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blue_square's adventure! #games #music #platformer #ART
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@Stage\n\nwhen flag clicked\nforever\n play sound [Defqwop - Heart Afire \(feat v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (배경 2 v)\nforever\n if <([costume # v] of [level v]) = [8]> then\n switch backdrop to (배경 3 v)\n end\nend\n\n@@blue_square30\n\nwhen flag clicked\nreset timer\nbroadcast (game start v)\ngo to x: (-201) y: (85)\nshow\npoint in direction (90)\nswitch costume to (@blue_square30 v)\nset size to (65) %\nset [dead v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nforever\n Move-step x\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n if <<touching (spike v)?> or <touching (spike2 v)?>> then\n set [speed x v] to [0]\n set [speed y v] to [0]\n change [dead v] by (1)\n change [ghost v] effect by (100)\n broadcast (dead v)\n end\n if <touching (chaek point v)?> then\n broadcast (next page v)\n change [level v] by (1)\n set [speed y v] to [0]\n change [dead v] by (1)\n end\nend\n\ndefine Move-step x\nforever\n if <touching (level v)?> then\n change x by ((0) - (speed x))\n set [speed x v] to [0]\n end\n set [speed x v] to ((speed x) * (0.8))\n change x by (speed x)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <mouse down?>> then\n change [speed x v] by (3)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <mouse down?>> then\n change [speed x v] by (-3)\n end\nend\n\ndefine Move-step y\ngo to x: (-201) y: (85)\nset [speed x v] to [0]\nset [speed x v] to [0]\nforever\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<<key (space v) pressed?> or <mouse down?>> or <key (w v) pressed?>>> then\n change [speed y v] by (15)\n end\n end\n change y by (1)\n change [speed y v] by (-1)\n change y by (speed y)\n if <touching (level v)?> then\n change y by ((speed y) * (-1))\n set [speed y v] to [0]\n 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 <touching (level v)?> then\n change [speed y v] by (15)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n Move-step y\nend\n\nwhen I receive [next page v]\ngo to x: (-201) y: (85)\n\nwhen I receive [dead v]\ngo to x: (-201) y: (85)\nwait (0.01) seconds\nchange [ghost v] effect by (-100)\n\nwhen flag clicked\nforever\n if then\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\nend\n\n@level\n\nwhen flag clicked\nswitch costume to (level v)\ngo to x: (10) y: (-5)\n\nwhen I receive [next page v]\nnext costume\n\n@spike\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (85) y: (-3)\nrepeat until <([costume # v] of [level v]) = [10]>\n if <([costume # v] of [level v]) = [1]> then\n go to x: (10) y: (-138)\n switch costume to (1 v)\n end\n if <([costume # v] of [level v]) = [2]> then\n go to x: (10) y: (-138)\n switch costume to (2 v)\n end\n if <([costume # v] of [level v]) = [3]> then\n go to x: (10) y: (-138)\n switch costume to (3 v)\n end\n if <([costume # v] of [level v]) = [4]> then\n go to x: (10) y: (-138)\n switch costume to (4 v)\n end\n if <([costume # v] of [level v]) = [5]> then\n go to x: (10) y: (-138)\n switch costume to (5 v)\n end\n if <([costume # v] of [level v]) = [6]> then\n go to x: (10) y: (-138)\n switch costume to (6 v)\n end\n if <([costume # v] of [level v]) = [7]> then\n go to x: (10) y: (-138)\n switch costume to (7 v)\n end\n if <([costume # v] of [level v]) = [8]> then\n go to x: (10) y: (-138)\n switch costume to (8 v)\n end\n if <([costume # v] of [level v]) = [9]> then\n go to x: (10) y: (-138)\n switch costume to (9 v)\n end\nend\nstop [all v]\n\n@chaek point\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (212) y: (-100)\n\n@1\n\nwhen flag clicked\ngo to x: (35) y: (27)\ngo to [front v] layer\nforever\n change [pixelate v] effect by (1)\n change [ghost v] effect by (1)\nend\n\n
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blue_square's adventure!\n\n그냥 기분전환 게임....?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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shapeshifter ∣ Fun Platformer!
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@Stage\n\nwhen I receive [ch v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [l v]\nswitch backdrop to (sapodjaspd v)\n\nwhen I receive [g v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@p\n\nwhen flag clicked\nhide\nforever\n if <(AREA) = [g]> then\n if <key (right arrow v) pressed?> then\n change [m v] by (2)\n set [po v] to [1]\n end\n if <key (left arrow v) pressed?> then\n change [m v] by (-2)\n set [po v] to [-1]\n end\n if <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching (level v)?> then\n if <(chosen) = [jump]> then\n set [gravity v] to [18]\n else\n set [gravity v] to [14]\n end\n start sound [Jump v]\n end\n change y by (1)\n end\n if <touching (fl v)?> then\n hide\n broadcast (mw v) and wait\n end\n if <(chosen) = [fall]> then\n change [gravity v] by (-0.8)\n else\n change [gravity v] by (-1)\n end\n end\n if <touching (spikes v)?> then\n death\n end\n if <touching (enemy v)?> then\n if <(inv) = [0]> then\n death\n end\n end\n switch costume to (chosen)\n g/j (gravity)\n set [m v] to ((m) * (0.8))\n move x by (m)\n if <not <(AREA) = [g]>> then\n hide\n end\n if <key (space v) pressed?> then\n if <<(chosen) = [cloak]> and <(c/b) > [0]>> then\n set [ghost v] effect to (50)\n set [c/b v] to [0]\n broadcast (C v)\n end\n end\nend\n\nwhen I receive [g v]\nset [inv v] to [0]\nset [gravity v] to [-1]\nset [m v] to [0]\ngo to x: (-185) y: (item (level) of [y v])\nshow\nset size to (60) %\nif <(chosen) = [cloak]> then\n set [c/b v] to [1]\nend\nif <(chosen) = [otto]> then\n set [c/b v] to [3]\nend\n\ndefine g/j (g)\nif <(g) > [0]> then\n repeat (g)\n change y by (1)\n if <touching (level v)?> then\n change y by (-1)\n set [gravity v] to [0]\n stop [this script v]\n end\n end\nelse\n repeat ([abs v] of (g) )\n change y by (-1)\n if <touching (level v)?> then\n if <([abs v] of (gravity) ) > [18]> then\n if <not <(chosen) = [fall]>> then\n death\n end\n end\n change y by (1)\n set [gravity v] to [0]\n stop [this script v]\n end\n end\nend\n\ndefine move x by (m)\nif <(m) > [0]> then\n repeat (m)\n change x by (1)\n if <touching (level v)?> then\n change x by (-1)\n set [gravity v] to [0]\n stop [this script v]\n end\n end\nelse\n repeat ([abs v] of (m) )\n change x by (-1)\n if <touching (level v)?> then\n change x by (1)\n set [gravity v] to [0]\n stop [this script v]\n end\n end\nend\n\ndefine death\nset [ghost v] effect to (0)\ngo to x: (-185) y: (item (level) of [y v])\nset [inv v] to [0]\nstart sound [recording1 v]\nset [gravity v] to [-1]\nset [m v] to [0]\nbroadcast (g v)\n\nwhen I receive [c v]\nset [timer v] to [3]\nset [inv v] to [1]\nwait (3) seconds\nset [ghost v] effect to (0)\nset [inv v] to [0]\n\nwhen flag clicked\nif <[tbtw] = (username)> then\n\n@level\n\nwhen flag clicked\nhide\n\nwhen I receive [g v]\nswitch costume to (level)\nshow\ngo to [front v] layer\n\nwhen I receive [ch v]\nhide\n\nwhen I receive [l v]\nhide\n\n@assets\n\nwhen I receive [ch v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [mw v]\nhide\n\nwhen I receive [g v]\nset [ammo v] to [4]\nrepeat until <not <(AREA) = [g]>>\n if <(chosen) = [knight]> then\n if <key (space v) pressed?> then\n start sound [Low Whoosh v]\n set [id v] to [0]\n set rotation style [all around v]\n switch costume to (costume1 v)\n show\n clear graphic effects\n point in direction ((po) * (105))\n set [t v] to [14]\n repeat (14)\n go to (p v)\n change x by ((po) * (18))\n turn right (t) degrees\n change [t v] by (-1)\n create clone of (_myself_ v)\n if <touching (enemy v)?> then\n hide\n end\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\n end\n else\n if <(chosen) = [otto]> then\n if <key (space v) pressed?> then\n set rotation style [left-right v]\n set [id v] to [1]\n wait until <not <key (space v) pressed?>>\n switch costume to (costume2 v)\n go to (p v)\n change x by ((po) * (22))\n show\n clear graphic effects\n point in direction ((po) * (90))\n if <(ammo) > [0]> then\n start sound [Low Boing v]\n create clone of (_myself_ v)\n change [ammo v] by (-1)\n end\n wait (0.1) seconds\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [0]> then\n switch costume to (costume1 v)\n set [brightness v] effect to (70)\n wait (0.047) seconds\n delete this clone\nelse\n switch costume to (costume3 v)\n change x by ((po) * (10))\n set [hold v] to (po)\n repeat until <<touching (level v)?> or <<touching (spikes v)?> or <<touching (_edge_ v)?> or <touching (enemy v)?>>>>\n change x by ((10) * (hold))\n end\nend\ndelete this clone\n\nwhen I receive [g v]\nhide\n\ncreate clone of (_myself_ v)\n\n@advice\n\nwhen flag clicked\nswitch costume to (1 v)\nset [area v] to [ch]\ngo to x: (-85) y: (-125)\ngo to [front v] layer\nshow\nset [t? v] to [0]\nforever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n next costume\n if <(costume [number v]) = [5]> then\n broadcast (l v)\n set [area v] to [l]\n wait until <(AREA) = [g]>\n hide\n set [t? v] to [1]\n stop [this script v]\n end\n end\nend\n\n@Sprite4\n\nwhen I receive [l v]\nset [cid v] to [1]\ngo to x: (-175) y: (0)\nswitch costume to (l1 v)\nshow\ninsta\nswitch costume to (costume1 v)\ngo to x: (0) y: (160)\nforever\n if <not <(AREA) = [l]>> then\n hide\n end\nend\n\nwhen flag clicked\nset [up to v] to [1]\nhide\n\nwhen I start as a clone\nswitch costume to (join [L] (cid))\nif <(up to) < (cid)> then\n set [ghost v] effect to (50)\nelse\n repeat until <not <(AREA) = [l]>>\n if <touching (mouse-pointer v)?> then\n set size to (90) %\n if <mouse down?> then\n set [level v] to (cid)\n broadcast (g v)\n set [area v] to [g]\n delete this clone\n end\n else\n set size to (75) %\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(AREA) = [l]>> then\n delete this clone\n end\nend\n\ndefine insta\nrepeat (8)\n set size to (75) %\n create clone of (_myself_ v)\n change x by (50)\n change [cid v] by (1)\nend\n\n@ch\n\nwhen flag clicked\ndelete all of [unlocked v]\nadd [jump] to [unlocked v]\nset [chosen v] to [jump]\nbroadcast (ch v)\n\nwhen I receive [ch v]\nhide\nswitch costume to (jump v)\nset [cid v] to [0]\nset size to (100) %\ngo to x: (-150) y: (100)\ncreate clone of (_myself_ v)\nchange [cid v] by (1)\nnext costume\ngo to x: (0) y: (100)\ncreate clone of (_myself_ v)\nchange [cid v] by (1)\nnext costume\ngo to x: (150) y: (100)\ncreate clone of (_myself_ v)\nchange [cid v] by (1)\nnext costume\ngo to x: (-150) y: (0)\ncreate clone of (_myself_ v)\nchange [cid v] by (1)\nnext costume\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat until <not <(AREA) = [ch]>>\n if <[unlocked v] contains (costume [name v])?> then\n clear graphic effects\n if <(chosen) = (costume [name v])> then\n set size to (120) %\n else\n set size to (100) %\n end\n else\n set [ghost v] effect to (75)\n end\n if <touching (mouse-pointer v)?> then\n say (item (costume [number v]) of [def v])\n if <(chosen) = (costume [name v])> then\n say (join [selected:] (item (costume [number v]) of [def v]))\n end\n if <mouse down?> then\n if <[unlocked v] contains (costume [name v])?> then\n set [chosen v] to (costume [name v])\n else\n start sound [Pew v]\n end\n end\n else\n say []\n end\nend\ndelete this clone\n\nwhen I receive [l v]\nadd (item (up to) of [a v]) to [unlocked v]\n\n@fl\n\nwhen I receive [g v]\ngo to [back v] layer\ngo [forward v] (2) layers\nshow\nswitch costume to (level)\ngo to x: (0) y: (0)\nwait until <not <(AREA) = [g]>>\nhide\n\nwhen flag clicked\nhide\n\n@c\n\nwhen I receive [mw v]\nstart sound [Magic Spell v]\nif <(up to) < [5]> then\n set [paijs v] to [costume1]\nelse\n set [paijs v] to [costume4]\nend\nset [l v] to [-18.4]\ngo to [front v] layer\nshow\ngo to x: (0) y: (180)\nset size to (25) %\nrepeat (18)\n change y by (l)\n change [l v] by (1)\nend\nset [l v] to [40]\nrepeat (40)\n switch costume to (costume2 v)\n change size by (l)\n switch costume to (paijs)\n change [l v] by (-1)\nend\nwait (2) seconds\nset [area v] to [l]\nif <(level) = (up to)> then\n change [up to v] by (1)\nend\nbroadcast (l v)\nrepeat (41)\n switch costume to (costume3 v)\n change size by (l)\n change [l v] by (-1)\n switch costume to (paijs)\nend\nhide\n\nwhen flag clicked\nhide\n\n@button\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume2 v)\ngo to x: (147) y: (-136)\npoint in direction (90)\nhide\n\nwhen I receive [l v]\nclear graphic effects\nset size to (100) %\nshow\nset [fun v] to [0]\nshow\ngo to x: (147) y: (-136)\nswitch costume to (costume1 v)\nwait until <(t?) = [1]>\nrepeat until <not <(AREA) = [l]>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n point in direction (([sin v] of ((fun) * (15)) ) + (90))\n change [fun v] by (1)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [area v] to [ch]\n broadcast (ch v)\n hide\n end\n else\n clear graphic effects\n point in direction (90)\n end\nend\n\nwhen I receive [ch v]\nset size to (100) %\nshow\nclear graphic effects\nwait until <(t?) = [1]>\nset [fun v] to [0]\ngo to x: (147) y: (-136)\nswitch costume to (costume2 v)\nrepeat until <not <(AREA) = [ch]>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n point in direction (([sin v] of ((fun) * (15)) ) + (90))\n change [fun v] by (1)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [area v] to [l]\n broadcast (l v)\n hide\n end\n else\n clear graphic effects\n point in direction (90)\n end\nend\n\nwhen I receive [g v]\nwait (0) seconds\nclear graphic effects\nshow\nset [fun v] to [0]\ngo to x: (175) y: (150)\ngo to [front v] layer\nset size to (75) %\nswitch costume to (costume3 v)\nrepeat until <not <(AREA) = [g]>>\n clear graphic effects\n if <touching (p v)?> then\n set [ghost v] effect to (30)\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n point in direction (([sin v] of ((fun) * (15)) ) + (90))\n change [fun v] by (1)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [area v] to [ch]\n broadcast (ch v)\n hide\n end\n else\n point in direction (90)\n end\nend\n\nset [ghost v] effect to (0)\n\nwhen I receive [mw v]\nhide\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ch v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [g v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (level)\n\n@enemy\n\nwhen I receive [ch v]\nhide\n\nwhen I receive [l v]\nhide\n\nwhen I receive [mw v]\nhide\n\nwhen I receive [g v]\nif <[1] > [0]> then\n delete this clone\nend\npoint in direction (90)\nclear graphic effects\nif <(level) = [5]> then\n set [id v] to [1]\n create clone of (_myself_ v)\nelse\n if <(level) = [6]> then\n set [id v] to [2]\n create clone of (_myself_ v)\n else\n if <(level) = [7]> then\n set [id v] to [3]\n repeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\n end\n end\n end\nend\nrepeat until <not <(AREA) = [g]>>\n switch costume to (costume1 v)\n hide\n if <not <(item (level) of [places \(00 for na\) v]) = [00]>> then\n show\n go to x: (item (level) of [places \(00 for na\) v]) y: (item (level) of [places y v])\n set [p v] to [-15]\n repeat (15)\n change x by (p)\n change [p v] by (1)\n end\n set [p v] to [15]\n repeat (15)\n change x by (p)\n change [p v] by (-1)\n end\n end\nend\n\nwhen I receive [g v]\nrepeat until <not <(AREA) = [g]>>\n if <touching (assets v)?> then\n stop [other scripts in sprite v]\n switch costume to (costume2 v)\n repeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [g v]\ndelete this clone\n\nset [id v] to [1]\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n go to [front v] layer\n show\n set [p v] to [-15]\n go to x: (item (id) of [clone v]) y: (item (id) of [clone y v])\n repeat (15)\n change x by (p)\n change [p v] by (1)\n end\n set [p v] to [15]\n repeat (15)\n change x by (p)\n change [p v] by (-1)\n end\nend\n\nwhen I receive [ch v]\ndelete this clone\n\nwhen I receive [l v]\ndelete this clone\n\nwhen I receive [mw v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (assets v)?> then\n stop [other scripts in sprite v]\n switch costume to (costume2 v)\n repeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\n end\n hide\n delete this clone\n end\nend\n\nchange [id v] by (1)\n\n@Sprite1G\n\nwhen I receive [ch v]\nhide\ndelete this clone\n\nwhen I receive [mw v]\nhide\ndelete this clone\n\nwhen I receive [l v]\nhide\ndelete this clone\n\nwhen I receive [g v]\ndelete this clone\n\nwhen I receive [g v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ngo to [back v] layer\nwait until <not <(AREA) = [g]>>\nstop [other scripts in sprite v]\n\nwhen I receive [g v]\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nclear graphic effects\nset [fun v] to [0]\nshow\nset [ghost v] effect to (100)\ngo to x: (-258) y: (0)\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (2) layers\nrepeat (102)\n change [ghost v] effect by (-1)\n change x by (5)\nend\ndelete this clone\n\n@TN\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
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*you may advertise here!*\n\nWelcome to ShapeShifter!\n\nTry to complete all 8 difficult levels and unlock all 5 characters! (all levels are possible!)\n\nSome characters are better at certain levels than others, give them all a go!\nheart and favorite for part 2?\n\n Controls\narrow keys to move\nup arrow to jump\nspace bar to activate abilities\n\nAvoid spikes and red guys, try to get to he red flag.\n\nComment "pro" if you read this far ;)\n\nJump - extra jump height\nfall - slow fall speed and no fall damage\nknight - can swing his sword (space key)\ncloak - can turn invisible for 3 seconds once a game\notto - can shoot his gun 4 times\n\n\n#platformer #platformers #games #all #shapeshifter # trending
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Massive Multiplayer Platformer - Winter
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [Rainestar]> or <(username) = [rainestar]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\n\n switch costume to (sled v)\nend\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n broadcast (lol v)\nelse\n set [color v] effect to (0)\nend\nif <key (1 v) pressed?> then\n switch costume to (sled v)\n move (10) steps\nelse\n set [color v] effect to (0)\nend\n\nchange [color v] effect by (10)\n\nwhen [1 v] key pressed\n\nchange x by (1)\n\nbroadcast (lol v)\n\nglide (1) secs to (mouse-pointer v)\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (60)\ngo [backward v] (1000) layers\nshow\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\nset [x v] to [0]\nset [showing v] to [0]\n\nswitch costume to (costume1 v)\nshow\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@Sprite1\n\n
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Massive Multiplayer.. BUT its winter! \n\nhigh score= 1'07.6\n\nI spent a lot of time on this so play it!\n\nfind all 4 of the little hideouts :)
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Mobile Platformer Engine! #games #platformer #engine
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (0)\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n set [speed x v] to ((Speed X) * (0.8))\n change y by (Speed Y)\n Touch ground <(Speed Y) > [0]>\n if <(Walljump) > [0]> then\n change [walljump v] by (-1.)\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [speed x v] by (1.5)\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 [speed x v] by (-1.5)\n end\n end\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(falling?) < [3]>> then\n set [speed y v] to [15]\n end\n if <(Speed X) < [-0.5]> then\n Walk [5] (Speed X)\n else\n if <[0.5] < (Speed X)> then\n Walk [5] (Speed X)\n end\n end\nend\n\ndefine Touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (x) (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(Walljump) = [0]> then\n set [speed x v] to ((-2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n else\n set [speed x v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<[230] < (x position)> or <<touching (lava v)?> or <touching (spikes v)?>>> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n if <[230] < (x position)> then\n change [level v] by (1)\n end\n set [falling? v] to [0]\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [walljump v] to [0]\n set [slope v] to [0]\n go to x: (-200) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(mouse y) < (y position)> and <mouse down?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n if <(costume [number v]) = [5]> then\n switch costume to (c5 v)\n else\n next costume\n end\n else\n if <(costume [number v]) = [1]> then\n switch costume to (c v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (15)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n repeat (30)\n change y by (-0.8)\n end\n repeat (30)\n change y by (0.8)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\n\n
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Welcome To My Mobile Platformer Engine!\n\nThis includes: Mobile Controsl,Wall,Slope and ceiling detection,Lava,Spikes and A smooth ducking sequence!!!\n\nRemix or give credit if you use it!\n\nCredits:\nInspired by @--AwesomeCode--\nTutorial By @Griffpatch\nRest by me!\n\n#games #platformer #engine
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白?黒? White or Black? Platformer
