clone\n end\n end\nend\n\ngo to x: (pick random (-135) to (-136)) y: (-40)\n\n@effeckt\n\nwhen I start as a clone\nif <(Effeckt id) = [wind]> then\n go [backward v] (100) layers\n show\n go to x: (250) y: (pick random (-240) to (240))\n set [color v] effect to (pick random (1) to (5))\n set [brightness v] effect to (pick random (0) to (30))\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 (100))\n if <(pick random (1) to (4)) = [1]> then\n switch costume to (wind1 v)\n end\n if <(pick random (1) to (4)) = [2]> then\n switch costume to (wind2 v)\n end\n if <(pick random (1) to (4)) = [3]> then\n switch costume to (wind3 v)\n end\n forever\n if <(x position) < [-240]> then\n delete this clone\n end\n change x by (pick random (-5) to (-13))\n change y by (pick random (-0.1) to (0.1))\n end\nend\nif <(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\nend\nif <(Effeckt id) = [cloud2]> 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\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> or <(Level) = [13]>> then\n set [effeckt id v] to [wind]\n wait (0.01) seconds\n create clone of (_myself_ v)\n end\n if <(Level) = [2]> then\n wait (0.1) seconds\n create clone of (_myself_ v)\n if <(pick random (1) to (2)) = [1]> then\n set [effeckt id v] to [cloud]\n end\n if <(pick random (1) to (2)) = [2]> then\n set [effeckt id v] to [cloud2]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <<<(Level) = [2]> or <(Level) = [5]>> or <<<(Level) = [13]> or <(Level) = [14]>> or <(Level) = [26]>>>> then\n delete this clone\n end\n if <<<(Level) = [13]> or > and <(costume [number v]) > [3]>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Level) = [14]> and <(button) = [yes]>> or <(Level) = [26]>> then\n set [effeckt id v] to [fog]\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 create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Effeckt id) = [fog]> then\n wait (0.1) seconds\n go to [front v] layer\n show\n go to x: (250) y: (pick random (-240) to (240))\n set [color v] effect to (pick random (1) to (5))\n set [brightness v] effect to (pick random (0) to (30))\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 (0) to (30))\n if <(pick random (1) to (4)) = [1]> then\n switch costume to (fog1 v)\n end\n if <(pick random (1) to (4)) = [2]> then\n switch costume to (fog2 v)\n end\n if <(pick random (1) to (4)) = [3]> then\n switch costume to (fog3 v)\n end\n forever\n if <(x position) < [-240]> then\n delete this clone\n end\n change x by (pick random (-10) to (-5))\n change y by (pick random (-0.5) to (0.5))\n end\nend\n\nforever\n\nwhen I receive [on button v]\n\nwhen flag clicked\nforever\n if <<<(Level) = [14]> and <(button) = [yes]>> or <(Level) = [26]>> then\n set [effeckt id v] to [fog]\n end\nend\n\n@Elektronic\n\nwhen I start as a clone\nforever\n show\n repeat (10)\n move (6) steps\n wait (0.00000001) seconds\n end\n repeat (3)\n turn right (30) degrees\n end\nend\n\ndefine Spawn (x) (y) (dir) (head)\npoint in direction (dir)\nswitch costume to (head)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [change level v]\nif <(Level) = [3]> then\n Spawn [-55] [-31] [90] [Schlange2]\n wait (0.08) seconds\n repeat (2)\n wait (0.1) seconds\n Spawn [-55] [-31] [90] [Schlange1]\n end\nend\n\nwhen I receive [change level v]\nif <(Level) = [11]> then\n Spawn [-35] [35] [90] [Schlange2]\n wait (0.08) seconds\n repeat (2)\n wait (0.1) seconds\n Spawn [-35] [35] [90] [Schlange1]\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [change level v]\nif <(Level) = [3]> then\n Spawn [36] [27] [90] [Schlange2]\n wait (0.08) seconds\n repeat (2)\n wait (0.1) seconds\n Spawn [36] [27] [90] [Schlange1]\n end\nend\n\n@Tipp\n\nwhen flag clicked\nswitch costume to (tipp1 v)\n\nwhen I receive [next v]\nswitch costume to (join [Tipp] (Level))\n\nwhen flag clicked\nforever\n if <<(Level) = [9]> or <(Level) = [18]>> then\n wait (0.01) seconds\n switch costume to (join [Tipp] (Level))\n wait (0.01) seconds\n switch costume to (join [Tipp] ((Level) + (0.5)))\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(Level) = [9]> or <(Level) = [18]>>> then\n set [uuuuuuunnnnn v] to (((Uuuuuuunnnnn) * (0.8)) + ((((100) + ((5) * <touching (mouse-pointer v)?>)) - (size)) / (7)))\n change size by (Uuuuuuunnnnn)\n go to x: (0) y: ((0) + (([sin v] of (Deeeeueuuuuuuux) ) * (3)))\n point in direction ((90) + (([cos v] of (Deeeeueuuuuuuux) ) * (1)))\n change [deeeeueuuuuuuux v] by (5)\n else\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\n\n@Partickel L\n\nwhen I start as a clone\nif <<(Level) = [2]> or <(Level) = [13]>> then\n change [color v] effect by (2)\n go to [front v] layer\n show\n go to x: (L X) y: (L Y)\n change x by (pick random (-5) to (5))\n point in direction (pick random (-85) to (85))\n set [v v] to (pick random (5) to (7))\n set [effekt: y v] to [1.5]\n set [ghost v] effect to (20)\n Deteckt platform\n repeat (15)\n move (V) steps\n change y by (Effekt: Y)\n change [ghost v] effect by (1)\n set [v v] to ((V) * (0.9))\n change [effekt: y v] by (-0.3)\n end\n delete this clone\nelse\n delete this clone\nend\n\nwhen I receive [lightning v]\nLighting\n\ndefine Lighting\nrepeat (pick random (0) to (1))\n create clone of (_myself_ v)\nend\n\ndefine Deteckt platform\nrepeat until <touching (platform v)?>\n change y by (-0.1)\nend\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\n\n@Lightning\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if then\n wait (pick random (0.7) to (2)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <<(Level) = [2]> or <(Level) = [13]>> then\n go to [back v] layer\n point in direction (180)\n show\n go to x: (([x position v] of [player v]) + (pick random (-150) to (150))) y: (190)\n switch costume to (ligtning2 v)\n repeat (3)\n change size by (7)\n next costume\n end\n set [l x v] to (x position)\n set [l y v] to (y position)\n broadcast (Lightning v)\n delete this clone\nelse\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <not <<(Level) = [2]> or <(Level) = [13]>>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if then\n wait (pick random (1.5) to (2)) seconds\n create clone of (_myself_ v)\n end\nend\n\n@Partickel\n\nwhen I receive [partickel v]\nforever\n if <<<([speed x v] of [player v]) > [6]> or <[-6] > ([speed x v] of [player v])>> and <(Touching) = [ja]>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <<<<<([speed x v] of [player v]) > [5]> or <[-5] > ([speed x v] of [player v])>> and <(Touching) = [ja]>> and <(pick random (1) to (1)) = [1]>> and <not <(Key X) = [0]>>> then\n change [color v] effect by (pick random (0) to (3))\n go to [front v] layer\n show\n go to (player v)\n change y by (-13)\n change x by ((Key X) * (-13))\n set [brightness v] effect to (pick random (27) to (50))\n point in direction ((Key X) * (pick random (-60) to (-85)))\n set [v2 v] to (pick random (5.0) to (9.0))\n set [effekt: y2 v] to [3]\n set [ghost v] effect to (20)\n repeat (5)\n move (V2) steps\n change y by (Effekt: Y2)\n change [ghost v] effect by (5)\n stamp\n set [v2 v] to ((V2) * (0.9))\n change [effekt: y2 v] by (-0.3)\n erase all\n end\n delete this clone\nelse\n delete this clone\nend\n\nwait (0) seconds\n\n@blitz stachel\n\nwhen flag clicked\ngo to x: (-12) y: (45)\nforever\n switch costume to (join [death] (Level))\n wait (0) seconds\n switch costume to (join [death] ((Level) + (0.5)))\nend\n\n@Numbers\n\nchange y by (([cos v] of ((timer) * (100)) ) * (0.5))\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n Boost Wächsel (letter (Index) of (round (timer)))\n set x to ((((Index) - (-2)) - ((length of (round (timer))) / (2))) * ((size) / (5)))\n