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@Stage\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nset volume to (75) %\nforever\n play sound [Vexento - Where We Belong v] until done\nend\n\nwhen I receive [スタート v]\nset [ステージ v] to [1]\nset [敵キャラ召喚 v] to [1]\nset [乙返し v] to [0]\nwait (0) seconds\nforever\n if <<(ステージ) = [6]> and <(敵キャラ召喚) < [6]>> then\n set [敵キャラ召喚 v] to [6]\n create clone of (敵キャラ v)\n else\n if <<(ステージ) = [7]> and <(敵キャラ召喚) < [7]>> then\n set [敵キャラ召喚 v] to [7]\n create clone of (敵キャラ v)\n else\n if <<(ステージ) = [9]> and <(敵キャラ召喚) < [9]>> then\n set [敵キャラ召喚 v] to [9]\n create clone of (敵キャラ v)\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(モード) = [White]> then\n switch backdrop to (背景2 v)\n else\n switch backdrop to (背景1 v)\n end\nend\n\n@空白\n\n@プレイヤー\n\nwhen I receive [スタート v]\ngo to x: (-200) y: (-50)\nset rotation style [don't rotate v]\nswitch costume to (black上前向き v)\nset drag mode [not draggable v]\ngo to [front v] layer\ngo [forward v] (1) layers\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\npoint in direction (90)\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n if <<touching (障害物 v)?> and <<(モード) = [Flame]> and <touching color (#d80000)?>>> then\n change [y v] by (-0.25)\n else\n change [y v] by (-1)\n end\n すぐやろうか。\n if <(動けない?) = [0]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<[50] < (mouse x)> and <mouse down?>>>> then\n set [左右 v] to [右]\n change [x v] by (1)\n point in direction (90)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [-50]> and <mouse down?>>>> then\n set [左右 v] to [左]\n change [x v] by (-1)\n point in direction (-90)\n else\n set [左右 v] to [前]\n end\n end\n else\n set [左右 v] to [前]\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\n if <touching (地面 v)?> then\n x座標補正 [地面]\n end\n change y by (y)\n if <touching (地面 v)?> then\n y座標補正 [地面]\n end\n if <touching (バネ v)?> then\n set [y v] to [22]\n end\n if <<<<<(リトライ) = [1]> or <touching (障害物 v)?>> or <<<touching (敵キャラ v)?> and <[-0.01] < (y)>> or <touching (ビーム v)?>>> or <(乙返し) = [1]>> or <<<(costume [number v]) < [4]> and <(y position) < [-180]>> or <<[3] < (costume [number v])> and <(y position) < [-165]>>>> then\n set [x v] to [0]\n set [y v] to [0]\n set [乙返し v] to [0]\n change [敵キャラ召喚 v] by (-1)\n if <(リトライ) = [0]> then\n start sound [crashed oof 2 v]\n end\n go to x: (-200) y: (-50)\n point in direction (90)\n set [判定 v] to [1]\n wait until <(判定) = [0]>\n set [リトライ v] to [0]\n end\n if <[240] < (x position)> then\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n start sound [High Whoosh v]\n go to x: (-200) y: (-50)\n point in direction (90)\n if <(ステージ) < [10]> then\n set [判定 v] to [1]\n wait until <(判定) = [0]>\n end\n end\nend\n\ndefine y座標補正 (誰)\nif <[0] < (y)> then\n repeat until <not <touching ((誰) v)?>>\n change y by (-1)\n end\nelse\n repeat until <not <touching ((誰) v)?>>\n change y by (1)\n end\nend\nすぐやろうか。\nset [y v] to [0]\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <(動けない?) = [0]>> then\n set [y v] to [15]\nend\n\ndefine x座標補正 (誰)\nif <[0] < (x)> then\n repeat until <not <touching ((誰) v)?>>\n change x by (-1)\n end\nelse\n repeat until <not <touching ((誰) v)?>>\n change x by (1)\n end\nend\nすぐやろうか。\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <(動けない?) = [0]>> then\n set [y v] to [14]\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\nelse\n set [x v] to [0]\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nset [固有ステージ v] to (ステージ)\nwait until <not <(固有ステージ) = (ステージ)>>\nrepeat (2)\n change size by (-10)\n change [ghost v] effect by (30)\nend\ndelete this clone\n\nwhen I receive [スタート v]\nforever\n switch costume to (join (モード) (join (join (上下) (左右)) [向き]))\nend\n\nwhen I receive [スタート v]\nforever\n if <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < [-120]> and <mouse down?>>> and <(動けない?) = [0]>> then\n set [上下 v] to [下]\n else\n set [上下 v] to [上]\n end\nend\n\nwhen I receive [スタート v]\nset [モード v] to [Black]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n if <(モード) = [Black]> then\n set [モード v] to [White]\n else\n set [モード v] to [Black]\n end\n wait until <not <<mouse down?> or <key (space v) pressed?>>>\n end\nend\n\nwhen I receive [スタート v]\nclear graphic effects\nforever\n set [brightness v] effect to ()\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (敵キャラ v)?> then\n broadcast (乙ベイベー v)\n end\nend\n\nwhen I receive [スタート v]\nset [動けない? v] to [0]\nforever\n wait until <not <mouse down?>>\n wait until <mouse down?>\n if <<<[135] < (mouse y)> and <mouse down?>> or <touching (mouse-pointer v)?>> then\n set [動けない? v] to [1]\n else\n set [動けない? v] to [0]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<touching (障害物 v)?> and <<(モード) = [Flame]> and <touching color (#d80000)?>>> then\n if <<[0] < (mouse y)> and <mouse down?>> then\n set [y v] to [8]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n すぐやろうか。\nend\n\ndefine すぐやろうか。\nif <<<<<[135] < (mouse y)> and <([abs v] of (mouse x) ) < [240]>> or <touching (mouse-pointer v)?>> and <mouse down?>> and <(ステージ) < [10]>> then\n set [動けない? v] to [1]\nelse\n set [動けない? v] to [0]\nend\n\n@地面\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@バネ\n\nwhen I receive [スタート v]\ngo to x: (0) y: (5)\nswitch costume to (1 v)\nset size to (100) %\npoint in direction (90)\nshow\nforever\n switch costume to (ステージ)\nend\n\n@敵キャラ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [クローンか v] to [0]\nswitch costume to (1 v)\nset size to (100) %\nhide\n\nwhen I start as a clone\nset [クローンか v] to [1]\nset [クローン v] to (敵キャラ召喚)\nset [固有召喚番号 v] to (召喚番号)\nset [動けないぜ v] to [0]\ngo [forward v] (5) layers\nwait (0) seconds\nwait until <(判定) = [0]>\ngo to x: (200) y: (-100)\nif <(ステージ) = [9]> then\n switch costume to (トゲ v)\nelse\n if <(ステージ) = [7]> then\n switch costume to (白 v)\n else\n switch costume to (普通 v)\n end\nend\n記憶喪失w\nshow\nforever\n point in direction (-90)\n repeat until <(x position) < [-156]>\n change x by (-4)\n 確認!\n end\n point in direction (90)\n repeat until <[196] < (x position)>\n change x by (4)\n 確認!\n end\nend\n\nwhen I start as a clone\nwait (0) seconds\nwait until <(判定) = [0]>\nwait until <<not <(ステージ) = (クローン)>> or <(判定) = [1]>>\ndelete this clone\n\nwhen I start as a clone\nset [俺様y v] to [0]\nwait (0) seconds\nwait until <(判定) = [0]>\nforever\n change [俺様y v] by (-1)\n change y by (俺様y)\n if <touching (地面 v)?> then\n change y by ((0) - (俺様y))\n set [俺様y v] to [0]\n end\n if <touching (バネ v)?> then\n set [俺様y v] to [20]\n end\n if <(y position) < [-180]> then\n delete this clone\n end\nend\n\nwhen I receive [乙ベイベー v]\nif <(クローンか) = [1]> then\n if <touching (プレイヤー v)?> then\n if <(costume [number v]) = [3]> then\n set [乙返し v] to [1]\n else\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n set [y v] to [14]\n else\n set [y v] to [10]\n end\n start sound [Coin v]\n delete this clone\n end\n end\nend\n\ndefine 確認!\nwait until <(動けないぜ) = [0]>\n\ndefine 記憶喪失w\nset [君の名は v] to (costume [name v])\n\n@背景\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (100) %\npoint in direction (90)\nshow\n言語は?\nforever\n switch costume to ((ステージ) + (<(言語) = [English]> * (10)))\nend\n\ndefine 言語は?\nif <(language::translate) = [日本語]> then\n set [言語 v] to [日本語]\nelse\n set [言語 v] to [English]\nend\n\n@太陽\n\nwhen I receive [スタート v]\ngo to x: (210) y: (140)\nswitch costume to (太陽 v)\nset [cos v] to [0]\ngo to [back v] layer\nset size to (90) %\npoint in direction (90)\nforever\n change [cos v] by (8)\n change size by ([cos v] of (cos) )\nend\n\n@クローン\n\nwhen I receive [スタート v]\nswitch costume to (click to start v)\ngo to x: (0) y: (0)\nset drag mode [not draggable v]\nset size to (100) %\npoint in direction (90)\nhide\nset [id v] to [1]\n\nwhen I start as a clone\nif <(ID) = [1]> then\n set [雑用 v] to [0]\n go to [front v] layer\n show\n forever\n change [雑用 v] by (8)\n turn right ([cos v] of (雑用) ) degrees\n change size by ([sin v] of (雑用) )\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n set [ghost v] effect to (100)\n repeat (2)\n change [ghost v] effect by (-50)\n end\n wait until <<mouse down?> or <key (any v) pressed?>>\n stop [other scripts in sprite v]\n set [判定 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nelse\n show\nend\n\nwhen I receive [スタート v]\nset [判定 v] to [1]\nforever\n wait until <(判定) = [1]>\n create clone of (_myself_ v)\n wait until <(判定) = [0]>\nend\n\nwhen I receive [スタート v]\nset [time v] to [0]\nforever\n if <(判定) = [0]> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [スタート v]\nwait (0) seconds\nwait until <(ステージ) = [10]>\nstop [other scripts in sprite v]\nif <<(Time) < (☁ Best Time)> and <(ハイスコアに掲載されないよ君) = [0]>> then\n set [☁ best time v] to (Time)\nend\nset [id v] to [2]\nクローン (Time) [-155] [160]\nクローン (☁ Best Time) [-155] [138]\ngo to x: (-200) y: (160)\nswitch costume to ((11) + <(言語) = [English]>)\nset size to (60) %\nshow\n\ndefine クローン (何?) (x) (y)\ngo to x: (x) y: (y)\nset [雑用 v] to [0]\nset size to (50) %\nrepeat (length of (何?))\n change [雑用 v] by (1)\n switch costume to (letter (雑用) of (何?))\n create clone of (_myself_ v)\n change x by (13)\nend\n\n@色々カウンター\n\nwhen I receive [スタート v]\nset [ハイスコアに掲載されないよ君 v] to [0]\nset [リトライ v] to [0]\nforever\n if <<<<[135] < (mouse y)> and <([abs v] of (mouse x) ) < [240]>> and <mouse down?>> and <(ステージ) < [10]>> then\n wait until <<not <mouse down?>> or <not <[135] < (mouse y)>>>\n if <[135] < (mouse y)> then\n if <<(mouse x) < [-140]> and <[-220] < (mouse x)>> then\n set [リトライ v] to [1]\n else\n if <<(mouse x) < [-40]> and <[-120] < (mouse x)>> then\n set [ハイスコアに掲載されないよ君 v] to [1]\n change [敵キャラ召喚 v] by (1)\n change [ステージ v] by (1)\n set [リトライ v] to [1]\n end\n end\n end\n end\nend\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\nswitch costume to (色々カウンター v)\nset [ghost v] effect to (5)\nset size to (100) %\nhide\nforever\n if <<<<[135] < (mouse y)> and <([abs v] of (mouse x) ) < [240]>> and <mouse down?>> and <(ステージ) < [10]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [スタート v]\ngo to [back v] layer\nforever\n go [forward v] (1) layers\nend\n\n@雲\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\n wait (pick random (1.5) to (2)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [必需品 v] to (pick random (50) to (120))\ngo to x: (280) y: ((170) - (必需品))\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (0) to (50))\ngo to [back v] layer\ngo [forward v] (5) layers\nset rotation style [left-right v]\npoint in direction (pick random (-90) to (90))\nset size to ((85) + ((必需品) / (2))) %\nshow\nrepeat until <(x position) < [-260]>\n change x by ((0) - (round ((必需品) / (15))))\nend\nrepeat (5)\n change [ghost v] effect by (20)\n change x by ((0) - (round ((必需品) / (15))))\nend\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (サムネ v)\nset size to (100) %\nshow\nforever\n go to [front v] layer\nend\n\n
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English is below!\n一応タイムあるから速くゴールしてね!\nステージ少なくてごめん。\nちなみにスキップ使うとクラウド変数に\n保存されないよ。\n作成のやる気を起こすために❤️と⭐️を押しましょう!\nI have time, so please finish immediately!\nI'm sorry I didn't have enough stages.\nPress ❤️ and ⭐️ to motivate the author!
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Warriors platformer
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@Stage\n\nwhen flag clicked\nif <(username) = [honeyiola]> then\n show variable [name! v]\n set [name! v] to [Foxflower]\n ask [What's your colour? \(Orange, Grey, Black, White, or Calico?\)] and wait\n if <<(answer) = [orange]> or <(letter (1) of (answer)) = [o]>> then\n broadcast (orange v)\n end\n if <<(answer) = [black]> or <(letter (1) of (answer)) = [b]>> then\n broadcast (black v)\n end\n if <<(answer) = [grey]> or <(letter (1) of (answer)) = [g]>> then\n broadcast (grey v)\n end\n if <<(answer) = [white]> or <(letter (1) of (answer)) = [w]>> then\n broadcast (white v)\n end\n if <<(answer) = [calico]> or <(letter (1) of (answer)) = [c]>> then\n broadcast (calico v)\n end\nelse\n set [name! v] to []\n hide variable [name! v]\n ask [What's your name? \(Put PREFEX and SUFFIX\)] and wait\n set [name! v] to (answer)\n ask [What's your colour? \(Orange, Grey, Black, White, or Calico?\)] and wait\n if <<(answer) = [orange]> or <(letter (1) of (answer)) = [o]>> then\n broadcast (orange v)\n end\n if <<(answer) = [black]> or <(letter (1) of (answer)) = [b]>> then\n broadcast (black v)\n end\n if <<(answer) = [grey]> or <(letter (1) of (answer)) = [g]>> then\n broadcast (grey v)\n end\n if <<(answer) = [white]> or <(letter (1) of (answer)) = [w]>> then\n broadcast (white v)\n end\n if <<(answer) = [calico]> or <(letter (1) of (answer)) = [c]>> then\n broadcast (calico v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Warriors- Imagine Dragons v] until done\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (scene1 v)\n\nwhen flag clicked\nset x to (0)\nset y to (0)\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1]\nset [speed y v] to [0]\nReset and Begin Level\n\ndefine move in-steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solids\n if <(touching) > [0]> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solids\n if <(touching) > [0]> then\n set y to (last value)\n set [speed y v] to [0]\n set [falling v] to [0]\n end\nend\n\nwhen flag clicked\nset [☁ deathcount v] to [0]\n\nwhen I receive [touchingdanger v]\nchange [☁ deathcount v] by (1)\ngo to x: (-150) y: (142)\n\ndefine Check Touching Solids\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nControls - Up and Down\nControls - Left and Right\nmove in-steps ([abs v] of (speed y) )\n\ndefine Controls - Up and Down\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(falling) = [0]> then\n set [speed y v] to [18]\n end\nend\nchange [speed y v] by (Gravity)\n\ndefine Controls - Left and Right\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1.5)\n set rotation style [left-right v]\n point in direction (-90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\n set rotation style [left-right v]\n point in direction (90)\nend\nset [speed x v] to ((speed x) * (0.8))\n\ndefine Reset and Begin Level\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-150) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\n broadcast (dangerwatch v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x: [-235]\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x: [235]\nend\n\ndefine Begin Scene # (scene #) go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix Collision in Direction [0]\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (500)\n Check Touching Solids\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen [r v] key pressed\ngo to x: (-150) y: (100)\n\nwhen I receive [dangerwatch v]\nforever\n if <touching (danger v)?> then\n broadcast (touchingdanger v)\n end\nend\n\nwhen flag clicked\nswitch costume to (character orange v)\n\nwhen I receive [grey v]\nswitch costume to (character grey v)\n\nwhen I receive [black v]\nswitch costume to (character black v)\n\nwhen I receive [orange v]\nswitch costume to (character orange v)\n\nwhen I receive [white v]\nswitch costume to (character white v)\n\nwhen I receive [calico v]\nswitch costume to (character calico v)\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume13 v)\n\nwhen I receive [change scene v]\nforever\n if <<([costume # v] of [level v]) = [5]> or <<([costume # v] of [level v]) = [1]> or <<([costume # v] of [level v]) = [2]> or <<([costume # v] of [level v]) = [7]> or <<([costume # v] of [level v]) = [6]> or <<([costume # v] of [level v]) = [8]> or <<([costume # v] of [level v]) = [4]> or <<([costume # v] of [level v]) = [15]> or <([costume # v] of [level v]) = [3]>>>>>>>>> then\n forever\n switch costume to (costume13 v)\n end\n else\n switch costume to (pick random (1) to (5))\n stop [this script v]\n end\nend\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume13 v)\n\nwhen I receive [touchingdanger v]\nswitch costume to (pick random (1) to (5))\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\nend\n\n
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PLEASE I NEED IDEAS FOR THE NEXT PLATFORMER\n\n*NOT MOBILE FRIENDLY!\n\nControls:\nArrow Keys or WASD to move.\nR to restart the level you're on
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Colour Platformer-1
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@Stage\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (-213) y: (-44)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n switch costume to (costume2 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n switch costume to (costume3 v)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((X Velocity) * (-1))\n change y by (-5)\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [8]\n end\n set [y velocity v] to [12]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (levels v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [13]\n end\n end\n change y by (1)\n if <(x position) = [249]> then\n go to x: (-213) y: (-44)\n broadcast (Next level v)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-213) y: (-45)\n end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@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@Music\n\nwhen flag clicked\nforever\n play sound [2019-04-26_-_Tranquility_-_www v] until done\nend\n\n
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Instructions-\nUse arrow Keys to move\nWASD Is available\nMobile Friendly\nDon't touch Spikes.\n\n\n\nGoals-\n100/100+ Likes and favs\n1000 Views\n50/100 Remixes\nAdded to all studio's\n\n\nParts-\nThis is part-1, Part-2-\nWhat is coming up!-\nIn part-2 we will have enemies\nLots of levels\nAnd of course It will be very hard so get ready!.\n\nLike and fav and make this game popular in scratch.\nGet this to the explore page. Hope you have a good day. Thank you! And Have fun!.\n\n\nLike and fav this https://scratch.mit.edu/projects/649080766\n\n\n
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氷と炎のプラットフォーマー[platformer] [fire][ice]
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@Stage\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (-220) y: (50)\nforever\n change [color v] effect by (25)\nend\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nstart sound [Anna Yvette - Waves \[Xaf Remix\] v]\n\nwhen I receive [ge-musota-to v]\ngo to [front v] layer\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<touching (素材 v)?> or <touching (アイスブロック v)?>> or <touching (spike v)?>> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (40)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (road- v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (road- v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <touching (ドア v)?> then\n if <(x position) > [200]> then\n broadcast (えー v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>> then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\n if <touching (ばね v)?> then\n set [yだー v] to [22]\n end\nend\n\nwhen I receive [ge-musota-to v]\nforever\n play sound [Anna Yvette - Waves \[Xaf Remix\] v] until done\nend\n\nwhen I receive [ge-musota-to v]\nset [タイム v] to [0]\nforever\n if <(ステージ) < [11]> then\n wait (1) seconds\n change [タイム v] by (1)\n wait (1) seconds\n change [タイム v] by (1)\n end\n if <(ステージ) > [10]> then\n stop [this script v]\n end\nend\n\nwhen I receive [ge-musota-to v]\nshow variable [☁ 世界記録 v]\nforever\n if <[10] < (ステージ)> then\n if <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\n end\n end\nend\n\nset [☁ 世界記録 v] to [100]\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to [front v] layer\nchange [ghost v] effect by (50)\nforever\n go to x: (114) y: (27)\nend\n\nwhen I receive [ge-musota-to v]\nshow\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n go to x: (-122) y: (-148)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (pwpspspspsps v)\n\nwhen I receive [えー v]\nhide\nwait (0.8) seconds\nshow\n\nwhen I receive [ge-musota-to v]\nshow\n\n@スプライト4\n\nwhen I receive [pwpspspspsps v]\nhide\nstart sound [Suction Cup v]\nset size to (25) %\ngo to (player v)\npoint in direction (90)\nshow\nrepeat until <[239] < (x position)>\n move (10) steps\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [ge-musota-to v]\nshow\n\nwhen I receive [ge-musota-to v]\nforever\n if <key (z v) pressed?> then\n play sound [Suction Cup v] until done\n set size to (25) %\n go to (player v)\n point in direction (90)\n show\n repeat until <[239] < (x position)>\n move (10) steps\n create clone of (_myself_ v)\n end\n hide\n end\n if <touching (幽霊2 v)?> then\n broadcast (2 v)\n end\nend\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [k v]\nhide\nstart sound [Water Drop v]\nset size to (25) %\ngo to (player v)\npoint in direction (90)\nshow\nrepeat until <[239] < (x position)>\n move (10) steps\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [ge-musota-to v]\nshow\n\nwhen I receive [ge-musota-to v]\nforever\n if <key (x v) pressed?> then\n hide\n start sound [Water Drop v]\n set size to (25) %\n go to (player v)\n point in direction (90)\n show\n repeat until <[239] < (x position)>\n move (10) steps\n create clone of (_myself_ v)\n end\n hide\n end\n if <touching (幽霊2 v)?> then\n broadcast (3 v)\n end\nend\n\n@road-\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [えー v]\nchange [ステージ v] by (1)\n\nwhen I receive [ge-musota-to v]\nshow\n\nwhen flag clicked\nhide variable [タイム v]\n\n@素材\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(ステージ) = [1]> then\n hide\n end\n if <(ステージ) = [8]> then\n go to x: (-12) y: (29)\n show\n if <touching (スプライト6 v)?> then\n repeat (30)\n hide\n end\n end\n end\n if <(ステージ) = [9]> then\n hide\n end\n if <(ステージ) = [10]> then\n go to x: (121) y: (30)\n show\n if <touching (スプライト6 v)?> then\n repeat (30)\n hide\n end\n end\n end\n if <(ステージ) = [11]> then\n hide\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\nforever\n set size to (105) %\n go to [front v] layer\n go to x: (220) y: (-172)\nend\n\nwhen this sprite clicked\nbroadcast (k v)\n\nwhen I receive [えー v]\nhide\nwait (0.8) seconds\nshow\n\nwhen I receive [ge-musota-to v]\nshow\n\n@アイスブロック\n\nwhen flag clicked\nforever\n if <(ステージ) = [1]> then\n hide\n end\n if <(ステージ) = [7]> then\n go to x: (-17) y: (-48)\n show\n if <touching (スプライト4 v)?> then\n repeat (30)\n hide\n end\n end\n end\n if <(ステージ) = [8]> then\n hide\n end\n if <(ステージ) = [9]> then\n go to x: (-17) y: (-48)\n show\n if <touching (スプライト4 v)?> then\n repeat (40)\n hide\n end\n end\n end\n if <(ステージ) = [10]> then\n go to x: (-123) y: (-49)\n show\n if <touching (スプライト4 v)?> then\n repeat (40)\n hide\n end\n end\n end\n if <(ステージ) = [11]> then\n hide\n end\nend\n\nwhen I receive [ge-musota-to v]\nshow\n\n@spike\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (8) y: (98)\nforever\n if <(ステージ) = [1]> then\n hide\n end\n if <(ステージ) = [2]> then\n switch costume to (spike^-^ v)\n show\n end\n if <(ステージ) = [3]> then\n show\n switch costume to (spike^-^9 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (spike^-^2 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (spike^-^10 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (spike^-^11 v)\n end\n if <(ステージ) = [7]> then\n hide\n end\n if <(ステージ) = [9]> then\n switch costume to (spike^-^12 v)\n show\n end\n if <(ステージ) = [10]> then\n switch costume to (spike^-^13 v)\n show\n end\n if <(ステージ) = [11]> then\n hide\n end\nend\n\nwhen I receive [4 v]\n\nwhen I receive [10 v]\nhide\n\nwhen I receive [ge-musota-to v]\nshow\n\n@ドア\n\nwhen flag clicked\nhide\ngo to x: (219) y: (-43)\nswitch costume to (ドア v)\nforever\n if <touching (player v)?> then\n switch costume to (ドア\(開\) v)\n else\n switch costume to (ドア v)\n end\nend\n\nwhen I receive [えー v]\nswitch costume to (ドア\(開\) v)\n\nwhen flag clicked\nforever\n if <(ステージ) = [11]> then\n hide\n end\nend\n\nwhen I receive [ge-musota-to v]\nshow\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [えー v]\ngo to [front v] layer\nshow\nwait (0.8) seconds\nhide\n\n@ハート\n\nwhen flag clicked\nreset timer\ngo to x: (166) y: (160)\nforever\n if <(timer) < [20]> then\n show\n end\nend\n\nwhen I receive [ge-musota-to v]\nshow\n\n@星\n\nwhen flag clicked\ngo to x: (211) y: (160)\nhide\nforever\n if <(timer) < [20]> then\n show\n end\nend\n\nwhen I receive [ge-musota-to v]\nshow\n\n@ばね\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [9]> then\n go to x: (-89) y: (-64)\n show\n end\n if <(ステージ) = [10]> then\n hide\n end\nend\n\n@スプライト7\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [2]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム9 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (コスチューム10 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (コスチューム11 v)\n end\n if <(ステージ) = [11]> then\n hide\n end\nend\n\nwhen I receive [ge-musota-to v]\nshow\n\n@road-2\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide variable [タイム v]\n\nwhen I receive [ge-musota-to v]\nshow variable [タイム v]\n\nwhen flag clicked\nbroadcast (Ge-Musota-to v)\n\n@player2\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nhide\nset size to (60) %\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@スプライト8\n\nwhen flag clicked\nhide\n\n@スプライト9\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@アイスブロック2\n\nwhen flag clicked\nhide\n\n@素材2\n\nwhen flag clicked\nhide\n\n@スプライト10\n\nwhen flag clicked\nhide\n\n@スプライト11\n\nwhen flag clicked\nhide\n\n@スプライト12\n\nwhen flag clicked\nhide\n\n