change size by ((0.2) * ((100) - (size)))\n change [durchsitig v] by ((0.2) * ((-10) - (durchsitig)))\n change [ghost v] effect by (durchsitig)\nend\n\ndefine Boost Wächsel (kostüm)\nif <not <(kostüm) = (costume [name v])>> then\n switch costume to (kostüm)\n set size to (150) %\n set [ghost v] effect to (100)\nend\n\ndefine Laden\nhide\nswitch costume to (9 v)\nset size to (100) %\ngo to x: (-100) y: (160)\nset [index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\nwhen I receive [first move v]\nLaden\nset [aaa v] to [ye]\nLaden\n\nwhen flag clicked\nset [aaa v] to [jo]\nhide\n\nstop [other scripts in sprite v]\n\n
Welcome to the: Lightning road platformer! My biggest Project on Scratch over 3500 Blocks. 29 Levels! 10 Several methods to die! Can you beat the High score? If you Click "Skip" the High score doesn't save.\n\nMove with arrow keys or W,A,S,D ( Mobile friendly)\n-↓ or "S" to crouch "r"(or restart button) to restart a level, g (or glitch button, if you glitched into a wall). Skip button to skip a Level, Space key and a arrow key for boost, (or click on boost button) HAVE FUN!\n\nall levels are possible
Platformer Engine v1.2 [Mobile-Friendly]
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Level\n\nwhen I receive [game on v]\ngo to x: (0) y: (0)\nswitch costume to (level v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\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]\nnext costume\n\n@Sun\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nforever\n glide (2) secs to x: (79) y: (0)\n glide (2) secs to x: (36) y: (28)\nend\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@TB\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\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 (spikes v)?> or <touching (lava v)?>> then\n change [deaths v] by (1)\nend\nif <key (r v) pressed?> then\n go to x: (-207) y: (-79)\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 broadcast (Death v)\nend\nif <touching (spikes v)?> then\n broadcast (Death v)\nend\nif <<(x position) > [150]> or <(x position) = [150]>> then\n change [level v] by (1)\n broadcast (Next Level v)\nend\nif <<(y position) = [-220]> or <(y position) < [-220]>> then\n broadcast (Death 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\nforever\n \n set [yv v] to [15]\n end\nend\n\nwhen I receive [game on v]\nswitch backdrop to (blue sky v)\nswitch costume to (normal v)\nshow\ngo to x: (-220) y: (-79)\nset size to (100) %\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: (-277) y: (-119)\n\nwhen flag clicked\nbroadcast (Game On v)\n\nwhen I receive [death v]\ngo to x: (-271) y: (-119)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [next level v]\nset [xv v] to [0]\nset [yv v] to [0]\n\n
GAME CONTEST\nhttps://scratch.mit.edu/projects/652703716\nDEFENSE v1.0 https://scratch.mit.edu/projects/639522059\n____________________________________________\n>Welcome to Platformer Engine v1.0! By: @CodeCO2\n_____________________________________________\n>Info:\n>This is my first project =-)\n>This is a very basic platformer engine, which might seem generic to you, but it's NOT a game. I won't be making any generic games =-)\n_____________________________________________\n>Instructions:\n>Left Arrow/A-----Move Left\n>Right Arrow/D--Move Right\n>Up Arrow/W-----Jump\n>R to reset\n>O to skip a level\n>Mobile-Friendly!\n_____________________________________________\n>Please leave a love, fave, and follow!\n_____________________________________________\n>Credits:\n>@CodeCO2 (me) for code and art.\n>Unlimited-@-Xaf-\n>@-CloudCodes- scratch vector icons\n>@griffpatch for some code\n_____________________________________________\n>Tags:\n>#games#games#games#games#games#games#games#games#games#games#games#games#games#games\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\n#music#music#music#music#music#music#music#music#music#music#music#music#music#music#music#music\n#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art\n#trending#trending#trending#trending#trending#trending#trending#trending#trending#trending#trending#trending\n#popular#popular#popular#popular#popular#popular#popular#popular#popular#popular#popular##popular#popular\n
Journey a platformer 3 The final battle
@Stage\n\nwhen I receive [end intro v]\nswitch backdrop to (backdrop7 v)\nstop all sounds\nforever\n play sound [recording1 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [cool v] until done\n\nwhen I receive [next lv v]\nnext backdrop\n\n@BLANK\n\n@player\n\nwhen flag clicked\nhide\n\nset [playery v] to (y position)\n\nchange [xv v] by (1)\n\ndefine reset\ngo to x: (-195) y: (-92)\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (next lv v)\n reset\n else\n if <<<touching (danger v)?> or <<touching (sprite2 v)?> and <<(ebeny 1 costume) = [1]> or <(ebeny 1 costume) = [3]>>>> or <<touching (sprite3 v)?> and <<(enemy 2 costume) = [1]> or <(enemy 2 costume) = [3]>>>> then\n reset\n else\n if <<touching (sprite6 v)?> or <touching (sword2 v)?>> then\n reset\n broadcast (boss reset v)\n end\n end\n end\nend\n\nbroadcast (pick up v)\n\n\n\nset y to (-91)\n\nshow\n\nchange [yv v] by (-1)\n\n\n\nif <(xv) > [0]> then\n set [xv v] to [-10]\nelse\n set [xv v] to [10]\nend\nset [yv v] to [12]\n\nwhen I receive [end intro v]\nshow\nset rotation style [left-right v]\nreset\nforever\n change [yv v] by (-.5)\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n point in direction (-90)\n change [xv v] by (-.8)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [xv v] by (.8)\n end\n set [xv v] to ((xv) * (.9))\n change x by (xv)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by (-6)\n change x by ((xv) * (-1))\n end\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [9]\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<touching (platforms v)?> or <touching color (#007e12)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-.5)\n if <<<touching (platforms v)?> or <touching color (#007e12)?>> and <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [yv v] to [10]\n end\n change y by (.5)\n set [player direction v] to (direction)\n set [playerx v] to (x position)\nend\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume3 v)\n\nhide\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume2 v)\n\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume4 v)\n\nwhen I receive [next lv v]\nreset\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop13 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop14 v]\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n set [distance to player v] to ((boss x) - (playerx))\nend\n\nbroadcast (no car v)\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(player direction) = [90]> then\n go to (player v)\n else\n go to (player v)\n change x by (-20)\n end\n if <(player direction) = [90]> then\n if <(weapon) = [6]> then\n switch costume to (knight2 v)\n else\n switch costume to (knight4 v)\n end\n else\n if <(weapon) = [6]> then\n switch costume to (knight3 v)\n else\n switch costume to (knight5 v)\n end\n end\nend\n\nwhen flag clicked\n\nturn left (30) degrees\n\npoint in direction (player direction)\n\n\n\nturn right (30) degrees\n\nwhen I receive [end intro v]\nforever\n if <key (space v) pressed?