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※世界記録がちゃんと作動していなかったので、それを治すために一旦非共有にしました。(直すことができました)\n矢印キーで操作する\n炎と氷の壁ととげに当たったら駄目\nzキーで火の玉を出す。xキーで氷の玉を出す。\nモバイル対応です。モバイルの人火の玉をタップしてください。氷の玉をタップしてください。\n大画面でお願いします。リミックスおkです。無変更はやめてください。コメント入りません。
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Platformer Editor v1.9 #games #all #trending #platform
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@Stage\n\nwhen flag clicked\nforever\n play sound [Drown Me Out - VYEN v] until done\n play sound [Colour Of Your Face - NoMBe v] until done\nend\n\n@Border\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (5) layers\n\n@Block\n\nwhen flag clicked\nshow list [double click the number below, then copy and paste it somewhere - it is your level code! v]\ndelete all of [double click the number below, then copy and paste it somewhere - it is your level code! v]\nset [drawingcode v] to [0]\nset [drawlevelcode v] to [0]\nset [delay v] to [0]\nset [levelcode v] to [0]\nset [getcode v] to [0]\nset [spawncoordx v] to [0]\nset [spawncoordy v] to [0]\nswitch costume to (0 v)\ngo to [back v] layer\ndraw bg\n\ndefine draw bg\ngo to x: (-217) y: (157)\nswitch costume to (letter (variable) of (levelcodedrawn))\nrepeat (12)\n repeat (19)\n if <<(length of (levelcode)) < [72]> and <(drawingcode) = [1]>> then\n switch costume to (0 v)\n else\n if <(drawingcode) = [1]> then\n switch costume to (letter (variable) of (levelcodedrawn))\n else\n switch costume to (0 v)\n end\n end\n create clone of (_myself_ v)\n change [variable v] by (1)\n change x by (24)\n end\n change x by (-456)\n change y by (-24)\nend\n\nwhen I start as a clone\nshow\nforever\n if <(costume [name v]) = [Arrow]> then\n go to [front v] layer\n go [backward v] (5) layers\n repeat until <touching (_edge_ v)?>\n move (-10) steps\n end\n delete this clone\n else\n if <(costume [name v]) = [B]> then\n set [spawncoordx v] to (x position)\n set [spawncoordy v] to (y position)\n end\n if <(costume [name v]) = [C]> then\n if <touching (player v)?> then\n broadcast (win v)\n end\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\npoint in direction (90)\nforever\n if <(costume [name v]) = [Arrow]> then\nend\n\nwhen [z v] key pressed\nwait until <not <key (z v) pressed?>>\nask [Insert level code] and wait\nset [levelcodedrawn v] to (answer)\nbroadcast (loadlevel v)\ngo to x: (-217) y: (157)\nbroadcast (reset v)\nset [drawingcode v] to [1]\nset [variable v] to [1]\nrepeat (12)\n repeat (19)\n switch costume to (letter (variable) of (levelcodedrawn))\n change [variable v] by (1)\n create clone of (_myself_ v)\n change x by (24)\n end\n change x by (-456)\n change y by (-24)\nend\nwait (1) seconds\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [D]> then\n switch costume to (arrow v)\n create clone of (_myself_ v)\n switch costume to (d v)\n wait (1.5) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <[0] = (ingame)> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <not <[] = (selected)>> then\n if <<mouse down?> and <(delay) = [0]>> then\n switch costume to (selected)\n end\n if <key (q v) pressed?> then\n if <[F] = (costume [name v])> then\n switch costume to (g v)\n else\n if <[E] = (costume [name v])> then\n switch costume to (f v)\n else\n if <[G] = (costume [name v])> then\n switch costume to (2 v)\n else\n if <[2] = (costume [name v])> then\n switch costume to (e v)\n else\n if <[H] = (costume [name v])> then\n switch costume to (i v)\n else\n if <[I] = (costume [name v])> then\n switch costume to (j v)\n else\n if <[J] = (costume [name v])> then\n switch costume to (7 v)\n else\n if <[7] = (costume [name v])> then\n switch costume to (h v)\n else\n if <[K] = (costume [name v])> then\n switch costume to (l v)\n else\n if <[L] = (costume [name v])> then\n switch costume to (m v)\n else\n if <[M] = (costume [name v])> then\n switch costume to (d v)\n else\n if <[D] = (costume [name v])> then\n switch costume to (k 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 wait until <not <key (q v) pressed?>>\n end\n else\n switch costume to (0 v)\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [levelcode v] to []\nbroadcast (test v)\nforever\n insert (levelcode) at (1) of [double click the number below, then copy and paste it somewhere - it is your level code! v] \n delete (2) of [double click the number below, then copy and paste it somewhere - it is your level code! v]\nend\n\n@Player\n\nwhen flag clicked\nset [ingame v] to [0]\nset rotation style [left-right v]\nhide\nforever\n rungame\nend\n\nwhen [space v] key pressed\nforever\n if <(ingame) = [1]> then\n change x by (x)\n if <<<touching color (#4e4e4e)?> or <touching color (#000000)?>> or <touching color (#00e4e0)?>> then\n set [lock v] to [0]\n change x by ((x) * (-1))\n set [x v] to [0]\n else\n set [x v] to ((x) * (0.8))\n end\n change y by (y)\n if <<<touching color (#4e4e4e)?> or <touching color (#000000)?>> or <touching color (#00e4e0)?>> then\n set [lock v] to [0]\n change y by ((y) * (-1))\n set [y v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [12]\n set [lock v] to [1]\n end\n else\n change [y v] by (-1)\n set [lock v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(y) = [12]> then\n wait (0) seconds\n if <(y) = [12]> then\n set [y v] to [-5]\n end\n end\nend\n\nwhen [space v] key pressed\nforever\n set [ingame v] to [1]\n broadcast (playing v)\n show\n set [x v] to [0]\n set [y v] to [0]\n go to x: (spawncoordx) y: (spawncoordy)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n hide\n set [ingame v] to [0]\n broadcast (building v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\nwhen [space v] key pressed\nrepeat (30)\n go to x: (spawncoordx) y: (spawncoordy)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [win v]\nrepeat (25)\n go to x: (spawncoordx) y: (spawncoordy)\n set [x v] to [0]\n set [y v] to [0]\nend\n\ndefine rungame\nif <(ingame) = [1]> then\n if <touching color (#ab0000)?> then\n set [y v] to [16]\n set [lock v] to [1]\n end\n if <touching color (#ff0000)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (spawncoordx) y: (spawncoordy)\n end\n if <touching color (#8ad89e)?> then\n set [y v] to [-1]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [1]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.2)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.2)\n point in direction (-90)\n end\n else\n if <touching color (#00fffc)?> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (6)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-6)\n point in direction (-90)\n end\n else\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (2)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-2)\n point in direction (-90)\n end\n end\n end\n if <touching color (#1736ff)?> then\n set [y v] to [0]\n change [y v] by (-1)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [3]\n end\n end\n if <touching color (#865f28)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [3]\n end\n end\nend\n\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n say [hi griffpatch] for (2) seconds\nend\n\nwhen I receive [playing v]\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (d v)\ninstant refresh\nswitch costume to (blank v)\ngo to [back v] layer\ngo [forward v] (235) layers\nforever\n if <key (e v) pressed?> then\n if <[1] = (allhide)> then\n hide\n wait (1) seconds\n else\n show\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [forward v] (1) layers\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n set [selecteddelay v] to (costume [name v])\n broadcast (delay v)\n set [allhide v] to [1]\n wait () seconds\n set [allhide v] to [0]\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\n if <[1] = (allhide)> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <key (e v) pressed?> then\n if <[1] = (allhide)> then\n delete this clone\n else\n show\n end\n else\n delete this clone\n end\nend\n\ndefine instant refresh\nswitch costume to (d v)\nrepeat (14)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nset [allhide v] to [0]\nforever\n if <key (e v) pressed?> then\n set [allhide v] to [0]\n instant refresh\n wait until <not <key (e v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [selecteddelay v] to [0]\nforever\n wait until <not <[0] = (selecteddelay)>>\nend\n\nwhen I receive [delay v]\nset [delay v] to [1]\nwait (0.1) seconds\nset [selected v] to (selecteddelay)\nset [delay v] to [0]\n\n@Curtain\n\nwhen I receive [playing v]\nclear graphic effects\nswitch costume to (costume1 v)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\nclear graphic effects\nswitch costume to (costume8 v)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [building v]\nclear graphic effects\nswitch costume to (costume5 v)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [win v]\nclear graphic effects\nswitch costume to (costume7 v)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [loadlevel v]\ngo to [front v] layer\nclear graphic effects\nswitch costume to (costume9 v)\nshow\nwait (8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [win v]\n\nswitch costume to (costume8 v)\ngo to [front v] layer\nshow\nstop [all v]\n\n@Info menu\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.3) seconds\nend\n\nwhen [t v] key pressed\ngo to [front v] layer\nwait until <not <key (t v) pressed?>>\nshow\nwait until <key (t v) pressed?>\nwait until <not <key (t v) pressed?>>\nhide\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\n
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this project is poo\n\nInstructions:\nClick the "selected block" to change it and drag around to draw and create your own level! You can load and save levels so you can play other peoples!\n\nPress "Q" To rotate a block (You can only rotate spikes and ladders so far)\nPress "T" To get description of all blocks\nPress "Space" To switch between building or playing\nPress "X" to save your level code\nPress "Z" to load a code\nPress "E" to open the building menu\n\nThis is very basic right now and will get updated to be much better!
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Moon Platformer 2 || A Platformer #Games
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@Stage\n\nwhen flag clicked\nswitch backdrop to (noir v)\n\nwhen I receive [début jeu v]\nswitch backdrop to (arrière plan lunaire2 v)\n\nwhen I receive [all start v]\nswitch backdrop to (moon-g6840a0c6b_1920 v)\n\nwhen I receive [htp rules v]\nswitch backdrop to (moon-g6840a0c6b_1920 v)\n\nwhen I receive [menu v]\nswitch backdrop to (arrière plan lunaire2 v)\n\n@Logo\n\nwhen flag clicked\nplay sound [Musique Le Parrain v] until done\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-220)\nset [brightness v] effect to (0)\nset size to (100) %\nset [intro glissement v] to [23]\nwait (0.5) seconds\nrepeat (40)\n change [ghost v] effect by (-5)\n set y to ((y position) * (0.189))\nend\nwait (4) seconds\nbroadcast (Affichage Logo v)\nrepeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (3)\n set y to ((((y position) + (4)) * (1.125)) - (4))\nend\nhide\nwait (0.5) seconds\nbroadcast (Début Jeu v)\n\n@carré\n\nwhen flag clicked\nshow\ngo to x: (99) y: (-102)\nwait (7) seconds\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-220)\nset [brightness v] effect to (0)\nset size to (100) %\nset [intro glissement v] to [23]\nwait (0.5) seconds\nrepeat (40)\n change [ghost v] effect by (-5)\n set y to ((y position) * (0.189))\nend\nwait (4) seconds\nbroadcast (Affichage Logo v)\nrepeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (3)\n set y to ((((y position) + (4)) * (1.125)) - (4))\nend\nhide\nwait (0.5) seconds\nbroadcast (Début Jeu v)\n\n@LeParrainMafieux\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nwait (2.8) seconds\ngo to x: (50) y: (25)\nshow\nrepeat (15)\n wait (0) seconds\n next costume\nend\n\nwhen I receive [affichage logo v]\nrepeat (25)\n change [ghost v] effect by (5)\n change [brightness v] effect by (3)\n go to x: (50) y: (25)\nend\n\n@play\n\nwhen this sprite clicked\nbroadcast (All Start v)\nhide\n\nwhen I receive [début jeu v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (19) y: (-120)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((55) + (size)) / (2)) %\n set [brightness v] effect to (2)\n else\n set size to (((40) + (size)) / (2)) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [htp rules v]\nhide\n\nwhen I receive [menu v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\nwhen I receive [all start v]\ngo to x: (-181) y: (164)\nshow\n\nwhen I receive [htp rules v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((130) + (size)) / (2)) %\n set [brightness v] effect to (2)\n else\n set size to (((114) + (size)) / (2)) %\n set [brightness v] effect to (0)\n end\nend\n\n@Player\n\ndefine Platformer Moteur\nif on edge, bounce\nchange [y v] by (-0.5)\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume2 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d 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)\nif <touching color (#ccd3d7)?> then\n change y by (1)\n if <touching color (#ccd3d7)?> then\n change y by (1)\n if <touching color (#ccd3d7)?> then\n change y by (1)\n if <touching color (#ccd3d7)?> then\n change y by (1)\n if <touching color (#ccd3d7)?> then\n change y by (1)\n if <touching color (#ccd3d7)?> then\n change y by (1)\n if <touching color (#ccd3d7)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-3]\n else\n set [x v] to [3]\n end\n else\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 color (#ccd3d7)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#ccd3d7)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [8]\nend\nchange y by (0.5)\nif <touching color (#ed1c24)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching color (#005f31)?> then\n set [x v] to [37]\n broadcast (message1 v)\nend\nif <touching (big trampoline v)?> then\n set [y v] to [17]\n broadcast (message1 v)\nend\nif <touching color (#fdff00)?> then\n set [y v] to [12]\n broadcast (message1 v)\nend\nif <touching color (#4fff1a)?> then\n go to x: (-188) y: (-136)\nend\nif <touching color (#9966ff)?> then\n set [y v] to [17]\nend\nif <(x position) > [230]> then\n wait (0.01) seconds\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching color (#ffc181)?> then\n set [x v] to [10]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [restart v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [all start v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen I receive [all start v]\nshow\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nforever\n if <(x position) > [230]> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-203) y: (-78)\n change [level v] by (1)\n broadcast (next v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [y spawn v] to [-77]\nset [x spawn v] to [-200]\ngo to x: (X Spawn) y: (Y Spawn)\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer Moteur\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-203) y: (-78)\n\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\nforever\n play sound [heros-time-paulo-kalazzi-main-version-01-51-2639 v] until done\nend\n\nwhen I receive [début jeu v]\nhide\n\nrepeat (10)\n\nwhen flag clicked\nchange [☁ player v] by (1)\n\nset [level v] to [20]\n\nrepeat (2)\n repeat (60)\n change x by (0.5)\n end\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (2) y: (5)\nhide\n\nwhen I receive [all start v]\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\n@Tyrolienne\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\nhide\nforever\n if <(Level) = [11]> then\n go to [back v] layer\n show\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\n@Big Trampoline\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [all start v]\nforever\n if <(Level) = [14]> then\n show\n go to x: (-1) y: (-126)\n else\n hide\n end\n if <touching (player v)?> then\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [all start v]\ngo to x: (189) y: (-159)\nshow\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (next v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((120) + (size)) / (2)) %\n set [brightness v] effect to (2)\n else\n set size to (((100) + (size)) / (2)) %\n set [brightness v] effect to (0)\n end\nend\n\n@HTP\n\nwhen this sprite clicked\nhide\nbroadcast (HTP rules v)\n\nwhen I receive [début jeu v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (26) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (((55) + (size)) / (2)) %\n set [brightness v] effect to (2)\n else\n set size to (((40) + (size)) / (2)) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [all start v]\nhide\n\n@HTP rules\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\nhide\n\nwhen I receive [htp rules v]\ngo to x: (10) y: (-10)\nshow\n\nwhen I receive [menu v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [affichage logo v]\nhide\n\nwhen I receive [all start v]\nhide\n\nwhen I receive [début jeu v]\nhide\n\nwhen I receive [htp rules v]\ngo to x: (-176) y: (142)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Menu v)\n\n@Affiche\n\nwhen flag clicked\nforever\n hide\nend\n\n
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EN :\nUse the keyboard arrows or W,A,S,D to move !\nPress the down arrow to duck !\nEnjoy !!\n------\nFr :\nUtilise les flèches du clavier ou W,A,S,D pour bouger !\nUtilise la flèche du bas pour esquiver !\nBon jeu !!\n
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Moon Platformer
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@Stage\n\nwhen flag clicked\nhide variable [timer v]\nset [timer v] to [0]\nforever\n set [timer v] to (round (timer))\n if <(SCENE #) = [109]> then\n if <(TIMER) < (☁ World Record)> then\n set [☁ world record v] to (TIMER)\n end\n stop [this script v]\n end\nend\n\n@blank\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\nforever\n play sound [Milky Ways \[Redux\] v] until done\nend\n\n@Player\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1.5) seconds\nReset and Begin Level\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor\n end\nend\n\nwhen flag clicked\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nset [gravity v] to [-1.05]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [checkpoint v] to [1]\nReset and Begin Level\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nControls - Up and Down\nControls - Left and Right\nif <touching (checkpoint v)?> then\n set [checkpoint v] to (SCENE #)\nend\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [speed y v] to (JUMP FORCE)\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (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) < [0]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [long jump v] to [0]\nset [wall slide v] to [0]\nset [jumping v] to [0]\npoint in direction (90)\nBegin scene # (CHECKPOINT) go to x, y: [-123] [30]\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]\n Fix Collision in Direction [90]\nend\nif <(y position) < [-180]> then\n Begin scene # ((SCENE #) - (100)) go to x, y: [] [180]\nend\nif <<touching (dangerlava v)?> or <touching (dangerspikes v)?>> then\n broadcast (Lose Life v)\nend\n\ndefine Begin scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (1024)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to [0]\nset [platform dy v] to [0]\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (5))\nSlip\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [8]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (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\n@Level\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nset [timer v] to (round (timer))\n\n@DangerSpikes\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@DangerLava\n\nwhen flag clicked\nshow\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 #))\nforever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [2]> then\n Animate Scene 2\nend\nif <(SCENE #) = [7]> then\n Animate Scene 7\nend\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\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 Animate Scene 2\ngo to x: (51) y: (-113)\nforever\n glide (1.5) secs to x: (88) y: (27)\n wait (1) seconds\n glide (1.5) secs to x: (51) y: (-113)\n wait (1) seconds\nend\n\ngo to [back v] layer\n\ndefine Animate Scene 7\ngo to x: (-13) y: (91)\nforever\n glide (2.5) secs to x: (-13) y: (-130)\n wait (1) seconds\n glide (2.5) secs to x: (-13) y: (91)\n wait (1) seconds\nend\n\n@Text\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Checkpoint\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@ScoreFirst\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [109]> then\n show\n switch costume to (blank v)\n switch costume to (letter (1) of (TIMER))\nend\n\nwhen flag clicked\nhide\n\n@ScoreSecond\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [109]> then\n show\n switch costume to (blank v)\n switch costume to (letter (2) of (TIMER))\nend\n\nwhen flag clicked\nhide\n\n@ScoreThird\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [109]> then\n show\n switch costume to (blank v)\n switch costume to (letter (3) of (TIMER))\nend\n\nwhen flag clicked\nhide\n\n@ScoreFourth\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [109]> then\n show\n switch costume to (blank v)\n switch costume to (letter (3) of (TIMER))\nend\n\nwhen flag clicked\nhide\n\n@WorldRecord1\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [109]> then\n show\n switch costume to (blank v)\n switch costume to (letter (1) of (☁ World Record))\nend\n\nwhen flag clicked\nhide\n\n@WorldRecord2\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [109]> then\n show\n switch costume to (blank v)\n switch costume to (letter (2) of (☁ World Record))\nend\n\nwhen flag clicked\nhide\n\n@SpinningBG\n\nwhen flag clicked\nforever\n turn right (0.1) degrees\n go to [back v] layer\nend\n\n
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[ INSTRUCTIONS ]\nArrow keys or WASD to move.\nSpikes and lava hurt you.\nI'm going to try to respond to most of the comments.\nif you follow me you will be followed from 3 account by 3 hours (as i have to be active)
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プラットフォーマー・サマー【夏】 | Platformer summer 30levels!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [start v]\nswitch backdrop to (背景 v)\nset volume to (20) %\nforever\n play sound [Inferno v] until done\nend\n\n@together\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n go to x: (0) y: (0)\n show\n switch costume to (join (letter (1) of (レベル)) (join (letter (2) of (レベル)) (letter (3) of (レベル))))\nend\n\nwhen flag clicked\nhide\n\n@prayer\n\ndefine 初期化\nset size to (50) %\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 (扉 v)?>> then\n change y by (1.1)\n end\nend\nif <<touching (platformer v)?> or <touching (扉 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 (扉 v)?>> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (platformer v)?> or <touching (扉 v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n start sound [jump v]\n set [y v] to [13]\n end\nend\nif <touching (jumper v)?> then\n start sound [かわいく跳ねる・ジャンプ03 v]\n set [y v] to [21]\nend\nchange y by (1)\nif <[235] < (x position)> then\n broadcast (初期位置 v)\n 初期化\n change [レベル v] by (1)\nend\nif <<(y position) < [-180]> or <touching (together v)?>> then\n broadcast (初期位置 v)\n set volume to (100) %\n start sound [Crunch v]\n 初期化\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (flame2 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 flag clicked\nset volume to (100) %\nhide\n\n@Platformer\n\nwhen flag clicked\nswitch costume to (1 v)\nhide variable [time 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 [time 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\ngo [forward v] (2) layers\nrepeat until <(costume [number v]) = [101]>\n switch costume to (join (letter (1) of (レベル)) (join (letter (2) of (レベル)) (letter (3) of (レベル))))\nend\n\nwhen I receive [start v]\nhide variable [レベル v]\nset [time v] to [0]\nrepeat until <(costume [number v]) = [30]>\n hide variable [レベル v]\n wait (0.05) seconds\n change [time v] by (0.1)\nend\nif <(Time) < (☁ WR)> then\n set [☁ 記録 v] to (Time)\n set [☁ wr v] to (☁ 記録)\nend\nshow variable [☁ wr v]\n\nset [☁ wr v] to [99999]\n\n@スプライト3\n\nwhen I receive [start v]\nhide\nforever\n wait (pick random (5) to (8)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (30) to (10))\ngo to x: (240) y: (pick random (170) to (50))\nshow\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\ngo [forward v] (1) layers\nrepeat until <(x position) < [-239]>\n change x by (pick random (0) to (-2))\nend\ndelete this clone\n\n@effect\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nhide\nforever\n go to x: (0) y: (0)\n show\n go to [back v] layer\n switch costume to (join (letter (1) of (レベル)) (join (letter (2) of (レベル)) (letter (3) of (レベル))))\nend\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\ngo to x: (215) y: (159)\nforever\n set size to ((100) + ((7) * ([sin v] of ((timer) * (300)) ))) %\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\nend\n\n@jumper\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n go to x: (0) y: (0)\n show\n switch costume to (join (letter (1) of (レベル)) (join (letter (2) of (レベル)) (letter (3) of (レベル))))\nend\n\nwhen flag clicked\nhide\n\n@扉\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n switch costume to (join (letter (1) of (レベル)) (join (letter (2) of (レベル)) (letter (3) of (レベル))))\nend\n\nwhen I receive [start v]\nforever\n if <<(🔒) = [1]> and <(distance to [prayer v]) < [60]>> then\n start sound [メニューを開く1 v]\n set [🔒 v] to [0]\n hide\n end\nend\n\nwhen I receive [初期位置 v]\nshow\nif <(レベル) = [26]> then\n go to x: (134) y: (-44)\nelse\n if <(レベル) = [27]> then\n go to x: (215) y: (-88)\n else\n if <(レベル) = [28]> then\n go to x: (110) y: (144)\n else\n hide\n end\n end\nend\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [初期位置 v]\nset [🔒 v] to [0]\nshow\nif <(レベル) = [26]> then\n go to x: (0) y: (-60)\nelse\n if <(レベル) = [27]> then\n go to x: (-190) y: (130)\n else\n if <(レベル) = [28]> then\n go to x: (25) y: (0)\n else\n hide\n end\n end\nend\ngo to [front v] layer\nset [🔒動く v] to (y position)\ngo [backward v] (5) layers\nrepeat until <touching (prayer v)?>\n set y to (((4) * ([sin v] of ((250) * (timer)) )) + (🔒動く))\nend\nstart sound [Coin v]\nset [🔒 v] to [1]\nrepeat until <(🔒動く) = [0]>\n go to (prayer v)\nend\nhide\ngo to x: (-240) y: (-180)\nstop [this script v]\n\nif <(レベル) = [29]> then\n go to x: (25) y: (0)\nelse\n if <(レベル) = [30]> then\n go to x: (25) y: (0)\n else\n end\nend\n\nwhen flag clicked\nhide\n\n\n\nbroadcast (初期位置 v)\n\n@Icon\n\nwhen flag clicked\nhide\nreset timer\nstart sound [Diviners - Savannah \(feat. Philly K\) \[NCS Release\].mp3 v]\nclone [icon]\nwait (1) seconds\nclone [1]\nwait (0.3) seconds\nclone [2]\nwait (1.5) seconds\nclone [3]\nwait (0.2) seconds\nclone [4]\nwait (0.6) seconds\nclone [g]\nwait (0.07) seconds\nclone [r]\nwait (.07) seconds\nclone [y]\nwait (.07) seconds\nclone [s]\nwait (0.07) seconds\nclone [t]\nwait (0.07) seconds\nclone [a]\nwait (0.07) seconds\nclone [l]\nwait (0.3) seconds\nclone [-]\nwait (1.6) seconds\nclone [5]\nwait (0.3) seconds\nclone [6]\nwait (0.6) seconds\nclone [7]\nwait (0.3) seconds\nclone [4]\nwait (0.3) seconds\nText\nwait (4.4) seconds\nclear graphic effects\nclone [Change]\nwait (0.3) seconds\nset [brightness v] effect to (100)\nclone [Change]\nclear graphic effects\nText2\nwait (2) seconds\nset [brightness v] effect to (-100)\nclone [Change]\nwait (0.1) seconds\nset [brightness v] effect to (100)\nclone [Change]\nclear graphic effects\nwait (0.6) seconds\nclone [icon2]\nclone [Grass]\nwait (2) seconds\nbroadcast (START v)\n\ndefine clone (id)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(id) = [icon]> then\n switch costume to (icon v)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (0)\n set size to (0) %\n repeat (30)\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (1 v)\n clear graphic effects\n go to x: (-482) y: (0)\n point in direction (90)\n set size to (0) %\n repeat (30)\n change x by ((() - (x position)) / (4))\n end\n wait (0.3) seconds\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(id) = [2]> then\n switch costume to (1 v)\n clear graphic effects\n go to x: (482) y: (0)\n point in direction (-90)\n set size to (0) %\n repeat (30)\n change x by ((() - (x position)) / (4))\n end\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(id) = [3]> then\n switch costume to (circle v)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n repeat until <[600] < (size)>\n switch costume to (none v)\n change size by ((size) / (5))\n switch costume to (circle v)\n end\n repeat (30)\n switch costume to (none v)\n change size by (((1300) - (size)) * (.18))\n switch costume to (circle v)\n end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n switch costume to (circle v)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set [brightness v] effect to (100)\n set size to (0) %\n repeat until <[600] < (size)>\n switch costume to (none v)\n change size by ((size) / (5))\n switch costume to (circle v)\n end\n repeat (30)\n switch costume to (none v)\n change size by (((1300) - (size)) * (.18))\n switch costume to (circle v)\n end\nend\n\nwhen I start as a clone\nif <(id) = [g]> then\n switch costume to (g v)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n set [text v] to [0]\n repeat (35)\n set [text v] to ((((100) - (size)) / (3)) + ((Text) * (0.75)))\n change size by (Text)\n end\n set y to (-0.1)\n repeat (50)\n change y by ((y position) / (3))\n end\nend\n\nwhen I start as a clone\nif <(id) = [r]> then\n switch costume to (r v)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n set [text v] to [0]\n repeat (35)\n set [text v] to ((((100) - (size)) / (3)) + ((Text) * (0.75)))\n change size by (Text)\n end\n set y to (-0.1)\n repeat (50)\n change y by ((y position) / (3))\n end\nend\n\nwhen I start as a clone\nif <(id) = [y]> then\n switch costume to (y v)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n set [text v] to [0]\n repeat (35)\n set [text v] to ((((100) - (size)) / (3)) + ((Text) * (0.75)))\n change size by (Text)\n end\n set y to (-0.1)\n repeat (50)\n set size to (500) %\n change y by ((y position) / (3))\n set size to (100) %\n end\nend\n\nwhen I start as a clone\nif <(id) = [s]> then\n switch costume to (s v)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n set [text v] to [0]\n repeat (35)\n set [text v] to ((((100) - (size)) / (3)) + ((Text) * (0.75)))\n change size by (Text)\n end\n set y to (-0.1)\n repeat (50)\n set size to (500) %\n change y by ((y position) / (3))\n set size to (100) %\n end\nend\n\nwhen I start as a clone\nif <(id) = [t]> then\n switch costume to (t v)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n set [text v] to [0]\n repeat (35)\n set [text v] to ((((100) - (size)) / (3)) + ((Text) * (0.75)))\n change size by (Text)\n end\n set y to (-0.1)\n repeat (50)\n change y by ((y position) / (3))\n end\nend\n\nwhen I start as a clone\nif <(id) = [a]> then\n switch costume to (a v)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n set [text v] to [0]\n repeat (35)\n set [text v] to ((((100) - (size)) / (3)) + ((Text) * (0.75)))\n change size by (Text)\n end\n set y to (-0.1)\n repeat (50)\n change y by ((y position) / (3))\n end\nend\n\nwhen I start as a clone\nif <(id) = [l]> then\n switch costume to (l v)\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n set [text v] to [0]\n repeat (35)\n set [text v] to ((((100) - (size)) / (3)) + ((Text) * (0.75)))\n change size by (Text)\n end\n set y to (-0.1)\n repeat (50)\n change y by ((y position) / (3))\n end\nend\n\nwhen I start as a clone\nif <(id) = [-]> then\n switch costume to (- v)\n clear graphic effects\n go to x: (-480) y: (0)\n point in direction (90)\n set size to (100) %\n go to [front v] layer\n repeat (7)\n change x by ((() - (x position)) / (2))\n end\n set y to (-0.1)\n repeat (50)\n change y by ((y position) / (3))\n end\nend\n\nwhen I start as a clone\nif <(id) = [5]> then\n switch costume to (square v)\n clear graphic effects\n set [ghost v] effect to (50)\n go to x: (0) y: (-480)\n point in direction (90)\n set size to (100) %\n repeat (30)\n change y by ((() - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(id) = [6]> then\n switch costume to (square v)\n clear graphic effects\n set [ghost v] effect to (25)\n go to x: (0) y: (-480)\n point in direction (90)\n set size to (100) %\n repeat (30)\n change y by ((() - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(id) = [7]> then\n switch costume to (square v)\n clear graphic effects\n go to x: (0) y: (-480)\n point in direction (90)\n set size to (100) %\n repeat (30)\n change y by ((() - (y position)) / (5))\n end\nend\n\ndefine Text\nset [id v] to [Text]\nset [textid v] to [0]\nrepeat (7)\n change [textid v] by (1)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nif <(id) = [Text]> then\n switch costume to ((4) + (TextID))\n point in direction (0)\n set size to (100) %\n go to x: (480) y: (0)\n repeat (25)\n turn right (((90) - (direction)) / (5)) degrees\n change x by ((() - (x position)) / (5))\n end\n wait (0.2) seconds\n repeat (13)\n change size by (((80) - (size)) / (3))\n end\n point in direction (91)\n repeat (13)\n turn right (([abs v] of ((90) - (direction)) ) / (2)) degrees\n end\n set [text v] to [0]\n repeat (25)\n set [text v] to (((Text) * (0.72)) + (((90) - (direction)) / (6)))\n turn right (Text) degrees\n change size by (((100) - (size)) / (5))\n end\n point in direction (100)\n repeat (16)\n change size by (((80) - (size)) / (4))\n set [text v] to (((Text) * (0.73)) + (((90) - (direction)) / (7)))\n turn right (Text) degrees\n end\n point in direction (80)\n repeat (16)\n change size by (((120) - (size)) / (4))\n set [text v] to (((Text) * (0.73)) + (((90) - (direction)) / (7)))\n turn right (Text) degrees\n end\n point in direction (91)\n repeat (13)\n turn right (([abs v] of ((90) - (direction)) ) / (2)) degrees\n end\n set [text v] to [0]\n repeat (25)\n set [text v] to (((Text) * (0.72)) + (((90) - (direction)) / (6)))\n turn right (Text) degrees\n change size by (((100) - (size)) / (5))\n end\n point in direction (91)\n repeat (30)\n turn right (([abs v] of ((90) - (direction)) ) / (3)) degrees\n change [ghost v] effect by (4)\n end\nend\n\nwhen I start as a clone\nif <(id) = [Change]> then\n switch costume to (change v)\n point in direction (90)\n go to x: (0) y: (0)\n set size to (100) %\n repeat (30)\n switch costume to (none v)\n change size by (((36500) - (size)) * (.17))\n switch costume to (change v)\n end\nend\n\ndefine Text2\nset [id v] to [Text2]\nset [textid v] to [0]\nrepeat (7)\n change [textid v] by (1)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nif <(id) = [Text2]> then\n switch costume to ((4) + (TextID))\n set size to (100) %\n point in direction (180)\n go to x: (0) y: (-480)\n repeat (25)\n turn right (((90) - (direction)) / (5)) degrees\n change y by ((() - (y position)) / (5))\n end\n wait (0.2) seconds\n repeat (13)\n change size by (((80) - (size)) / (3))\n end\n point in direction (91)\n repeat (13)\n turn right (([abs v] of ((90) - (direction)) ) / (2)) degrees\n end\n set [text v] to [0]\n repeat (25)\n set [text v] to (((Text) * (0.72)) + (((90) - (direction)) / (6)))\n turn right (Text) degrees\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (4)\n end\nend\n\nwhen I start as a clone\nif <(id) = [icon2]> then\n go to [front v] layer\n switch costume to (icon v)\n point in direction (90)\n go to x: (0) y: (0)\n set size to (0) %\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\n repeat (30)\n change size by (((50) - (size)) / (5))\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [Grass]> then\n go to [front v] layer\n switch costume to (none v)\n point in direction (90)\n go to x: (0) y: (0)\n set size to (1000) %\n repeat (30)\n switch costume to (none v)\n change size by (((100) - (size)) / (5))\n switch costume to (grasses v)\n end\n repeat (30)\n change size by (((150) - (size)) / (5))\n change [ghost v] effect by (8)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <<not <(id) = [Change]>> and <not <(id) = [Par]>>> then\n wait until <[17.8] < (timer)>\n delete this clone\nelse\n wait until <[18] < (timer)>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Particle\nrepeat (pick random (20) to (10))\n clone [Par]\nend\n\nwhen I start as a clone\nif <(id) = [Par]> then\n go to [front v] layer\n switch costume to (pick random (16) to (18))\n point in direction (pick random (0) to (360))\n go to x: (0) y: (0)\n set size to (pick random (30) to (60)) %\n set [par v] to (pick random (15) to (20))\n repeat (20)\n set [par v] to ((Par) * (0.9))\n move (Par) steps\n change [ghost v] effect by (3)\n end\n repeat (30)\n set [par v] to ((Par) * (0.9))\n move (Par) steps\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\ndefine Wait (time)\nwait until <(time) < (timer)>\n\nwhen flag clicked\nParticle\nWait [4.6]\nParticle\nWait [8.3]\nParticle\nWait [8.9]\nParticle\nWait [9.5]\nParticle\nWait [10.1]\nParticle\nWait [10.7]\nParticle\nWait [11.3]\nParticle\nWait [11.9]\nParticle\nWait [13.5]\nParticle\nWait [14.1]\nParticle\nWait [14.7]\nParticle\nWait [17.25]\nParticle\n\n
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https://scratch.mit.edu/projects/632459198\n[How to use]\n\nMove to right side : right arrow key or d key\nMove to left side : left arrow key or a key\nJump : up key or w key\n\n[Credit]\nIntro : @mochi-kinakomochi\nPrograms : @-Grystal\nMusic : @-xaf-\n\n[Message]\nPlease give me ❤️⭐️!\nPlease follow me and play other games!\n
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wind 〜風〜 platformer
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@Stage\n\nwhen flag clicked\nforever\n if <<(追い風) = [1]> and <(向かい風) = [0]>> then\n switch backdrop to (風〜〜(弱) v)\n else\n if <<(追い風) = [2]> and <(向かい風) = [0]>> then\n switch backdrop to (強風!!! v)\n else\n if <<(向かい風) = [1]> and <(追い風) = [0]>> then\n switch backdrop to (風〜〜(弱) v)\n else\n if <<(向かい風) = [2]> and <(追い風) = [0]>> then\n switch backdrop to (強風!!! v)\n else\n if <<(向かい風) = [0]> and <(追い風) = [0]>> then\n switch backdrop to (風なし〜〜 v)\n else\n if <<(向かい風) = [1]> and <(追い風) = [1]>> then\n switch backdrop to (風なし〜〜 v)\n else\n if <<(向かい風) = [2]> and <(追い風) = [2]>> then\n switch backdrop to (風なし〜〜 v)\n else\n if <<(向かい風) = [2]> and <(追い風) = [1]>> then\n switch backdrop to (風〜〜(弱) v)\n else\n if <<(向かい風) = [1]> and <(追い風) = [2]>> then\n switch backdrop to (風〜〜(弱) v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Water v] until done\nend\n\nwhen [timer v] > (0)\nif <(コスチューム) = [1]> then\n forever\n play sound [Water v] until done\n end\nend\n\n@キャラ\n\nwhen flag clicked\nshow\ngo to [front v] layer\nhide variable [x v]\nhide variable [y v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <<(timer) > [0]> and <(コスチューム) = [1]>> then\n switch costume to (クローン v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10.0000000000000000000000000000000000000000000000000000000000000000000000000777777777777777777777777777777777777777777777)\n end\n delete this clone\nend\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 change [ステージ v] by (1)\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 broadcast (タヒ v)\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\nwhen flag clicked\nforever\n if <<(追い風) = [1]> and <(向かい風) = [0]>> then\n change [x v] by (0.3)\n else\n if <<(追い風) = [2]> and <(向かい風) = [0]>> then\n change [x v] by (0.5)\n else\n if <<(向かい風) = [1]> and <(追い風) = [0]>> then\n change [x v] by (-0.3)\n else\n if <<(向かい風) = [2]> and <(追い風) = [0]>> then\n change [x v] by (-0.5)\n else\n if <<(向かい風) = [0]> and <(追い風) = [0]>> then\n change [x v] by (0)\n else\n if <<(向かい風) = [1]> and <(追い風) = [1]>> then\n change [x v] by (0)\n else\n if <<(向かい風) = [2]> and <(追い風) = [2]>> then\n change [x v] by (0)\n else\n if <<(向かい風) = [2]> and <(追い風) = [1]>> then\n change [x v] by (-0.3)\n else\n if <<(向かい風) = [1]> and <(追い風) = [2]>> then\n change [x v] by (0.3)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [タヒ v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [timer v] > (0)\nif <(コスチューム) = [1]> then\n show\n go to [front v] layer\n hide variable [x v]\n hide variable [y v]\n forever\n create clone of (_myself_ v)\n end\nend\n\nwhen [timer v] > (0)\nif <(コスチューム) = [1]> then\n point in direction (90)\n switch costume to (左 v)\n set rotation style [left-right v]\n go to x: (-180) y: (-50)\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set size to (100) %\n clear graphic effects\n set [ステージ v] to [1]\n show\n forever\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 change [ステージ v] by (1)\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 broadcast (タヒ v)\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\n end\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 [timer v] > (0)\nif <(コスチューム) = [1]> then\n forever\n if <<(追い風) = [1]> and <(向かい風) = [0]>> then\n change [x v] by (0.3)\n else\n if <<(追い風) = [2]> and <(向かい風) = [0]>> then\n change [x v] by (0.5)\n else\n if <<(向かい風) = [1]> and <(追い風) = [0]>> then\n change [x v] by (-0.3)\n else\n if <<(向かい風) = [2]> and <(追い風) = [0]>> then\n change [x v] by (-0.5)\n else\n if <<(向かい風) = [0]> and <(追い風) = [0]>> then\n change [x v] by (0)\n else\n if <<(向かい風) = [1]> and <(追い風) = [1]>> then\n change [x v] by (0)\n else\n if <<(向かい風) = [2]> and <(追い風) = [2]>> then\n change [x v] by (0)\n else\n if <<(向かい風) = [2]> and <(追い風) = [1]>> then\n change [x v] by (-0.3)\n else\n if <<(向かい風) = [1]> and <(追い風) = [2]>> then\n change [x v] by (0.3)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-180) y: (-60)\n end\nend\n\nwhen [timer v] > (0)\nforever\n if <key (r v) pressed?> then\n go to x: (-180) y: (-60)\n end\nend\n\n@すていじ\n\nwhen flag clicked\nset [裏技使った〜〜〜〜〜〜〜〜〜〜〜〜 v] to [0]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nforever\n set [向かい風 v] to (pick random (0) to (2))\n set [追い風 v] to (pick random (0) to (2))\n wait (5) seconds\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nforever\n change [タイム v] by (0.1)\n wait (0.1) 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\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nif <(コスチューム) = [1]> then\n set [ステージ v] to [21]\n switch costume to (コスチューム21 v)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) > [20]> then\n set [コスチューム v] to [1]\n else\n set [コスチューム v] to [0]\n end\nend\n\nwhen [timer v] > (0)\nif <(コスチューム) = [1]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (0) y: (0)\n forever\n set [向かい風 v] to (pick random (0) to (2))\n set [追い風 v] to (pick random (0) to (2))\n wait (5) seconds\n end\nend\n\nwhen [timer v] > (0)\nif <(コスチューム) = [1]> then\n forever\n switch costume to (ステージ)\n end\nend\n\nwhen [timer v] > (0)\nif <(コスチューム) = [1]> then\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <<(追い風) = [1]> and <(向かい風) = [0]>> then\n switch costume to (追い風1(弱) v)\n else\n if <<(追い風) = [2]> and <(向かい風) = [0]>> then\n switch costume to (追い風2(強) v)\n else\n if <<(向かい風) = [1]> and <(追い風) = [0]>> then\n switch costume to (向かい風1(弱) v)\n else\n if <<(向かい風) = [2]> and <(追い風) = [0]>> then\n switch costume to (向かい風2(強) v)\n else\n if <<(向かい風) = [0]> and <(追い風) = [0]>> then\n switch costume to (風なし〜〜 v)\n else\n if <<(向かい風) = [1]> and <(追い風) = [1]>> then\n switch costume to (風なし〜〜 v)\n else\n if <<(向かい風) = [2]> and <(追い風) = [2]>> then\n switch costume to (風なし〜〜 v)\n else\n if <<(向かい風) = [2]> and <(追い風) = [1]>> then\n switch costume to (向かい風1(弱) v)\n else\n if <<(向かい風) = [1]> and <(追い風) = [2]>> then\n switch costume to (追い風1(弱) v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [timer v] > (0)\nif <(コスチューム) = [1]> then\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n if <<(追い風) = [1]> and <(向かい風) = [0]>> then\n switch costume to (追い風1(弱) v)\n else\n if <<(追い風) = [2]> and <(向かい風) = [0]>> then\n switch costume to (追い風2(強) v)\n else\n if <<(向かい風) = [1]> and <(追い風) = [0]>> then\n switch costume to (向かい風1(弱) v)\n else\n if <<(向かい風) = [2]> and <(追い風) = [0]>> then\n switch costume to (向かい風2(強) v)\n else\n if <<(向かい風) = [0]> and <(追い風) = [0]>> then\n switch costume to (風なし〜〜 v)\n else\n if <<(向かい風) = [1]> and <(追い風) = [1]>> then\n switch costume to (風なし〜〜 v)\n else\n if <<(向かい風) = [2]> and <(追い風) = [2]>> then\n switch costume to (風なし〜〜 v)\n else\n if <<(向かい風) = [2]> and <(追い風) = [1]>> then\n switch costume to (向かい風1(弱) v)\n else\n if <<(向かい風) = [1]> and <(追い風) = [2]>> then\n switch costume to (追い風1(弱) v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@とげ\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen [timer v] > (0)\nif <(コスチューム) = [1]> then\n switch costume to (コスチューム21 v)\nend\n\nwhen [timer v] > (0)\nif <(ステージ) > [20]> then\n forever\n switch backdrop to (風〜〜(弱) v)\n end\nend\n\n@59DDD812-AC28-4C53-B9A7-7DFC7CA00B53\n\nwhen flag clicked\nhide\n\n
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⬇︎説明⬇︎ (日本語は下)\n(いつものプラットフォーマーとは違うので読んでおいた方が良いです)\n\n【English】 (It's different from the usual platformer, so you should read it)\nArrow key operation\nDifficulty: ★★★ ☆☆\n(When using tricks): ★ ☆☆☆☆\nCan be cleared\n(Odorikaihatusya has cleared)\n⬇︎ Detailed rules ⬇︎\n・ This platformer has headwinds that make it difficult to move forward, tailwinds that make it easier to move forward, and so on, every 5 seconds. Please use this well and try to reach the goal!\n⬇︎ How to judge the direction of the wind ⬇︎\nIf the arrow on the upper right is pointing to the right, it is a tailwind, if it is pointing to the left, it is a headwind, and if it is just a straight line, the wind is not blowing.\n⬇︎ How to judge the strength of the wind 1 ⬇︎\nIf the arrow on the upper right is thin, the wind is weak, and if it is thick, the wind is strong.\n⬇︎ How to judge the strength of the wind 2 ⬇︎\nIf the background is light blue, the wind is not blowing, if the background is light gray, the wind is weak, and if the background is dark gray, the wind is strong. (The backstage is much lighter gray for some reason.)\n\n【It's hard to understand with this alone, so it's recommended to understand the rules while playing! 】\n\n【日本語】(いつものプラットフォーマーとは違うので読んでおいた方が良いです)\n矢印キー操作\n難易度:★★★☆☆\n(裏技を使った場合):★☆☆☆☆\nクリア可能です\n(odorikaihatusyaはクリアしました)\n⬇︎詳しいルール⬇︎\n・このプラットフォーマーは、向かい風が吹いて進みにくくなったり、追い風が吹いて進みやすくなったり…ということが5秒ごとに起こります。ぜひこれをうまく使ってゴールしてみてください!\n⬇︎風の向きの判断の仕方⬇︎\n右上の矢印が右を向いていたら追い風、左を向いていたら向かい風、ただの直線だったら風が吹いていません。\n⬇︎風の強さの判断の仕方1⬇︎\n右上の矢印が細かったら風が弱く、太かったら風が強いです。\n⬇︎風の強さの判断の仕方2⬇︎\n背景が水色だったら風が吹いていなく、背景が薄い灰色だったら風が弱く、背景が濃い灰色だったら風が強いです。(裏ステージはある事情でずっと薄い灰色です。)\n\n【これだけでは分かりずらいと思うので、プレイしながらルールを理解することをお勧めします!】
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Spin The Wheel!!