> then\n point in direction (0)\n go to [front v] layer\n go [backward v] (3) layers\n show\n repeat (weapon)\n if <(player direction) = [90]> then\n turn right (30) degrees\n end\n if <(player direction) = [-90]> then\n turn right (30) degrees\n end\n end\n hide\n wait (.1) seconds\n end\nend\n\nwhen [1 v] key pressed\nset [weapon v] to [6]\n\nwhen [2 v] key pressed\nset [weapon v] to [3]\n\nwhen flag clicked\nset [weapon v] to [6]\n\nwhen I receive [weapon v]\npoint in direction (0)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nrepeat (weapon)\n if <(player direction) = [90]> then\n turn right (30) degrees\n end\n if <(player direction) = [-90]> then\n turn right (30) degrees\n end\nend\nhide\nwait (.1) seconds\n\nwhen I receive [next weapon v]\nif <(weapon) = [3]> then\n set [weapon v] to [6]\nelse\n set [weapon v] to [3]\nend\n\n@dialogue\n\nwhen flag clicked\nhide\n\nhide\n\nwait (.25) seconds\n\nswitch costume to (costume16 v)\nwait until <key (c v) pressed?>\n\nwhen I receive [end intro v]\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\nwait until <<mouse down?> or <key (c v) pressed?>>\nwait (.25) seconds\nswitch costume to (costume3 v)\nwait until <<key (c v) pressed?> or <mouse down?>>\nwait (.25) seconds\nbroadcast (first level v)\nhide\n\nwhen backdrop switches to [backdrop15 v]\ngo to [front v] layer\nshow\nswitch costume to (costume4 v)\nwait until <<key (c v) pressed?> or <mouse down?>>\nwait (.25) seconds\nswitch costume to (costume5 v)\nwait until <<key (c v) pressed?> or <mouse down?>>\nwait (.25) seconds\nhide\n\nbroadcast (first level v)\n\n@platforms\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [next lv v]\nnext costume\n\n@intro\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\nrepeat (6)\n repeat (20)\n turn right (18) degrees\n end\n repeat (5)\n change size by (10)\n end\n repeat (5)\n change size by (-10)\n end\nend\nbroadcast (end intro v)\n\nbroadcast (end intro v)\n\nwhen I receive [end intro v]\nhide\n\nwhen I receive [next lv v]\nchange [level v] by (1)\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [next lv v]\nchange [level!?!?!?!?!???! v] by (1)\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [end intro v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop13 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop14 v]\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen flag clicked\nset rotation style [left-right v]\nset [level v] to [1]\nhide\nforever\n if <touching (sword v)?> then\n broadcast (particles v)\n wait (1) seconds\n end\n set [ebeny 1 costume v] to (costume [number v])\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop2 v]\npoint in direction (-90)\nshow\ngo to x: (0) y: (-30)\nswitch costume to (costume1 v)\nattack 1\n\ndefine attack 1\nrepeat until <(level) = [3]>\n point in direction (-90)\n glide (.5) secs to x: (-40) y: (-30)\n point in direction (90)\n glide (.5) secs to x: (0) y: (-30)\nend\n\nwhen I receive [particles v]\nhide\nswitch costume to (costume2 v)\nset [ebeny 1 costume v] to [2]\nrepeat (15)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nchange x by (pick random (-10) to (30))\nchange y by (pick random (-10) to (30))\nwait (pick random (.1) to (.5)) seconds\ndelete this clone\n\npoint in direction (90)\n\nwhen backdrop switches to [backdrop3 v]\npoint in direction (-90)\nshow\ngo to x: (50) y: (-30)\nswitch costume to (costume1 v)\nattack 2\n\nattack 1\n\ndefine attack 2\nrepeat until <(level) = [4]>\n point in direction (-90)\n glide (1) secs to x: (-25) y: (-30)\n point in direction (90)\n glide (1) secs to x: (50) y: (-30)\nend\n\nattack 2\n\ndefine attack 4\nrepeat until <(level) > [5]>\n point in direction (-90)\n glide (1) secs to x: (25) y: (-30)\n point in direction (90)\n glide (1) secs to x: (100) y: (-30)\nend\n\nwhen backdrop switches to [backdrop4 v]\npoint in direction (-90)\nshow\ngo to x: (100) y: (-30)\nswitch costume to (costume1 v)\nattack 4\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\npoint in direction (-90)\nshow\ngo to x: (100) y: (-30)\nswitch costume to (costume1 v)\nattack 4\n\ndefine coolll\nrepeat until <(level) > [9]>\n point in direction (-90)\n glide (1) secs to x: (60) y: (-100)\n point in direction (90)\n glide (1) secs to x: (125) y: (-100)\nend\n\nwhen backdrop switches to [backdrop9 v]\npoint in direction (-90)\nshow\ngo to x: (125) y: (-100)\nswitch costume to (costume1 v)\ncoolll\n\nattack 4\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\npoint in direction (-90)\nshow\ngo to x: (45) y: (100)\nswitch costume to (costume1 v)\nnice\n\ncoolll\n\ndefine nice\nrepeat until <(level) > [11]>\n point in direction (-90)\n glide (1) secs to x: (-25) y: (100)\n point in direction (90)\n glide (1) secs to x: (45) y: (100)\nend\n\npoint in direction (-90)\nglide (1) secs to x: (60) y: (-100)\npoint in direction (90)\nglide (1) secs to x: (125) y: (-100)\nhide\n\nwhen backdrop switches to [backdrop12 v]\npoint in direction (-90)\nshow\ngo to x: (45) y: (-98)\nswitch costume to (costume1 v)\nbest\n\nnice\n\ndefine best\nrepeat until <(level) = [13]>\n point in direction (-90)\n glide (1) secs to x: (50) y: (-98)\n point in direction (90)\n glide (1) secs to x: (125) y: (-98)\nend\n\nwhen I receive [next lv v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [first level v]\nshow\nforever\n point in direction ((([cos v] of ((timer) * (180)) ) * (15)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (next lv v)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [first level v]\nshow\nforever\n point in direction ((([cos v] of ((timer) * (180)) ) * (15)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (weapon v)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [first level v]\nshow\nforever\n point in direction ((([cos v] of ((timer) * (180)) ) * (15)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (next weapon v)\n\n@Sprite6\n\nwhen backdrop switches to [backdrop15 v]\nset [boss hp v] to [20]\ngo to x: (50) y: (-50)\nset rotation style [left-right v]\nshow\nboss attack!\n\ndefine boss attack!\nforever\n if <touching (sword v)?> then\n broadcast (boss reset v)\n change [boss hp v] by (-1)\n wait (.25) seconds\n end\n if <touching (platforms v)?> then\n set [bossyv v] to [12]\n end\n set [boss xv v] to [10]\nend\n\npoint towards (player v)\nmove (5) steps\nchange y by (1)\n\nboss attack!\n\nwhen I receive [boss reset v]\ngo to x: (50) y: (-50)\nshow\n\nglide (1) secs to (player v)\n\nwhen flag clicked\nhide\n\nchange [bossyv v] by (1)\n\nwhen flag clicked\nset [bossyv v] to [0]\nforever\n if <[0] > (xv)> then\n change x by (xv)\n end\n change y by (bossyv)\n set [boss x v] to (x position)\n if <not <touching (platforms v)?>> then\n change [bossyv v] by (-1)\n end\n if <[1] > (boss hp)> then\n hide\n end\nend\n\nrepeat until \nend\n\nchange [bossyv v] by (-1)\n\nset x to (playerx)\n\n@Sword2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n \n go to (sprite6 v)\n else\n go to (sprite6 v)\n change x by (-20)\n end\n if <(player direction) = [90]> then\n if <(weapon) = [6]> then\n switch costume to (knight2 v)\n else\n switch costume to (knight4 v)\n end\n else\n if <(weapon) = [6]> then\n switch costume to (knight3 v)\n else\n switch costume to (knight5 v)\n end\n end\nend\n\nwhen flag clicked\n\nturn left (30) degrees\n\npoint in direction (player direction)\n\n\n\nturn right (30) degrees\n\nwhen I receive [end intro v]\n\nwhen backdrop switches to [backdrop15 v]\nwait (.25) seconds\nrepeat until <[1] > (boss hp)>\n wait (pick random (1) to (3)) seconds\n point in direction (0)\n go to [front v] layer\n go [backward v] (3) layers\n show\n repeat (6)\n turn right (30) degrees\n end\n hide\n wait (.1) seconds\nend\n\n\n\nforever\n\n\n\n turn right (30) degrees\nend\n\n@Sprite7\n\nwhen backdrop switches to [backdrop16 v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n
The 3rd Journey game is here!\n\n1st https://scratch.mit.edu/projects/647287990\n\n2nd https://scratch.mit.edu/projects/647289740