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@Stage\n\nwhen flag clicked\nforever\n play sound [latin-meeting-background-music-for-video-vlog-hip-hop-version-34-sec-207016 v] until done\n play sound [ethereal-vistas-191254 v] until done\n play sound [once-in-paris-168895 v] until done\nend\n\nwhen flag clicked\nif <[0] < [1]> then\n broadcast (out of spins! v)\nend\n\nwhen flag clicked\nset [☁ spins left v] to [10]\n\n@Sprite1\n\nwhen [space v] key pressed\njump\n\nwhen I receive [message1 v]\nspin\n\nwhen I receive [message1 v]\nplay sound [bike-back-wheel-coasting-74816 v] until done\nstart sound [tada-fanfare-a-6313 v]\nbroadcast (win v)\n\ndefine jump\nchange y by (10)\nwait (0.4) seconds\nchange y by (-10)\nwait (0.4) seconds\n\ndefine spin\nrepeat (pick random (pick random (20) to (100)) to (pick random (100) to (130)))\n turn right (8.951) degrees\nend\n\nwhen flag clicked\ngo to x: (10) y: (7)\ngo [backward v] (1) layers\n\n@Button1\n\ndefine click\nstart sound [laser2 v]\nchange size by (-10)\nwait (0.25) seconds\nchange size by (10)\nbroadcast (message1 v)\n\nwhen this sprite clicked\nclick\nchange [☁ spins left v] by (-1)\n\nwhen [b v] key pressed\nnext costume\n\nwhen I receive [spin again v]\nclick\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((40) - ((size) / (2)))\n set [brightness v] effect to (10)\n point in direction ((([sin v] of ((timer) * (500)) ) * (5)) + (90))\n else\n point in direction (90)\n change size by (((60) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite2\n\nwhen I receive [win v]\nnext costume\nshow\nbroadcast (ui v)\nbroadcast (confetti v)\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\ngo [forward v] (100) layers\n\n@Sprite3\n\nwhen flag clicked\nrepeat until <key (space v) pressed?>\n hide\n wait (10) seconds\n show\n play sound [happy-pop-3-185288 v] until done\n wait (10) seconds\n hide\nend\n\nwhen this sprite clicked\nplay sound [happy-pop-3-185288 v] until done\nhide\n\nwhen flag clicked\ngo [forward v] (1000) layers\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\nchange [☁ spins left v] by (100)\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [ui v]\nshow\n\nwhen this sprite clicked\nchange [☁ spins left v] by (-1)\nhide\nbroadcast (hide v)\nbroadcast (spin again v)\nnext costume\nbroadcast (hide again v)\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 change size by ((40) - ((size) / (2)))\n set [brightness v] effect to (10)\n point in direction ((([sin v] of ((timer) * (500)) ) * (5)) + (90))\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset size to (100) %\n\n@confetti\n\nwhen I receive [confetti v]\nstart sound [Tada v]\nforever\n go to x: (pick random (-240) to (240)) y: (200)\n create clone of (_myself_ v)\n wait (.000001) seconds\nend\n\nwhen I receive [hide again v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nshow\npoint in direction (pick random (0) to (360))\nset size to (pick random (60) to (80)) %\nset [color v] effect to (pick random (0) to (200))\nrepeat until <[-179] > (y position)>\n next costume\n change y by (pick random (-8) to (-4))\n turn right (pick random (-8) to (-4)) degrees\nend\n\n@FX2\n\nwhen flag clicked\nset [click v] to [1]\nforever\n clear graphic effects\n hide\n if <key (1 v) pressed?> then\n set [click v] to [1]\n end\n if <key (2 v) pressed?> then\n set [click v] to [2]\n end\n if <key (3 v) pressed?> then\n set [click v] to [3]\n end\n if <key (4 v) pressed?> then\n set [click v] to [4]\n end\n if <key (5 v) pressed?> then\n set [click v] to [5]\n end\n if <key (6 v) pressed?> then\n set [click v] to [6]\n end\n if <key (7 v) pressed?> then\n set [click v] to [7]\n end\n if <key (8 v) pressed?> then\n set [click v] to [8]\n end\n if <mouse down?> then\n go to (mouse-pointer v)\n create clone of (_myself_ v)\n end\n clear graphic effects\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\nif <(click) = [1]> then\n set [ghost v] effect to (0)\n switch costume to (1 v)\n show\n turn right (pick random (1000) to (0)) degrees\n set [color v] effect to (pick random (1) to (100))\n repeat (20)\n change [ghost v] effect by (5)\n turn right (5) degrees\n move (5) steps\n end\nend\nif <(click) = [2]> then\n switch costume to (2 v)\n point in direction (90)\n point in direction (pick random (180) to (90))\n repeat (20)\n move (5) steps\n change [ghost v] effect by (5)\n end\nend\nif <(click) = [3]> then\n set [brightness v] effect to (50)\n switch costume to (3 v)\n point in direction (90)\n repeat (19)\n change [brightness v] effect by (-5)\n change size by (-5)\n end\nend\nif <(click) = [4]> then\n set [color v] effect to (pick random (1) to (10))\n repeat (20)\n switch costume to (4 v)\n change x by (pick random (-3) to (3))\n change y by (pick random (5) to (10))\n change [ghost v] effect by (5)\n change [brightness v] effect by (-5)\n end\nend\nif <(click) = [5]> then\n set [brightness v] effect to (-10)\n switch costume to (5 v)\n set [color v] effect to (pick random (1) to (10))\n change x by (pick random (-100) to (100))\n change y by (pick random (-100) to (100))\n repeat (20)\n point towards (mouse-pointer v)\n move (5) steps\n change [ghost v] effect by (5)\n end\nend\nif <(click) = [6]> then\n clear graphic effects\n switch costume to (6 v)\n set size to (8.1) %\n repeat (20)\n change size by (5)\n change [ghost v] effect by (5)\n end\nend\nif <(click) = [7]> then\n change [color v] effect by (pick random (1) to (50))\n clear graphic effects\n switch costume to (7 v)\n go to (mouse-pointer v)\n repeat (20)\n change size by (-5)\n change y by (10)\n change x by (pick random (-5) to (5))\n change [ghost v] effect by (5)\n turn right (pick random (-20) to (20)) degrees\n end\nend\nif <(click) = [8]> then\n set [ghost v] effect to (0)\n switch costume to (1 v)\n show\n turn right (pick random (1000) to (0)) degrees\n set [color v] effect to (10)\n repeat (20)\n change [ghost v] effect by (5)\n turn right (5) degrees\n move (5) steps\n end\n repeat (20)\n change [ghost v] effect by (-5)\n turn right (-5) degrees\n move (-5) steps\n end\nend\ndelete this clone\n\n@Shop\n\nwhen flag clicked\nforever\n change size by (((125) - (size)) / (25))\nend\n\nwhen this sprite clicked\nstart sound [click v]\nset size to (115) %\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((145) - (size)) / (3))\n else\n change size by (((125) - (size)) / (3))\n end\nend\n\nwhen flag clicked\nswitch costume to (shop v)\ngo to x: (197) y: (0)\n\nwhen this sprite clicked\nwait (0.5) seconds\nchange [timesshopclicked v] by (1)\nif <(timesShopClicked) = [1]> then\n broadcast (shop open v)\n set y to (0)\n repeat (50)\n change y by (((198) - (y position)) / (5))\n switch costume to (exit v)\n end\nend\n\nwhen flag clicked\nforever\n wait until <(timesShopClicked) = [2]>\n set [timesshopclicked v] to [0]\n broadcast (shop close v)\n set y to (198)\n repeat (50)\n change y by (((0) - (y position)) / (5))\n switch costume to (shop v)\n end\nend\n\nwhen flag clicked\nset [timesshopclicked v] to [0]\nrepeat (11)\n go to [front v] layer\nend\n\n@Shop UI\n\nwhen I receive [shop open v]\nstart sound [whoosh in v]\nshow\nbroadcast (shop button v)\nswitch costume to (ui16 v)\nset x to (125)\nrepeat (50)\n change x by (((0) - (x position)) / (5))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [shop close v]\nbroadcast (hide buy button v)\nstart sound [whoosh out v]\nshow\nswitch costume to (ui16 v)\nrepeat (15)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\nwhen flag clicked\nforever\n\nnext costume\n\nset x to (0)\nrepeat (50)\n change x by (((-125) - (x position)) / (0))\nend\n\nhide\n\n@Sprite5\n\nwhen I receive [shop button v]\ngo [forward v] (1) layers\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [hide buy button v]\nhide\n\nwhen this sprite clicked\nif <[10] > [0]> then\n change [☁ spins left v] by (-10)\n broadcast (ui 2 v) and wait\nend\n\n@Sprite6\n\nwhen I receive [ui 2 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\n\n@Sprite7\n\n@Sprite8\n\nwhen this sprite clicked\nchange [☁ spins left v] by (5)\nhide\nif <[0] > [0]> then\n show\nend\n\nwhen I receive [out of spins! v]\nshow\n\nwhen flag clicked\nhide\n\n
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Storm platformer【Mobile】#storm #platoformer
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@Stage\n\nwhen [timer v] > (0)\nswitch backdrop to (コスチューム1 \(3\) v)\n\nwhen flag clicked\nswitch backdrop to (コスチューム1 \(3\)2 v)\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nset size to (70) %\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 (針 v)?> then\n start sound [Rip v]\n 初期化\n end\n if <touching (雷 v)?> then\n start sound [Rip v]\n 初期化\n end\n if <touching (空き缶 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 <[-178] > (y position)> then\n start sound [Rip v]\n 初期化\n end\n if <touching (バネ v)?> then\n start sound [ボヨン v]\n set [y v] to [20]\n end\nend\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-186) y: (-10)\n\nwhen [timer v] > (0)\nset rotation style [all around v]\nshow\npoint in direction (82)\ngo to x: (-26) y: (-42)\nset size to (184) %\nhide variable [タイム v]\nwait (0.00001) seconds\ngo to [front v] layer\n\nwhen I receive [表示してくれー v]\nforever\n play sound [【◆BGM】WORLD 00 v] until done\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\nwhen I receive [表示してくれー v]\nshow\nswitch costume to (地面 v)\n\nwhen flag clicked\nswitch costume to (地面 v)\nhide\nhide variable [タイム v]\ngo to x: (0) y: (9)\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 (82)\ngo to [front v] layer\ngo to x: (-19) y: (11)\nset size to (100) %\nswitch costume to (地面 v)\ngo to [front v] layer\nhide variable [タイム v]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nset [地面 v] to [0]\nforever\n set [地面 v] to (costume [number v])\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]\nset [ネクスト v] to [今無理]\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 set [ネクスト v] to [今いけるわ]\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@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@サムネ\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nwait (0.001) seconds\ngo to [front v] layer\nshow\n\n@雷\n\nwhen [timer v] > (0)\ngo to x: (166) y: (40)\nwait (0.0001) seconds\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [表示してくれー v]\nforever\n 雷\nend\n\nwhen I receive [雷 v]\nset [雷 v] to [0]\nset x to (pick random (254) to (-254))\nshow\nplay sound [雷 v] until done\nhide\n\ndefine 雷\nset [雷 v] to [0]\nif <not <(ネクスト) = [今無理]>> then\n forever\n wait (pick random (0.5) to (2.5)) seconds\n change [雷 v] by (1)\n if <(雷) = [5]> then\n broadcast (雷 v)\n end\n end\nend\n\n@針\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n switch costume to (地面)\n show\nend\n\n@空き缶\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [表示してくれー v]\nset [ネクスト v] to [今いけるわ]\nforever\n 空き缶\nend\n\nwhen I receive [空き缶 v]\nswitch costume to (pick random (1) to (2))\nset x to (253)\nset y to (pick random (47) to (-93))\nshow\nstart sound [ピューンと逃げる \(1\) v]\nglide (1) secs to x: (-257) y: (pick random (70) to (180))\nset [空き缶 v] to [0]\nhide\n\ndefine 空き缶\nset [空き缶 v] to [0]\nif <not <(ネクスト) = [今無理]>> then\n forever\n wait (pick random (1) to (2.5)) seconds\n change [空き缶 v] by (1)\n if <(空き缶) = [5]> then\n broadcast (空き缶 v)\n end\n end\nend\n\nwhen I receive [空き缶 v]\nrepeat until <(空き缶) = [0]>\n turn right (15) degrees\nend\n\n@モバイル対応\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nwait (0.001) seconds\ngo to [front v] layer\nshow\n\n
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-Run through the storm!-\n-嵐の中を駆け抜けろ!-\n\n<日本語>\n~遊び方~\nWASDキー、矢印キー、タップで操作。\n針か雷に当たるとミス!また、風で何かが飛んでくるかも!? ❤と★をよろしく!\n<English>\n~ How to play ~\nOperate with WASD key, arrow key, tap.\nIf you hit a needle or lightning, you make a mistake! Also, something may fly in the wind !? ❤ and ★ Thank you!
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Gonzales Multiplayer Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = [sigatama2929]> then\n change [color v] effect by (10)\nelse\n set [brightness v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (75)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (1050) (-100) typ [10] width [270] time [0] costume [4eyes] mul []\nsetup clone at x,y: (1370) (321) typ [13] width [220] time [0] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (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 []\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-502) (-88)\nsetup clone at x,y: (4945) (817)\nsetup clone at x,y: (3479) (-75)\nsetup clone at x,y: (1158) (358)\nset [showing v] to [-1]\n\nchange [flag count v] by (-1)\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nforever\n play sound [【作業用BGM】オシャレ×カッコイイおすすめEDM系メドレー \(mp3cut v] until done\nend\n\nif <not <(username) = []>> then\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow variable [active players v]\nshow variable [fastest v]\nshow variable [time v]\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nhide variable [active players v]\nhide variable [fastest v]\nhide variable [time v]\n\n
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❤、⭐、フォロー、拡散をよろしく!\nゴンザレスに!?\nゴンザレスマルチプレイヤープラットフォーマー\nGonzales! ??\nGonzales Multiplayer Platformer\n【ルートroot】\n1.上がっていくやつの頂上にある旗\n2.毒海を超えた先の旗\n3.上に進み頂上にある旗\n4.スタートに出現する旗
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Illusions || Till the door ||A platformer || #trending #games #art #music
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@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [start v]\nswitch backdrop to (3 v)\n\nwhen I receive [story v]\nswitch backdrop to (2 v)\n\n@Sprite1\n\n@Sprite2\n\n@Sprite3\n\n@Sprite4\n\n@Sprite5\n\n@Intro \n\ndefine 🎥 Disable from Cam Control? <disable?>\nif <disable?> then\n set [enabled? v] to [0]\nelse\n set [enabled? v] to [1]\nend\n\ndefine Play Intro\nSet size to [100] %\npoint in direction (90)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nhide\ndelete all of [\[intro\] cam x/y/z/r v]\nrepeat (4)\n add [0] to [\[intro\] cam x/y/z/r v]\nend\nset [costume v] to [blank]\nset [\[intro\] keyframe v] to [1]\n🎥 Move cam to [0] [0] [0] [0]\n🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n🎥 Disable from Cam Control? \n🖼 Set effects c/b/g [0] [0] [0]\nClone same sprite [controller] spec: [0] [0] [0]\nClone sprites [1] [1]\nClone same sprite [100] [1]\nClone same sprite [SF] spec: [0] [0] [100]\nswitch costume to (text v)\nbroadcast (\[Intro\] listen for keyframes v)\nreset timer\nclear sound effects\nplay sound [Kudasai - Technicolor v] until done\nbroadcast (\[Intro\] delete clones v)\nwait (1) seconds\nbroadcast (story v)\nstop [other scripts in sprite v]\n\ndefine Set pos zrot: (x) (y) rot: (r) trans: (tx) (ty) scalar: (c)\nset [x v] to ((tx) + ((c) * ((([cos v] of (r) ) * (x)) - (([sin v] of (r) ) * (y)))))\nset [y v] to ((ty) + ((c) * ((([sin v] of (r) ) * (x)) + (([cos v] of (r) ) * (y)))))\n\ndefine 🎥 Cam set x/y/z/r (item) to: (val)\nreplace item (item) of [\[intro\] cam x/y/z/r v] with (val)\n\ndefine ⏱ Keyframe (keyframe)\nif <(\[Intro\] Keyframe) > (keyframe)> then\n\ndefine 🎥 Transition x/y/z/s/r (x) (y) (z) (s) (r) speed: (t)\nchange [x v] by (((round (x)) - (round (x))) / (t))\nchange [y v] by (((round (y)) - (round (y))) / (t))\nchange [z v] by (((round (z)) - (round (z))) / (t))\nchange [size v] by (((round (s)) - (round (size))) / (t))\nTransition direction (r) speed: (t)\n\nwhen I start as a clone\nif <(clone_id) = [controller]> then\n 🖼 Set effects c/b/g [0] [0] [100]\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v3 v] to [0]\n set [_v4 v] to [8]\n set [_v5 v] to [0]\n \n 🎥 Cam set x/y/z/r [1] to: ((_v1) * ([sin v] of (_v2) ))\n 🎥 Cam set x/y/z/r [2] to: ((_v1) * ([cos v] of (_v3) ))\n set [_v1 v] to ((_v1) * (.85))\n change [_v2 v] by (40)\n change [_v3 v] by (30)\n end\nend\n\ndefine Clone sprites (id) (count)\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_id v] by (1)\nend\nset [clone_id v] to [0]\n\ndefine Clone same sprite (id) (count)\nset [clone_val v] to [1]\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_val v] by (1)\nend\nset [clone_id v] to [0]\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [controller]> then\n set [_v1 v] to [0]\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n repeat until <(\[Intro\] Keyframe) > (length of [keyframes v])>\n wait until <(timer) > ((-.25) + (item (\[Intro\] Keyframe) of [keyframes v]))>\n broadcast (\[Intro\] keyframe signal v)\n change [\[intro\] keyframe v] by (1)\n end\nend\n\ndefine 💥 Gradient shockwave\nClone same sprite [GS] [1]\n\ndefine 💥 Shockwave (x) (y) (s) (speed)\nset [_v1 v] to (s)\nset [_v3 v] to (speed)\nClone same sprite [S] spec: (x) (y) [0]\n\nwhen I start as a clone\nif <(clone_id) = [SF]> then\n set [_v1 v] to [0]\n \n 🖼 Set effects c/b/g [0] [100] ((100) - (_v1))\n set [_v1 v] to ((_v1) * (.85))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [SF]> then\n switch costume to (screen v)\n Transition positions [0] [0] [100] speed: [1]\n Transition direction [90] speed: [1]\n go to [front v] layer\n set [_v1 v] to [30]\n delete this clone\nend\n\ndefine 🎥 Move cam to (x) (y) (z) (r)\nreplace item (1) of [\[intro\] cam x/y/z/r v] with (x)\nreplace item (2) of [\[intro\] cam x/y/z/r v] with (y)\nreplace item (3) of [\[intro\] cam x/y/z/r v] with (z)\nreplace item (4) of [\[intro\] cam x/y/z/r v] with (r)\n\nwhen I start as a clone\nif <(clone_id) = [SW]> then\n Transition direction (direction) speed: [1]\n Set size to [5000] %\n switch costume to (join [shockwave1/] ((360) / (_v2)))\n Transition positions (x) (y) (size) speed: [1]\n set [_v1 v] to [0]\n repeat ((3.2) * (costume))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n set [fisheye v] effect to (([ceiling v] of (([tan v] of (_v1) ) * (68.6)) ) * (_v1))\n change [_v1 v] by (((round (90)) - (round (_v1))) / ((5) * (costume)))\n end\n repeat ((.8) * (costume))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n change [ghost v] effect by ((5) * (costume))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [CE]> then\n switch costume to (join [circle] [explosion])\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / ((1.7) * (_v3)))\n end\n repeat ((.8) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / (_v3))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\ndefine Change size by: (s) costume ph: (ph)\nSet size to ((size) + (s)) %\nswitch costume to (ph)\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nif <(clone_id) = ((clone_id) * (1))> then\n forever\n if <(enabled?) = [1]> then\n Set size to [99999999999] %\n set x to (((x) - (item (1) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n set y to (((y) - (item (2) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n Set size to ((size) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1))) %\n switch costume to (costume)\n else\n Set size to [99999999999] %\n set x to (x)\n set y to (y)\n Set size to (size) %\n switch costume to (costume)\n end\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n end\nelse\n Transition positions (x) (y) (size) speed: [1]\n Transition direction (direction) speed: [1]\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n 🎥 Disable from Cam Control? \n go [backward v] (3) layers\n show\nend\n\ndefine Transition direction (r) speed: (t)\nturn right (((round (r)) - (round (direction))) / (t)) degrees\n\ndefine Set size to (size) %\nif <[100] > (size)> then\n switch costume to (screen v)\nelse\n switch costume to (blank v)\nend\nset size to (size) %\nswitch costume to (screen v)\n\ndefine Clone same sprite (id) spec: (x) (y) (s)\nset [clone_id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\ncreate clone of (_myself_ v)\nset [clone_id v] to [0]\n\ndefine 💥 Line explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [LE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [LE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by (((round (11)) - (round (_v1))) / (costume))\n end\n repeat ((.8) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by (((round (11)) - (round (_v1))) / (costume))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [SE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [22]>\n switch costume to (join [splineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v1 v] by ((5) / (costume))\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n end\n delete this clone\nend\n\ndefine 💥 Spline explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [SE] spec: (x) (y) ((s) / (5))\n change [direction v] by ((spread) / (count))\nend\n\ndefine 🖼 Set effects c/b/g (c) (b) (g)\nset [color v] to (c)\nset [brightness v] to (b)\nset [ghost v] to (g)\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\n\ndefine 💥 Circle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [CE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\ndefine Transition positions (x) (y) (z) speed: (t)\nchange x by (((round (x)) - (round (x position))) / (t))\nchange y by (((round (y)) - (round (y position))) / (t))\nChange size by: (((round (z)) - (round (size))) / (t)) costume ph: (costume [name v])\n\ndefine 💥 Shockwave (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [_v2 v] to (spread)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [SW] spec: (x) (y) (s)\n change [direction v] by ((360) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [GS]> then\n 🖼 Set effects c/b/g (color) [50] [0]\n Transition positions [0] [0] [0] speed: [1]\n switch costume to (gradientshock v)\n repeat (25)\n change [ghost v] effect by (4)\n Transition positions [0] [0] [575] speed: [7]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [S]> then\n switch costume to (shock v)\n repeat until <(ghost) > [99]>\n set [ghost v] effect to (ghost)\n change [ghost v] by (((100) - (round (ghost))) / (_v3))\n Transition positions (x) (y) (_v1) speed: (_v3)\n end\n delete this clone\nend\n\ndefine 💥 Sparkle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nrepeat (count)\n set [_v3 v] to (pick random (5) to (speed))\n set [_v4 v] to (pick random (20) to (40))\n set [costume v] to (pick random (10) to (30))\n Clone same sprite [SP] spec: (pick random ((0) - (x)) to (x)) (pick random ((0) - (y)) to (y)) (pick random ((s) / (2.5)) to ((s) * (1.1)))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SP]> then\n Transition positions [0] [0] (size) speed: [1]\n Transition direction [90] speed: [1]\n switch costume to (sparkle v)\n set [_v1 v] to [10]\n set [_v2 v] to [0]\n set [_v5 v] to [0]\n set [z v] to [.9]\n repeat until <[1] > (_v1)>\n set [fisheye v] effect to ((5) * (round (((-45) + ((-45) * ([abs v] of ([sin v] of (_v2) ) ))) / (5))))\n change [_v1 v] by (((0) - (round (_v1))) / (costume))\n change [_v2 v] by (_v4)\n Transition positions (x) (y) (((size) / (100)) * (((50) * ([sin v] of (_v2) )) + ([abs v] of (([sin v] of (_v2) ) * ((_v1) * (costume))) ))) speed: (_v3)\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] delete clones v]\ndelete this clone\n\ndefine Setup\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n🖼 Set effects c/b/g [0] [0] [100]\nshow\nreset timer\nSet size to ([tan v] of (90) ) %\ngo to x: (-050000000000) y: (0)\nSet size to [1000] %\nswitch costume to (round (65))\nrepeat until <(costume [number v]) = [1]>\n next costume\nend\nhide\n\ndefine 💥 Scattered shockwave explosion\nrepeat (10)\n 💥 Shockwave [0] [0] [50] (pick random (190) to (280)) (pick random (-180) to (180)) [45] (pick random (5) to (7)) (pick random (7) to (10)) [0] [1]\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n ⏱ Keyframe [1]\n 🖼 Set effects c/b/g [0] [-100] [0]\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [1000] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g ((1) / (0)) [0] [100]\n set [costume v] to [text]\n ⏱ Keyframe [1]\n show\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v3 v] to [0]\n set [_v4 v] to [0]\n set [_v5 v] to [40]\n repeat until <(\[Intro\] Keyframe) > [5]>\n set [x v] to ((_v5) * ([sin v] of (_v2) ))\n set [y v] to ((_v5) * ([cos v] of (_v2) ))\n change [size v] by (((round (110)) - (round (size))) / (5))\n change [_v5 v] by (((_v3) - (_v5)) / (4))\n set [_v3 v] to ((_v3) * (.85))\n set [_v1 v] to ((_v1) * (.9))\n change [_v2 v] by (40)\n change [ghost v] by (-4)\n end\n ⏱ Keyframe [5]\n set [ghost v] to [0]\n \n change [y v] by (((y) - (2)) / (5))\n change [ghost v] by (5)\n end\nend\n\ndefine Clone radial (x) (y) (s) (r) (fisheye) (frame)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\nset [direction v] to (r)\nset [_v4 v] to (f)\nset [_v5 v] to (frame)\nClone same sprite [2] [1]\n\nwhen I start as a clone\nif <(clone_id) = [1]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [0] [100]\n set [costume v] to [bg]\n wait (.5) seconds\n show\n repeat (20)\n change [ghost v] by (-5)\n end\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n ⏱ Keyframe [2]\n wait (.1) seconds\n repeat until <(\[Intro\] Keyframe) > [3]>\n change [brightness v] by (((round (-100)) - (round (brightness))) / (10))\n end\n wait (.1) seconds\n repeat until <(\[Intro\] Keyframe) > [4]>\n change [brightness v] by (((round (0)) - (round (brightness))) / (10))\n end\n ⏱ Keyframe [5]\n \n change [y v] by (((y) - (2)) / (5))\n change [ghost v] by (1)\n end\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [controller]> then\n ⏱ Keyframe [1]\n set [_v4 v] to [0]\n set [_v5 v] to [0]\n repeat until <(\[Intro\] Keyframe) > [2]>\n change [_v5 v] by ((1) / (-200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat (5)\n change [_v4 v] by ((1) / (50))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat until <(\[Intro\] Keyframe) > [3]>\n change [_v4 v] by (((.6) - (_v4)) / (7))\n change [_v5 v] by ((1) / (200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat (5)\n change [_v4 v] by ((1) / (-25))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat until <(\[Intro\] Keyframe) > [4]>\n change [_v4 v] by (((-.2) - (_v4)) / (8))\n change [_v5 v] by ((1) / (-200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat (5)\n change [_v4 v] by ((1) / (30))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat until <(\[Intro\] Keyframe) > [5]>\n change [_v4 v] by (((.1) - (_v4)) / (9))\n change [_v5 v] by ((1) / (200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [100]> then\n set [_v3 v] to [10]\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n ⏱ Keyframe [2]\n repeat until <(\[Intro\] Keyframe) > [3]>\n change [brightness v] by (((round (100)) - (round (brightness))) / (10))\n end\n repeat until <(\[Intro\] Keyframe) > [4]>\n change [brightness v] by (((round (-100)) - (round (brightness))) / (10))\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n repeat until <(\[Intro\] Keyframe) > [4]>\n point in direction ((90) + ((_v5) * ([sin v] of (_v4) )))\n change [_v4 v] by (10)\n end\n set [_v4 v] to [0]\n repeat (24)\n turn right (_v4) degrees\n change [_v4 v] by (1)\n end\n \n turn right (((round (90)) - (direction)) / (7)) degrees\n end\nend\n\nwhen flag clicked\nSetup\nPlay Intro\n\n@Story\n\nwhen I receive [story v]\nshow\nplay sound [ac creed OST Epic Medley v] until done\nplay sound [ac EA remixed version v] until done\nplay sound [ac creed OST Epic Medley v] until done\n\nwhen I receive [story v]\npoint in direction (90)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume13 v)\nclear graphic effects\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume3 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume14 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume4 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume5 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume6 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume7 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (3) seconds\nswitch costume to (costume8 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (3) seconds\nrepeat (10)\n next costume\n wait (0.05) seconds\nend\npoint in direction (90)\nswitch costume to (costume9 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume17 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume10 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume11 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume12 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume15 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume16 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume18 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume19 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume20 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume21 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume22 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume23 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume24 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nswitch costume to (costume25 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.09) seconds\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\nstop all sounds\nstop [other scripts in sprite v]\nhide\nbroadcast (Start v)\n\nwhen I receive [skip story v]\nstop all sounds\nstop [other scripts in sprite v]\nhide\nbroadcast (Start v)\n\nwhen flag clicked\nhide\n\n@Skip story\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [story v]\nshow\nforever\n go [forward v] (1) layers\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (Skip story v)\n\n@snow \n\ndefine Update\nchange [angle v] by (0.5)\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n replace item (i) of [y v] with ((item (i) of [y v]) - ((([cos v] of ((Angle) + (item (i) of [d v])) ) + (1)) + ((item (i) of [r v]) / (2))))\n replace item (i) of [x v] with ((item (i) of [x v]) + (([sin v] of (Angle) ) * (2)))\n if <<(item (i) of [x v]) > [245]> or <<(item (i) of [x v]) < [-245]> or <(item (i) of [y v]) < [-180]>>> then\n if <((i) mod (3)) > [0]> then\n replace item (i) of [x v] with (((pick random (0) to (0.99)) * (W)) - (240))\n replace item (i) of [y v] with [190]\n else\n if <([sin v] of (Angle) ) > [0]> then\n replace item (i) of [x v] with [-245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n else\n replace item (i) of [x v] with [245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine Draw\nerase all\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n set pen size to (item (i) of [r v])\n pen down\n pen up\n change [i v] by (1)\nend\nUpdate\n\nwhen I receive [start v]\ngo to [front v] layer\ngo [backward v] (1) layers\nset pen color to (#ffffff)\nset [h v] to [360]\nset [w v] to [480]\nset [angle v] to [0]\nset [maxparticles v] to [75]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [r v]\ndelete (all) of [d v]\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n add (((W) * (pick random (0) to (0.99))) - (240)) to [x v]\n add (((H) * (pick random (0) to (0.99))) - (180)) to [y v]\n add (((pick random (0) to (0.99)) * (4)) + (1)) to [r v]\n add ((maxParticles) * (pick random (0) to (0.99))) to [d v]\n change [i v] by (1)\nend\nforever\n Draw\nend\n\nwhen flag clicked\nerase all\n\n@ clouds \n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I receive [start v]\nhide\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nset size to (100) %\nshow\nset [signal v] to [disactivated]\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [xs v] to [0]\nset [ys v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xs v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xs v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upright v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (upleft v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (normal v)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (down v)\n end\n change x by (Xs)\n if <touching (ground v)?> then\n change x by ((Xs) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xs) > [0]> then\n set [xs v] to [-15]\n set [ys v] to [10]\n else\n set [xs v] to [15]\n set [ys v] to [10]\n end\n else\n set [xs v] to [0]\n end\n else\n set [xs v] to ((Xs) * (0.8))\n end\n change y by (Ys)\n if <touching (ground v)?> then\n change y by ((Ys) * (-1))\n set [ys v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (player - up v)\n if <(Jumping) = [yes]> then\n set [ys v] to [12]\n set [jumping v] to [no]\n end\n end\n else\n change [ys v] by (-1)\n set [jumping v] to [yes]\n end\n if <(x position) > [239]> then\n set size to (100) %\n change [level v] by (1)\n go to x: (-190) y: (20)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n if <<<touching (spikes v)?> or <(y position) < [-178]>> or <<touching (bullet v)?> or <<touching (saws v)?> or <<touching (enemy v)?> or <<touching (lock v)?> or <<touching (saws2 v)?> or <touching (lava v)?>>>>>>> then\n set size to (100) %\n set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-190) y: (50)\n end\n if <touching (trampoline v)?> then\n set [ys v] to [20]\n end\n if <touching (oppoline v)?> then\n set [ys v] to [-20]\n end\n if <touching (water v)?> then\n set [ys v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [ys v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [ys v] to [-5]\n end\n end\n if <touching (speed ups v)?> then\n set [xs v] to [20]\n end\n if <touching (back ups v)?> then\n set [xs v] to [-20]\n end\n if <touching (small become v)?> then\n set size to (50) %\n end\n if <touching (large become v)?> then\n set size to (100) %\n end\nend\n\nwhen I receive [skip v]\nset size to (100) %\ngo to x: (-190) y: (50)\n\nwhen I receive [restart v]\nset size to (100) %\nset [xs v] to [0]\nset [ys v] to [0]\ngo to x: (-190) y: (50)\n\nif <(y position) < [-170]> then\n change [level v] by (1)\n to change level by going down\nend\nif <[167] < (y position)> then\n change [level v] by (1)\n to change level by going up\nend\n\nwhen I receive [portal v]\ngo to (portal 2 v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [2]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [2]>>\n end\n if <(Level) = [3]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [3]>>\n end\n if <(Level) = [4]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [4]>>\n end\n if <(Level) = [5]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [5]>>\n end\n if <(Level) = [6]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [6]>>\n end\n if <(Level) = [7]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [7]>>\n end\n if <(Level) = [8]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [8]>>\n end\n if <(Level) = [9]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [9]>>\n end\n if <(Level) = [10]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [10]>>\n end\n if <(Level) = [11]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [11]>>\n end\n if <(Level) = [12]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [12]>>\n end\n if <(Level) = [13]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [13]>>\n end\n if <(Level) = [14]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [14]>>\n end\n if <(Level) = [15]> then\n broadcast (Illusions v)\n wait until <not <(Level) = [15]>>\n end\nend\n\n@Settings\n\nwhen flag clicked\nset [settings v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n set [settings v] to [0]\nend\nif <(costume [number v]) = [2]> then\n set [settings v] to [1]\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\n\n@restart\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [start v]\nforever\n if <(Settings) = [0]> then\n hide\n end\n if <(Settings) = [1]> then\n go to [front v] layer\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nbroadcast (Illusions v)\n\n@skip\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [start v]\nforever\n if <(Settings) = [0]> then\n hide\n end\n if <(Settings) = [1]> then\n go to [front v] layer\n show\n end\nend\n\nwhen this sprite clicked\nif <not <(Level) = [15]>> then\n change [level v] by (1)\n broadcast (Skip v)\nelse\n switch costume to (costume2 v)\n show\nend\n\n@mute\n\nwhen I receive [start v]\nforever\n play sound [Marshmello - Alone \(Official Music Video\)2 v] until done\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [start v]\nforever\n if <(Settings) = [0]> then\n hide\n end\n if <(Settings) = [1]> then\n go to [front v] layer\n show\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n end\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\nend\n\n@Ground\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [start v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nbroadcast (Illusions v)\n\n@Spikes\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\ngo to [back v] layer\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nrepeat (30)\n change y by (-0.4)\nend\nrepeat (30)\n change y by (0.4)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait (0.5) seconds\ngo to x: (0) y: (0)\nforever\n repeat (30)\n change y by (-0.4)\n end\n repeat (30)\n change y by (0.4)\n end\nend\n\n@Trampoline\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Speed Ups\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Small become\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n switch costume to (join [abc] (Level))\n if <(costume [name v]) = (join [abc] (Level))> then\n show\n Tick (Level)\n else\n hide\n end\nend\n\ndefine Tick (level)\n\n if <(Level) = [2]> then\n Move in position | Min [-145] Max [-60] Speed [75] turn [y]\n Go to (Pos) [-115]\n end\n if <(Level) = [3]> then\n Move in position | Min [-55] Max [-55] Speed [75] turn [y]\n Go to (Pos) [-115]\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [6]> then\n show\n Move in position | Min [-20] Max [200] Speed [100] turn [y]\n Go to (Pos) [19]\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [10]> then\n show\n Move in position | Min [-100] Max [60] Speed [100] turn [y]\n Go to (Pos) [-115]\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [15]> then\n show\n Move in position | Min [-70] Max [40] Speed [90] turn [y]\n Go to (Pos) [43]\n end\nend\npoint in direction (90)\n\ndefine Move in position | Min (min) Max (max) Speed (s) turn (n?)\nif <(min) > (max)> then\n if <((max) - (min)) = [0]> then\n stop [this script v]\n else\n Move in position | Min (max) Max (min) Speed (s) turn []\n end\nelse\n set [pos v] to (((max) - (min)) / (2))\n set [pos v] to (((Pos) + (min)) + (([sin v] of ((timer) * (s)) ) * (Pos)))\n if <not <(n?) = [N]>> then\n turn right ((s) / (10)) degrees\n end\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\n\n@Enemy\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <<(Level) = [3]> or <<(Level) = [5]> or <(Level) = [23]>>> then\n if <([x position v] of [player v]) < (x position)> then\n change [enemy: xs v] by (-0.5)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [enemy: xs v] by (0.5)\n end\n set [enemy: xs v] to ((Enemy: Xs) * (0.9))\n change x by (Enemy: Xs)\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 ((Enemy: Xs) * (-1))\n if <(([y position v] of [player v]) - (50)) > (y position)> then\n if <(Enemy: Xs) > [0]> then\n set [enemy: xs v] to [-10]\n else\n set [enemy: xs v] to [10]\n end\n set [enemy: ys v] to [15]\n else\n set [enemy: xs v] to [0]\n end\n end\n change [enemy: ys v] by (-1)\n change y by (Enemy: Ys)\n if <touching (ground v)?> then\n change y by ((Enemy: Ys) - ((Enemy: Ys) * (2)))\n set [enemy: ys v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (sword v)?> then\n delete this clone\n end\n else\n if <<(Level) = [4]> or <<(Level) = [6]> or <(Level) = [24]>>> then\n delete this clone\n end\n end\nend\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nforever\n if <(Level) = [3]> then\n Clone at [100] [-90]\n wait until <not <(Level) = [3]>>\n end\n if <(Level) = [5]> then\n Clone at [150] [100]\n wait until <not <(Level) = [5]>>\n end\nend\n\nwhen flag clicked\nforever\n hide\n go to [back v] layer\nend\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n show\n point in direction (90)\n repeat (9)\n turn right (10) degrees\n end\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n go to (player v)\nend\n\n@Portal 1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [sine v] to [0]\npoint in direction (90)\nset size to (100) %\nforever\n change [sine v] by (5)\n point in direction ((([sin v] of (sine) ) * (100)) + (0))\n set size to ((([sin v] of ((sine) * (2)) ) * (5)) + (50)) %\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n broadcast (Portal v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [7]> then\n go to x: (-110) y: (-100)\n show\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n go to x: (-110) y: (-105)\n show\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [15]> then\n go to x: (43) y: (57)\n show\n end\nend\n\nrepeat (22)\n change [level v] by (1)\nend\n\n@Portal 2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [sine v] to [0]\npoint in direction (90)\nset size to (100) %\nforever\n change [sine v] by (5)\n point in direction ((([sin v] of (sine) ) * (100)) + (0))\n set size to ((([sin v] of ((sine) * (2)) ) * (5)) + (50)) %\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [7]> then\n go to x: (120) y: (-20)\n show\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n go to x: (-225) y: (-105)\n show\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [15]> then\n go to x: (-15) y: (-100)\n show\n end\nend\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(Level) = [20]> then\n show\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n broadcast (Key v)\n hide\n end\nend\n\nwhen I receive [illusions v]\nshow\n\n@Lock\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [key v]\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(Level) = [20]> then\n show\n end\nend\n\nwhen I receive [illusions v]\nshow\n\n@Extra\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (0)\n\nbroadcast (Illusions v)\n\n@Illusions\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I receive [illusions v]\nshow\n\n@2nd Illusions\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I receive [illusions v]\nshow\n\n@3rd Illusions\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I receive [illusions v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume3 v)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset volume to (100) %\n\n@Pfp\n\nwhen flag clicked\nforever\n hide\nend\n\n
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This is meant to be a series of platformers probably of 4 or 5 parts\n––\nAᴄᴄᴏᴜɴᴛꜱ:\nMain: @jindalsargun\nAlt: @sargunjindal\n––\nTʜɪɴɢꜱ ʏᴏᴜ ᴍɪɢʜᴛ ɴᴏᴛ ᴋɴᴏᴡ ᴀʙᴏᴜᴛ ᴛʜɪꜱ ᴘʟᴀᴛғᴏʀᴍᴇʀ:\nPortals: Go to the light shade portal to transport to the darker shaded portal.\nKey/Lock: Go to the key to unlock the lock.\nPurple stuff: changes your size to half.\nSword: Press space to swing sword and kill enemies. Unfortunately, you can only swing it one way.\nSettings: Press the setting button to restart or skip the level or mute/unmute the game.\nEaster eggs: Yes, there are 4 easter eggs hidden! Pls don't reveal their position in the comments. Each has a letter, type the letters sequentially in the comments!\n––\nPLEASE DON'T ADVERTISE HERE\n––\n❤️ and ⭐ if you want to :D\n––\nYou might like this one :)\nhttps://scratch.mit.edu/projects/643610530/\n––\n#prodannau loved and commented!\n#HenryWolfe loved and commented!\n#Hern1 commented!\n#----Dream---- loved and commented!\n#JackPigPro loved!\n#TrentonTNT loved and commented! \n––\nTʜᴀɴᴋꜱ ᴛᴏ:\n@ᴘɪᴢᴢᴀʀᴜꜱʜ for the intro\n@ᴢɪʏᴜ3 for snow and clouds\n@ᴇʟᴇᴄ_ɢᴀᴍᴇ for some saw code (edited by me)\n@CʜᴏᴄᴏʟᴀᴛᴇMɪʟᴋSᴛᴜᴅɪᴏꜱ for some story code (edited by me)\n@CʜᴇᴡɪɴɢFʀᴜɪᴛGᴜᴍ for some enemy code (heavily edited by me)\n––\nTᴀɢꜱ:\n#all #game #games #art #music #stories\n#jindalsargun #sargunjindal #platformer #platformers #pizzarush #ziyu3 #elec_games #level #levels #player #spikes #size #epck #changer #push #ups #green #purple #red #black #spike #spikes #lava #water #tampoline #trampolines #bounce #pads #saw #saws #moving #enemy #key #lock #trend #trending #portals #portal #teleportal #fun #cool #teleporters #ground #easter #egg #eggs #mobile #friendly #mobilefriendly #arrowkeys #ungeneric #WASD #explore #thumbnail #backdrop #sprite #illusion #illusions #till #the #door #series\n#be #happy #and #do #not #look #at #tags\n––
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☁Mars☁|| Multiplayer Scrolling Platformer #Games #Games #Games #All
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@Stage\n\nwhen flag clicked\nforever\n play sound [Danimal Cannon & Zef - Chronos v] until done\nend\n\n@blank\n\n@▶TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (tb4 v)\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\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 switch costume to (left v)\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 switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\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\nforever\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (normal3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Blue-bulb]> then\n end\nend\n\n@▶Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\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\n@▶DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [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 (costume2 v)\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo [backward v] (1) layers\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\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@▶Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\ngo [backward v] (1) layers\ngo to [back v] layer\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 1 2 v)\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 go to [back v] layer\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [backward v] (5) layers\nend\n\n@▶Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <touching (▶ player v)?> then\n broadcast (You win!!! v)\n hide\n set [exit: x v] to [999999999999999]\n set [exit: y v] to [999999999999999]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [5554] y: [288]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone at x: [3000] y: [87]\n else\n if <(LEVEL) = [3]> then\n switch costume to (open v)\n Clone at x: [1700] y: [-30]\n else\n if <(LEVEL) = [4]> then\n switch costume to (open v)\n else\n Clone at x: [3148734] y: [3273459]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (costume1 v)\n\n@▶Chat\n\nwhen I start as a clone\nshow\nswitch costume to (effet v)\nset [ghost v] effect to (20)\nset size to (12) %\nrepeat (20)\n change size by (-0.7)\n change [ghost v] effect by (4)\nend\ndelete this clone\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\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@▶Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\nforever\n go [forward v] (1) layers\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen [t v] key pressed\nbroadcast (Chat Open 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 (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@▶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@▶Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@▶Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nstart sound [Disconnect v]\nswitch costume to (full v)\nshow\n\n@▶Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@▶Water\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 2 v)\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\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@▶Checkpoints\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nwhen I receive [tick v]\nPosition ((@x) - (SCROLL X)) ((@y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nset size to (100) %\n\ngo to [back v] layer\n\ndefine Clone at x: (x) y: (y)\nchange [check points number# v] by (1)\nset [@x v] to (x)\nset [@y v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nshow\nswitch costume to (off v)\nforever\n if <touching (▶ player v)?> then\n set [checkpoint x v] to (@x)\n set [checkpoint y v] to (@y)\n end\n if <<(@x) = (CHECKPOINT X)> and <(@y) = (CHECKPOINT Y)>> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\nwhen I receive [play game v]\n\nset [check id v] to [1]\n\nif <(check id) = [1]> then\n\nwhen flag clicked\nset [check points number# v] to [0]\nset [@x v] to [1]\nset [@y v] to [-13]\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\n\nwhen I receive [play game v]\nswitch costume to (blankkk v)\n\nwhen flag clicked\n\nwhen flag clicked\nset [@x v] to [1]\nset [@y v] to [-13]\nwait (.009) seconds\nClone at x: [2688] y: [141]\nswitch costume to (blankkk v)\n\nwhen flag clicked\n\nset [@x v] to (x)\nset [@y v] to (y)\n\ncreate clone of (_myself_ v)\n\npos [] []\n\nset [:done v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (blankkk v)\n\ncreate clone of (_myself_ v)\n\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\n\nrepeat (10)\n\nset [checkpoint x v] to [1]\nset [checkpoint y v] to [-13]\nwait (.007) seconds\nClone at x: [1] y: [-13]\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nforever\n wait (0.07) seconds\n if <(checkpoint mode) = [1]> then\n if <(costume [number v]) = [3]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\n else\n if <(costume [number v]) = [1]> then\n switch costume to (on2 v)\n else\n switch costume to (off2 v)\n end\n end\nend\n\nset size to (100) %\nshow\nforever\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (player v)?> then\n set [_checkpoint v] to (checkpoint #)\n set [checkpoint x v] to (x)\n set [checkpoint y v] to ((y) + (100))\n end\n if <(_checkpoint) = (checkpoint #)> then\n set [checkpoint mode v] to [1]\n else\n set [checkpoint mode v] to [0]\n end\nend\n\nwait (.011) seconds\nClone at x: [1239] y: [124]\n\nwait until <(x) > [1219]>\n\nset [@x v] to (x)\nset [@y v] to (y)\n\nset [check id v] to [1]\n\nset [check id v] to [1]\n\n@▶Win\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [you win!!! v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen [space v] key pressed\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [this script v]\n\n
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✿ Mᴀʀꜱ ✿\n ✿ Mᴜʟᴛɪᴘʟᴀʏᴇʀ Sᴄʀᴏʟʟɪɴɢ Pʟᴀᴛꜰᴏʀᴍᴇʀ ✿\n ᵖˡᵃʸ ʷⁱᵗʰ ᵒᵗʰᵉʳ ˢᶜʳᵃᵗᶜʰᵉʳˢ ᵒⁿˡⁱⁿᵉ \n\n⚠️Play on Turbowrap if you are a 'New Scratcher'⚠️\n == https://turbowarp.org/645849007 ==\nInfo:\nWelcome to Mᴀʀꜱ! This is a Dangerous planet full of spikes and lava, parkour avoiding them and reach the magical star, It will teleport you back to Earth. Collect the checkpoints on the way to respawn there. This will only support up to 10 Scratchers!\n❤️,⭐️ & follow to support me :D\nPls get this on Trending :P\n\n ✦✦✦How to play✦✦✦\n➜ Avoid Lava,\n➜ Avoid Spikes,\n➜ Collect Checkpoints,\n➜ Swim through acids xd,\n➜ Go inside the Star.\n\n ✦✦✦Controls✦✦✦\n➜ [Arrow keys] or [WASD] to move, (pc)\n➜ [Space] to close chat,\n➜ [Click] or [T] Chat to open chat,\n➜ [N] to disable/able names,\n➜ [Mouse down] to move (mobile)\n\n\n ✦✦✦News✦✦✦\n- Re-shared to fix some bugs [23-02-2022]\n- Changed Background [18-02-2022]\n- Added some Easter eggs [17-02-2022]\n- Initial Shared [17-02-2022]\n\n ✦✦✦Loves/faves✦✦✦\n@Capt_Boanerges ❤️\nand more...\n\n ✦✦✦Credits✦✦✦\n➜ Big thanks to @Blue-bulb-alt (me xd) for testing!\n➜ Multiplayer engine by @jthejet\n➜ All art drawn by @Blue-bulb (me)\n➜ Player Art inspired by @StratfordJames\n➜Love/Fave detector by @Timmccool\n➜ Background art by @remixsuper (edited by me)\n\ntags--\n #Blue-bulb #scrolling #Multiplayer #platformer #online #Trending #Popular #games #art #stories #mars #Blue-bulb #scrolling #Multiplayer #platformer #online #Trending #Popular #tutorial #tutorial #games #art #stories #mars #Blue-bulb #scrolling #Multiplayer #platformer #online #Trending #Popular #games #art #stories #mars #Blue-bulb #scrolling #Multiplayer #platformer #online #Trending #Popular #games #art #stories #mars #Blue-bulb #scrolling #Multiplayer #platformer #online #Trending #Popular #games #art #stories #mars #Blue-bulb #scrolling #music #music #Music #Multiplayer #platformer #online #Trending #Popular #games #art #stories #mars \n#all #all #all #lol #FUN\n\n1000❤️ or 1000⭐️ or 2000 follows for part 2!!! ^~^
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| The Multiverse | a platformer
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@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nplay sound [\[Oak Studios\] Suspense Scary Music - Standard Quality v] until done\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <touching (enemy ai v)?> then\nend\n\nbroadcast (Restart v)\n\nwhen I start as a clone\nswitch costume to (fantasia2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nset [level v] to [1]\nshow\nPlace Player: [-200] [500] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\n if then\n change [x v] by (-1)\n point in direction (90)\n end\n if 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 (level v)?> or <<touching (moving plat v)?> or <touching (moving plat2 v)?>>> then\n change y by (1)\n end\n if <<touching (level v)?> or <<touching (moving plat v)?> or <touching (moving plat2 v)?>>> then\n change y by (1)\n end\n if <<touching (level v)?> or <<touching (moving plat v)?> or <touching (moving plat2 v)?>>> then\n change y by (1)\n end\n if <<touching (level v)?> or <<touching (moving plat v)?> or <touching (moving plat2 v)?>>> then\n change y by (1)\n end\n if <<touching (level v)?> or <<touching (moving plat v)?> or <touching (moving plat2 v)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if 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 (level v)?> or <touching (moving plat v)?>> or <touching (moving plat2 v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if < and <<<touching (level v)?> or <touching (moving plat v)?>> or <touching (moving plat2 v)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<<touching (obstacles v)?> or <(y position) < [-175]>> or <<touching (lava v)?> or <touching (saw2 v)?>>> or <touching (saw1 v)?>> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n Place Player: [-200] [0] Set Size To: [40]\n set [x v] to [0]\n set [y v] to [0]\n set [ghost v] effect to (0)\n end\n if <(x position) > [230]> then\n broadcast (@cheekyscuola's Transition v)\n wait (0.5) seconds\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n Place Player: [-200] [0] Set Size To: [40]\n end\n if <touching (sprite1 v)?> then\n set [y v] to [20]\n end\nend\n\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\nelse\n switch costume to (1 v)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [restart v]\nPlace Player: [-200] [500] Set Size To: [40]\n\nbroadcast (@cheekyscuola's Transition v) and wait\n\n@info\n\nwhen flag clicked\ngo to x: (210) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n if <(Level) = [16]> then\n hide\n else\n show\n end\nend\n\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nchange [level v] by (1)\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nshow\nwait (0.01) seconds\ngo to [front v] layer\ngo [forward v] (50) layers\nshow\n\npoint in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n\n\n\nwhen flag clicked\nshow\n\n@Lava\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (050)\n switch costume to (Level)\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (5)))\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-0)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\n@Saw1\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to x: (-80) y: (-90)\n forever\n glide (1) secs to x: (-80) y: (-120)\n wait (0.7) seconds\n glide (1) secs to x: (-80) y: (-70)\n end\n end\n if <(Level) = [13]> then\n go to x: (6) y: (-82)\n end\n if <(Level) = [17]> then\n go to x: (-100) y: (-50)\n end\n if <(Level) = [18]> then\n go to x: (100) y: (100)\n end\nend\n\n@Saw2\n\nif <(Level) = [9]> then\n go to x: (-50) y: (-110)\nend\n\nwhen flag clicked\nforever\n turn left (15) degrees\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (145) y: (-110)\n end\n if <(Level) = [7]> then\n go to x: (160) y: (-110)\n end\n if <(Level) = [9]> then\n go to x: (-50) y: (-110)\n end\n if <(Level) = [10]> then\n go to x: (-125) y: (-110)\n end\n if <(Level) = [13]> then\n go to x: (235) y: (-115)\n end\n if <(Level) = [15]> then\n go to x: (-0) y: (-115)\n end\nend\n\n@prticles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\n@the portal master\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n broadcast (nerdsss v)\n stop [this script v]\n end\nend\n\nbroadcast (DIALOGUE VILLAGE v) and wait\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n show\n else\n hide\n broadcast (get away villager! v)\n end\nend\n\nwhen I receive [get away villager! v]\nhide\n\n@dialouge\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\n\nwhen I receive [dialogue village v]\nswitch costume to (1 v)\nclear graphic effects\ngo to x: (0) y: (90)\nshow\ngo [forward v] (999999999999999999999999999999999999999999999999) layers\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat (10)\n change [ghost v] effect by (20)\n end\n next costume\n repeat (10)\n change [ghost v] effect by (-20)\n end\n end\nend\n\nshow\n\n\n\nwhen I receive [get away villager! v]\nhide\n\nwhen I receive [nerdsss v]\nbroadcast (DIALOGUE VILLAGE v)\nset [dialogue on or off? v] to [On]\nswitch costume to (1 v)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n@moving plat\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nturn left (15) degrees\n\n\n\nwhen flag clicked\nforever\n if <(Level) > [7]> then\n hide\n hide\n end\nend\n\nwhen I receive [oopppp v]\nif <(Level) = [7]> then\n show\n go to x: (30) y: (40)\n forever\n wait (0.5) seconds\n glide (3) secs to x: (235) y: (40)\n wait (0.5) seconds\n glide (3) secs to x: (30) y: (40)\n end\nelse\n hide\nend\n\nforever\n\nforever\n\nif <(Level) = [7]> then\n broadcast (OOPPPP v)\nend\n\nswitch costume to (costume1 v)\nhide\nrepeat (10)\nstop [this script v]\n\n\n\n@trapp!!!!!!!\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nforever\n if <(Level) = [8]> then\n show\n go to x: (140) y: (-108)\n end\n if <<(Level) = [8]> and <touching (player v)?>> then\n show\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n switch costume to (Level)\nend\n\nshow\n\nwait (1.5) seconds\n\nglide (3) secs to x: (235) y: (40)\n\nwait (1.5) seconds\nglide (3) secs to x: (30) y: (40)\n\nset [ghost v] effect to (0)\n\nwhen I receive [oops v]\nshow\nset [ghost v] effect to (0)\nforever\n if <(Level) = [13]> then\n show\n go to [front v] layer\n show\n go to x: (0) y: (0)\n end\n if <<(Level) = [13]> and <touching (player v)?>> then\n show\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [13]> then\n hide\n broadcast (alliop v)\n show\n wait (1) seconds\n stop [this script v]\n end\n show\nend\n\nwhen I receive [alliop v]\nforever\n\n\n\n@trapp!!!!!!!2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(Level) = [8]> and <touching (player v)?>> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\nforever\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwait (1.5) seconds\nglide (3) secs to x: (235) y: (40)\nwait (1.5) seconds\nglide (3) secs to x: (30) y: (40)\n\nbroadcast (OOPPPP v)\n\n@Sprite2\n\nwhen flag clicked\nforever\n hide\nend\n\n@trapp!!!!!!!3\n\nwhen flag clicked\nshow\nshow\nforever\n go to x: (0) y: (0)\n show\n show\n forever\n if <(Level) = [9]> then\n show\n show\n go to x: (0) y: (0)\n end\n if <<(Level) = [9]> and <touching (player v)?>> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwait (1.5) seconds\nglide (3) secs to x: (235) y: (40)\nwait (1.5) seconds\nglide (3) secs to x: (30) y: (40)\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n broadcast (OOPPPP v)\n stop [this script v]\n end\nend\n\nforever\n\nhide\n\nwhen flag clicked\nforever\n if <(Level) > [9]> then\n hide\n broadcast (Oops v)\n stop [this script v]\n end\nend\n\n@moving plat2\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nturn left (15) degrees\n\n\n\nwhen flag clicked\n\nwhen I receive [oopppp v]\nshow\nforever\n go to x: (0) y: (0)\nend\n\nforever\n\nrepeat (10)\nstop [this script v]\n\nforever\n\nif <(Level) = [7]> then\n broadcast (OOPPPP v)\nend\n\nswitch costume to (costume1 v)\nhide\n\n@relic\n\nwhen flag clicked\nhide\npoint in direction (90)\nforever\n go to x: (2) y: (-12)\n forever\n if <(Level) = [12]> then\n go to [front v] layer\n show\n show\n show\n show\n set [ghost v] effect to (25)\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (5)))\n if <touching (player v)?> then\n repeat (20)\n turn right (15) degrees\n change [ghost v] effect by (5)\n end\n hide\n stop [this script v]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nhide\n\nwait (1) seconds\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo [forward v] (1) layers\nset [ghost v] effect to (50)\nforever\n switch costume to (Level)\nend\n\nhide\n\n@Transition by @cheekyscuola (Backpack This)\n\nwhen flag clicked\nhide\n\nwhen I receive [@cheekyscuola's transition v]\ngo [forward v] (999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) layers\nshow\nrepeat (20)\n change y by (((0) - (y position)) / (5))\nend\nwait (0.2) seconds\nrepeat (20)\n change y by (((345) - (y position)) / (5))\nend\nhide\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\n\n\nif <(Level) > [2]> then\n\nswitch costume to (backpack this! v)\n\n@Sprite4\n\n
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WASD, and arrow keys to move.\nAs always, follow for more of this kind of stuff.\nExtra level added since we hit 200 loves :)\n-------------------------------------------------------------------------\nPart 2: https://scratch.mit.edu/projects/647287951/\n-------------------------------------------------------------------------\nGame Changelog/Bug Fixes:\n2/24/22 Fixed major glitch where traps after relic collected would not work in some cases.\n2/24/22 Fixed minor glitch where the moving platform would appear at the last level/end screen.\n2/25/22 Fixed minor glitch where using the skip button would cause problems for the last level.\n2/25/22 Changed character art and villager art, and added shadows to levels.\n2/27/22 Added the extra level & removed the skip button from the last level.\nAccidentally unshared on my phone, sorry\n-------------------------------------------------------------------------\nAlso, before anyone says it's too short, I wanted to see if it was something people would want more of before making it longer. If people do like it, I will make a Part 2 (hopefully.)\n-------------------------------------------------------------------------Credits:\n@MCBRex for the platformer engine (which I have modified to add extra stuff, like saws, moving spikes, moving platforms, traps, lava, villagers, etc.).\n@cheekyscuola for transition and particle tutorial.\n@Benelem12/@StratfordJames for character/Earth background art inspiration. \n\nMusic: [Oak Studios] Suspense Scary Music - Standard Quality\n\nOh yeah, and the multiverse was inspired by What If/Loki series from Marvel Studios.\n-------------------------------------------------------------------------\n\n\n\n\n\n\n#Games #Trending #All #Platformer #Marvel
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Sparky - Platformer Engine
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@Stage\n\nwhen flag clicked\nbroadcast (progressEnded v)\nbroadcast (hide_stage v)\nbroadcast (SparkyHide v)\nbroadcast (deleteBlock v)\nbroadcast (showStartButtons v)\nswitch backdrop to (startscreen v)\n\nwhen I receive [sparkyisdead v]\nswitch backdrop to (dead v)\nwait (0.5) seconds\nswitch backdrop to (background v)\n\nwhen I receive [gameending v]\nswitch backdrop to (ending v)\n\n@monster1\n\nwhen I start as a clone\ngo to x: (xPos) y: (yPos)\nset [original v] to [0]\n\nwhen flag clicked\nset [original v] to [1]\nhide\n\nwhen I receive [deleteblock v]\ndelete this clone\n\nwhen I receive [showblock v]\nif <(original) = [0]> then\n show\nend\n\n@Sparky\n\nwhen I receive [sparkysetposition v]\nif <(original) = [0]> then\n go to x: (xPosSparky) y: (yPosSparky)\n set [jump v] to [0]\n set [vx v] to [0]\n set [vy v] to [-0.1]\nend\n\nwhen I receive [sparkyhide v]\nif <(original) = [0]> then\n set [pausesparky v] to [1]\n hide\nend\n\nwhen flag clicked\nset [pausesparky v] to [0]\nset [original v] to [1]\nhide\n\nwhen I receive [showblock v]\nif <(original) = [0]> then\n set [pausesparky v] to [0]\n show\n wait (0.1) seconds\n forever\n if <(pauseSparky) = [0]> then\n DoPhysics\n end\n end\nend\n\nwhen I start as a clone\nset [id v] to (nextID)\nchange [nextid v] by (1)\nset [touchingice v] to [0]\nset [xpossparky v] to (xPos)\nset [ypossparky v] to (yPos)\nset [original v] to [0]\nhide\nbroadcast (sparkysetposition v)\n\ndefine avoidGround\nrepeat until <<not <touching (ice v)?>> and <not <touching (door v)?>>>\n if <(vy) > [0]> then\n change y by (-1)\n set [vy v] to [0.1]\n else\n change y by (1)\n set [vy v] to [-0.1]\n set [jump v] to [0]\n end\n set [touchingice v] to [1]\nend\nif <(touchingIce) = [1 ]> then\n set [xpos v] to (x position)\n set [ypos v] to (y position)\n broadcast (touchedice v)\n set [touchingice v] to [0]\nend\nrepeat until <not <touching (ground v)?>>\n if <(vy) > [0]> then\n change y by (-1)\n set [vy v] to [0.1]\n else\n change y by (1)\n set [vy v] to [-0.1]\n set [jump v] to [0]\n end\nend\n\nwhen I receive [deleteblock v]\ndelete this clone\n\ndefine Turn Sparky Right\nif <(costume [number v]) = [2]> then\n switch costume to (right v)\n Adjust Sparky by 1 pixel\nend\n\ndefine Turn Sparky Left\nif <(costume [number v]) = [1]> then\n switch costume to (left v)\n Adjust Sparky by 1 pixel\nend\n\ndefine avoidHParts\nset [numofpixelssparkywasmoved v] to [0]\nchange y by (1)\nif <<touching (ground v)?> or <<touching (ice v)?> or <touching (door v)?>>> then\n change y by (-1)\n repeat until <<<<not <touching (ground v)?>> and <not <touching (ice v)?>>> and <not <touching (door v)?>>> or <(numOfPixelsSparkywasMoved) > [30]>>\n if <(vx) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n change [numofpixelssparkywasmoved v] by (1)\n if <(numOfPixelsSparkywasMoved) > [20]> then\n SparkyDead\n end\n end\nelse\n change y by (-1)\nend\n\ndefine Adjust Sparky by 1 pixel\nif <<touching (door v)?> or <<touching (ground v)?> or <touching (ice v)?>>> then\n change x by (1)\n if <<touching (door v)?> or <<touching (ground v)?> or <touching (ice v)?>>> then\n change x by (-2)\n if <<touching (door v)?> or <<touching (ground v)?> or <touching (ice v)?>>> then\n change x by (1)\n change y by (1)\n if <<touching (door v)?> or <<touching (ground v)?> or <touching (ice v)?>>> then\n change y by (-2)\n end\n end\n end\nend\n\ndefine SparkyDead\nset [pickupcount v] to (initialePickupCount)\nbroadcast (showblock v)\nbroadcast (sparkysetposition v)\nbroadcast (sparkyisdead v)\n\ndefine DoPhysics\nif <<key (left arrow v) pressed?> or <<mouse down?> and <<[60] > (mouse y)> and <[0] > (mouse x)>>>> then\n set [vx v] to [-3]\n Turn Sparky Right\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <<[60] > (mouse y)> and <[0] < (mouse x)>>>> then\n set [vx v] to [3]\n Turn Sparky Left\nend\nif <key (r v) pressed?> then\n SparkyDead\nend\nif <touching (water v)?> then\n set [jump v] to [0]\n set [vy v] to [-1]\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [-30]>>> then\n set [vy v] to [1]\n end\nelse\n change [vy v] by (-0.5)\n if <<(vy) < [0]> and <(vy) > [-1 ]>> then\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [-30]>>> then\n if <(jump) = [0]> then\n set [vy v] to [8]\n set [jump v] to [1]\n end\n end\n end\nend\nchange x by (vx)\nset [vx v] to ((vx) * (0.5))\navoidHParts\nchange y by (vy)\navoidGround\nif <touching (monster1 v)?> then\n SparkyDead\nend\nif <touching (lava v)?> then\n SparkyDead\nend\nif <(y position) < [-175]> then\n SparkyDead\nend\nif <touching (monster2 v)?> then\n SparkyDead\nend\nif <touching (deathball v)?> then\n SparkyDead\nend\nif <touching (pickuppoint v)?> then\n broadcast (touchedpickup v)\nend\nset [sparkyrealx v] to (x position)\nset [sparkyrealy v] to (y position)\n\n@ground\n\nwhen flag clicked\nset [original v] to [1]\nhide\n\nwhen I start as a clone\ngo to x: (xPos) y: (yPos)\nset [original v] to [0]\nhide\n\nwhen I receive [showblock v]\nif <(original) = [0]> then\n show\nend\n\nwhen I receive [deleteblock v]\ndelete this clone\n\n@water\n\nwhen I start as a clone\ngo to x: (xPos) y: (yPos)\nset [original v] to [0]\n\nwhen I receive [showblock v]\nif <(original) = [0]> then\n show\nend\n\nwhen flag clicked\nset [original v] to [1]\nhide\n\nwhen I receive [deleteblock v]\ndelete this clone\n\n@Lava\n\nwhen I start as a clone\ngo to x: (xPos) y: (yPos)\nset [original v] to [0]\n\nwhen flag clicked\nset [original v] to [1]\nhide\n\nwhen I receive [deleteblock v]\ndelete this clone\n\nwhen I receive [showblock v]\nif <(original) = [0]> then\n show\nend\n\n@pickupPoint\n\nwhen I receive [showblock v]\nif <(original) = [0]> then\n show\nend\n\nwhen I receive [deleteblock v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (xPos) y: (yPos)\nset [original v] to [0]\nchange [pickupcount v] by (1)\n\nwhen flag clicked\nset [original v] to [1]\nhide\n\nwhen I receive [touchedpickup v]\nif <touching (sparky v)?> then\n change [pickupcount v] by (-1)\n if <(pickupCount) = [0]> then\n broadcast (noPickupsLeft v)\n broadcast (openAllGates v)\n end\n start sound [pop v]\n hide\nend\n\n@Goal\n\nwhen I receive [showblock v]\nif <(original) = [0]> then\n switch costume to (costume1 v)\n show\nend\n\nwhen I receive [nopickupsleft v]\nswitch costume to (costume2 v)\n\nwhen I receive [deleteblock v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to x: (xPos) y: (yPos)\nset [original v] to [0]\nforever\n wait (0.3) seconds\n if <touching (sparky v)?> then\n if <(pickupCount) = [0]> then\n broadcast (nextLevel v) and wait\n broadcast (show_stage v) and wait\n broadcast (createStage v) and wait\n broadcast (hide_stage v) and wait\n end\n end\nend\n\nwhen flag clicked\nset [original v] to [1]\nhide\n\n@Levels\n\nwhen I receive [show_stage v]\ngo to x: (0) y: (0)\nset size to (400) %\nshow\ngo to [front v] layer\n\nwhen I receive [hide_stage v]\nhide\n\nwhen I receive [nextlevel v]\nnext costume\nif <(costume [number v]) = [46]> then\n switch backdrop to (ending v)\n broadcast (sparkyhide v)\n stop [all v]\nend\n\nwhen flag clicked\nswitch costume to ((0) + (1))\n\n@levelCreator\n\ndefine checkCompilation\nif <(totalBlockNum) > [300]> then\n compilationError [Warning! There are too many blocks in the level. Scratch is limited to 300 blocks \(about half the screen\)]\nend\nif <(totalSparkies) > [1]> then\n compilationError [Warning! Your level has more than 1 sparky block \(gray block\). Ignoring extra sparkies.]\nend\nif <(totalSparkies) < [1]> then\n compilationError [Error! Your level does not contain any Sparky block \(gray block\). Please add one.]\nend\nif <(totalGoalBlocks) > [1]> then\n compilationError [Warning! you have more than 1 exit block \(purple block\). Please edit your level.]\nend\nif <(totalGoalBlocks) < [1]> then\n compilationError [Error! you don't have any exit blocks \(purple block\). How do you expect to finish the level?]\nend\nif <(isSparkyHasEnoughSpace) > [0]> then\n compilationError [Error! Sparky does not have enough space. Sparky block needs an empty space above him. ]\nend\n\ndefine compilationError (message)\nshow\nsay (message) for (10) seconds\nhide\n\ndefine CreateBlock\nif <touching color (#ffffff)?> then\n\ndefine CreateBlock\n\nwhen I receive [createstage v]\ndelete (all) of [spritey v]\ndelete (all) of [spritex v]\nswitch backdrop to (background v)\nset [nextid v] to [1]\nset [totalblocknum v] to [0]\nset [issparkyhasenoughspace v] to [0]\nset [totalsparkies v] to [0]\nset [totalgoalblocks v] to [0]\nbroadcast (progressstart v)\nset [pickupcount v] to [0]\nbroadcast (deleteblock v) and wait\nbroadcast (progressnext v)\nbroadcast (sparkyhide v) and wait\nbroadcast (progressnext v)\nbroadcast (show_stage v) and wait\ngo to x: (2) y: (-2)\nhide\nset [ypos v] to [164]\nset [xpos v] to [-248]\nbroadcast (progressnext v)\nrepeat (22)\n broadcast (progressnext v)\n repeat (30)\n CreateBlock\n change x by (4)\n change [xpos v] by (16)\n end\n change y by (-4)\n change [ypos v] by (-16)\n set [xpos v] to [-248]\n change x by (-120)\nend\nbroadcast (hide_stage v)\nbroadcast (progressnext v)\nshow_blocks\nbroadcast (progressnext v)\ncheckCompilation\nbroadcast (progressnext v)\nset [initialepickupcount v] to (pickupCount)\nif <(initialePickupCount) = [0]> then\n broadcast (nopickupsleft v)\nend\nbroadcast (progressnext v)\nbroadcast (progressended v)\nbroadcast (sparkystartphysics v)\nbroadcast (sparkyshow v) and wait\n\ndefine show_blocks\nbroadcast (showblock v)\n\n@progress\n\nwhen I receive [progressstart v]\ngo to x: (0) y: (100)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nbroadcast (progressShowOtherPart v) and wait\nsay (join (join (join [Level ] ([costume # v] of [levels v])) [: ]) ([costume name v] of [levels v]))\n\nwhen I receive [progressnext v]\nnext costume\n\nwhen I receive [progressended v]\nswitch costume to (costume34 v)\nwait (0.1) seconds\nhide\n\n@ice\n\nwhen I start as a clone\ngo to x: (xPos) y: (yPos)\nset [original v] to [0]\nhide\n\nwhen I receive [showblock v]\nif <(original) = [0]> then\n show\n wait (0.5) seconds\n StartIceLifecycle\nend\n\nwhen flag clicked\nset [original v] to [1]\nhide\n\ndefine StartIceLifecycle\nswitch costume to (costume1 v)\nset [wastouched v] to [0]\nrepeat until <(wasTouched) = [1]>\n wait (0.5) seconds\nend\nrepeat (5)\n next costume\n wait (0.2) seconds\nend\nhide\n\nwhen I receive [deleteblock v]\ndelete this clone\n\nwhen I receive [touchedice v]\nif <(wasTouched) = [0]> then\n set [debug v] to (xPos)\n if <<[14] > ([abs v] of ((xPos) - (x position)) )> and <([abs v] of (((yPos) - (y position)) - (16)) ) < [3]>> then\n set [wastouched v] to [1]\n end\nend\n\n@monster2\n\ndefine DoPhysics\nif <(isGoRight) = [0]> then\n change x by (-3)\nelse\n change x by (3)\nend\navoidHParts\nTurn to direction\nif <touching (lava v)?> then\n SparkyDead\nend\nif <(y position) < [-175]> then\n SparkyDead\nend\nchange y by (vy)\navoidGround\nif <touching (water v)?> then\n set [vy v] to [-1]\nelse\n change [vy v] by (-0.5)\nend\n\ndefine avoidHParts\nchange y by (1)\nif <<touching (door v)?> or <<touching (_edge_ v)?> or <<touching (ice v)?> or <touching (ground v)?>>>> then\n change y by (-1)\n if <<touching (door v)?> or <<touching (_edge_ v)?> or <<touching (ice v)?> or <touching (ground v)?>>>> then\n if <(isGoRight) = [0]> then\n set [isgoright v] to [1]\n else\n set [isgoright v] to [0]\n end\n repeat until <<not <touching (door v)?>> and <<not <touching (_edge_ v)?>> and <<not <touching (ground v)?>> and <not <touching (ice v)?>>>>>\n if <(isGoRight) = [1]> then\n change x by (1)\n else\n change x by (-1)\n end\n end\n end\nelse\n change y by (-1)\nend\n\nwhen flag clicked\nset [pausesparky v] to [0]\nset [original v] to [1]\nhide\n\nwhen I receive [sparkyhide v]\nHideSparky\n\nwhen I start as a clone\nset [id v] to (nextID)\nchange [nextid v] by (1)\ninsert (yPos) at (ID) of [spritey v] \ninsert (xPos) at (ID) of [spritex v] \nset [xpossparky v] to (xPos)\nset [ypossparky v] to (yPos)\nset [original v] to [0]\nhide\nbroadcast (sparkySetPosition v)\n\ndefine HideSparky\nif <(original) = [0]> then\n set [pausesparky v] to [1]\n hide\nend\n\nwhen I receive [deleteblock v]\ndelete this clone\n\nwhen I receive [showblock v]\nif <(original) = [0]> then\n set [pausesparky v] to [0]\n show\n wait (0.1) seconds\n forever\n if <(pauseSparky) = [0]> then\n DoPhysics\n end\n end\nend\n\ndefine SparkyDead\nHideSparky\n\nwhen I receive [sparkysetposition v]\nif <(original) = [0]> then\n go to x: (xPosSparky) y: (yPosSparky)\n set [jump v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n if <(x position) > [0]> then\n set [isgoright v] to [0]\n switch costume to (left v)\n else\n set [isgoright v] to [1]\n switch costume to (right v)\n end\nend\n\ndefine Turn Sparky Right\nif <(costume [number v]) = [2]> then\n switch costume to (right v)\n Adjust Sparky by 1 pixel\nend\n\ndefine Turn Sparky Left\nif <(costume [number v]) = [1]> then\n switch costume to (left v)\n Adjust Sparky by 1 pixel\nend\n\ndefine Adjust Sparky by 1 pixel\nif <<touching (door v)?> or <<touching (ground v)?> or <touching (ice v)?>>> then\n change x by (1)\n if <<touching (door v)?> or <<touching (ground v)?> or <touching (ice v)?>>> then\n change x by (-2)\n if <<touching (door v)?> or <<touching (ground v)?> or <touching (ice v)?>>> then\n change x by (1)\n change y by (1)\n if <<touching (door v)?> or <<touching (ground v)?> or <touching (ice v)?>>> then\n change y by (-2)\n end\n end\n end\nend\n\ndefine Turn to direction\nif <(isGoRight) = [0]> then\n Turn Sparky Left\nelse\n Turn Sparky Right\nend\n\ndefine avoidGround\nrepeat until <<not <touching (ice v)?>> and <not <touching (door v)?>>>\n change y by (1)\n set [vy v] to [-0.1]\n set [touchingice v] to [1]\nend\nif <(touchingIce) = [1]> then\n if <(pick random (1) to (3)) = [1]> then\n set [xpos v] to (x position)\n set [ypos v] to (y position)\n broadcast (touchedIce v)\n set [touchingice v] to [0]\n end\nend\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [vy v] to [-0.1]\nend\n\n@progress2\n\nwhen I receive [progressshowotherpart v]\ngo to x: (0) y: (-20)\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nshow\n\nwhen I receive [progressended v]\nhide\n\n@Normal\n\nwhen this sprite clicked\nset [gamelevel v] to [0]\nswitch backdrop to (background v)\nbroadcast (createStage v) and wait\n\nwhen I receive [deleteblock v]\nhide\n\nwhen I receive [showstartbuttons v]\nshow\n\n@Challenging\n\nwhen this sprite clicked\nset [gamelevel v] to [1]\nswitch backdrop to (background v)\nbroadcast (createStage v) and wait\n\nwhen I receive [deleteblock v]\nhide\n\nwhen I receive [showstartbuttons v]\nshow\n\n@Insane!!\n\nwhen this sprite clicked\nset [gamelevel v] to [2]\nswitch backdrop to (background v)\nbroadcast (createStage v) and wait\n\nwhen I receive [deleteblock v]\nhide\n\nwhen I receive [showstartbuttons v]\nshow\n\n@deathBall\n\ndefine MoveDeathBall\nif <(deathBallVertical) = [0]> then\n change x by (deathBallGoingForward)\nelse\n change y by (deathBallGoingForward)\nend\nif <(deathBallIsPlaying) = [1]> then\n if <<(x position) < ((sparkyRealX) + (5))> and <(x position) > ((sparkyRealX) - (5))>> then\n start sound [Shotgun_Blast-Jim_Rogers-1914772763.mp3 v]\n set [deathballisplaying v] to [2]\n set [deathballvertical v] to [1]\n if <(y position) < (sparkyRealY)> then\n set [deathballgoingforward v] to [5]\n else\n set [deathballgoingforward v] to [-5]\n end\n end\n if <<(y position) < ((sparkyRealY) + (5))> and <(y position) > ((sparkyRealY) - (5))>> then\n start sound [Shotgun_Blast-Jim_Rogers-1914772763.mp3 v]\n set [deathballisplaying v] to [2]\n set [deathballvertical v] to [0]\n if <(x position) < (sparkyRealX)> then\n set [deathballgoingforward v] to [5]\n else\n set [deathballgoingforward v] to [-5]\n end\n end\nend\nif <touching (_edge_ v)?> then\n change [numofdeathballs v] by (-1)\n delete this clone\nend\n\ndefine HideDeathBall\nset [deathballisplaying v] to [0]\ndelete this clone\n\nwhen I receive [hide_stage v]\nHideDeathBall\n\nwhen I receive [deleteblock v]\nHideDeathBall\n\nwhen I receive [sparkyisdead v]\ndelete this clone\n\ndefine InitDeathBall\nchange [numofdeathballs v] by (1)\nset [deathballisplaying v] to [1]\nset [isstartposfair v] to [0]\nrepeat until <(isStartPosFair) = [1]>\n SetStartPosition\nend\nif <(deathBallVertical) = [0]> then\n if <[1] = (deathBallGoingForward)> then\n go to x: (-235) y: (pick random (-150) to (150))\n else\n go to x: (235) y: (pick random (-150) to (150))\n end\nelse\n if <[1] = (deathBallGoingForward)> then\n go to x: (pick random (-220) to (220)) y: (-175)\n else\n go to x: (pick random (-220) to (220)) y: (175)\n end\nend\nshow\n\nwhen I start as a clone\nInitDeathBall\nrepeat until <(deathBallIsPlaying) = [0]>\n MoveDeathBall\nend\nhide\n\nwhen flag clicked\nhide\n\ndefine SetStartPosition\nset [isstartposfair v] to [1]\nif <[1] = (pick random (1) to (2))> then\n set [deathballgoingforward v] to [1]\nelse\n set [deathballgoingforward v] to [-1]\nend\nset [deathballvertical v] to (pick random (0) to (1))\nif <<(sparkyRealX) > [180]> and <<(deathBallVertical) = [0]> and <(deathBallGoingForward) = [-1]>>> then\n set [isstartposfair v] to [0]\nend\nif <<(sparkyRealX) < [-180]> and <<(deathBallVertical) = [0]> and <(deathBallGoingForward) = [1]>>> then\n set [isstartposfair v] to [0]\nend\nif <<(sparkyRealY) > [120]> and <<(deathBallVertical) = [1]> and <(deathBallGoingForward) = [-1]>>> then\n set [isstartposfair v] to [0]\nend\nif <<(sparkyRealY) < [-120]> and <<(deathBallVertical) = [1]> and <(deathBallGoingForward) = [1]>>> then\n set [isstartposfair v] to [0]\nend\n\nwhen I receive [showblock v]\nset [deathballisplaying v] to [1]\n\nwhen I receive [createstage v]\nset [original v] to [1]\nset [numofdeathballs v] to [0]\nif <(gameLEvel) = [0 ]> then\nelse\n if <(gameLEvel) = [1]> then\n forever\n wait (pick random (8) to (12)) seconds\n if <(deathBallIsPlaying) > [0]> then\n create clone of (_myself_ v)\n end\n end\n else\n forever\n wait (pick random (2) to (5)) seconds\n if <(deathBallIsPlaying) > [0]> then\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nset tempo to (100)\nset instrument to (10 v)\nplay note (60) for (0.5) beats\nplay note (60) for (0.4) beats\nplay note (60) for (0.1) beats\nplay note (60) for (0.4) beats\nrest for (0.1) beats\nplay note (63) for (0.4) beats\nplay note (62) for (0.1) beats\nplay note (62) for (0.4) beats\nplay note (60) for (0.1) beats\nplay note (60) for (0.4) beats\nplay note (59) for (0.1) beats\nplay note (60) for (0.4) beats\n\n@Door\n\nwhen I start as a clone\ngo to x: (xPos) y: (yPos)\nset [original v] to [0]\nset [doororiginallyopened v] to (doorStartsOpened)\nset [sparkyisdead v] to [0]\nhide\n\nwhen I receive [touchedice v]\nif <<[14] > ([abs v] of ((xPos) - (x position)) )> and <([abs v] of (((yPos) - (y position)) - (16)) ) < [3]>> then\n set [wastouched v] to [1]\nend\n\ndefine switchOpenState\nif <(isOpen) = [0]> then\n set [isopen v] to [1]\nelse\n set [isopen v] to [0]\nend\n\nwhen flag clicked\nset [original v] to [1]\nset [wastouched v] to [0]\nset [sparkyisdead v] to [0]\nhide\n\ndefine StartIceLifecycle\nforever\n wait (0.1) seconds\n if <(isOpen) = [1]> then\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n else\n repeat until <(costume [number v]) = [5]>\n switch costume to ((costume [number v]) + (1))\n wait (0.1) seconds\n end\n end\nend\n\nset [sparkyisdead v] to [1]\nset [isopen v] to (doorOriginallyOpened)\nset [wastouched v] to [0]\nset [sparkyisdead v] to [0]\nif <(sparkyIsDead) = [0]> then\nend\n\ndefine StartLifecycle\nif <(original) = [0]> then\n set [wastouched v] to [0]\n show\n if <(doorOriginallyOpened) = [1]> then\n set [isopen v] to [1]\n switch costume to (costume1 v)\n else\n set [isopen v] to [0]\n switch costume to (costume10 v)\n end\n wait (0.5) seconds\n StartIceLifecycle\nend\n\nwhen I receive [showblock v]\nStartLifecycle\n\ndefine StartWasTouchedWatcher\nwait (1) seconds\nforever\n wait (0.1) seconds\n if <(wasTouched) = [1]> then\n wait (0.5) seconds\n set [isopen v] to [0]\n set [wastouched v] to [0]\n end\nend\n\nwhen I receive [touchedportal v]\nswitchOpenState\n\nwhen I start as a clone\nStartWasTouchedWatcher\n\nwhen I receive [openallgates v]\nset [isopen v] to [1]\n\nwhen I receive [deleteblock v]\ndelete this clone\n\nwhen I receive [door_startwastouchedwatcher v]\nStartWasTouchedWatcher\n\nwhen I receive [sparkyisdead v]\nstop [other scripts in sprite v]\nbroadcast (door_startWasTouchedWatcher v)\nStartLifecycle\n\n@button\n\nwhen I receive [showblock v]\nif <(original) = [0]> then\n switch costume to (costume1 v)\n show\nend\n\nwhen I receive [deleteblock v]\ndelete this clone\n\nwhen flag clicked\nset [original v] to [1]\nhide\n\nwait (0.1) seconds\n\nwhen I start as a clone\ngo [backward v] (300) layers\nswitch costume to (costume1 v)\ngo to x: (xPos) y: (yPos)\nset [original v] to [0]\nforever\n if <touching (sparky v)?> then\n broadcast (touchedPortal v)\n start sound [hand clap v]\n wait until <not <touching (sparky v)?>>\n end\n if <touching (monster2 v)?> then\n broadcast (touchedPortal v)\n start sound [hand clap v]\n wait until <not <touching (monster2 v)?>>\n end\nend\n\n@דמות1\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (90)\nset [range v] to ((size) / (2.5))\nforever\n go to x: (-172) y: (-112)\n switch costume to (stick v)\n repeat until <not <mouse down?>>\n Keyboard Controls\n end\n repeat until <mouse down?>\n Keyboard Controls\n end\n if <(size) > (distance to [mouse-pointer v])> then\n Stick Activated\n end\nend\n\ndefine Keyboard Controls\nset [stick x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <key (space v) pressed?> then\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine Stick Activated\ngo to (mouse-pointer v)\nset [stick button v] to []\nrepeat until <((1.5) * (size)) < (distance to [mouse-pointer v])>\n Detect Stick Movement\n Detect Stick Button\nend\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nif <[1] < ([abs v] of (STICK X) )> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n if <[] < (STICK BUTTON)> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\n
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KEYS\n======\nUse arrow keys / space.\nUse R to restart level.\n\nINSTRUCTIONS\n==============\nHelp Sparky take all the pickups and go into the exit point.\n
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Blob: A Platformer (Mobile Friendly)
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Platform#)\nend\n\nwhen flag clicked\nforever\n if <<<<(Platform#) = [1]> or <(Platform#) = [5]>> or <(Platform#) = [6]>> or <(Platform#) = [7]>> then\n stop all sounds\n wait (0.01) seconds\n play sound [Blob Grass Theme v] until done\n end\nend\n\nwhen I receive [music off v]\nset volume to (0) %\n\nwhen I receive [music on v]\nset volume to (200) %\n\nwhen flag clicked\nforever\n if <<(Platform#) = [33]> or <(Platform#) = [35]>> then\n stop all sounds\n wait (0.01) seconds\n play sound [Evil Blob's Castle Theme v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<<(Platform#) = [8]> or <(Platform#) = [9]>> or <(Platform#) = [10]>> or <(Platform#) = [11]>> then\n stop all sounds\n wait (0.01) seconds\n play sound [Blob Cave Theme v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<<<(Platform#) = [12]> or <(Platform#) = [14]>> or <(Platform#) = [16]>> or <(Platform#) = [17]>> or <(Platform#) = [18]>> then\n stop all sounds\n wait (0.01) seconds\n play sound [Blob Desert Theme v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<<(Platform#) = [19]> or <(Platform#) = [20]>> or <(Platform#) = [21]>> or <(Platform#) = [23]>> then\n stop all sounds\n wait (0.01) seconds\n play sound [Blob Tundra Theme v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Platform#) = [26]> or <(Platform#) = [28]>> or <<(Platform#) = [30]> or <(Platform#) = [31]>>> then\n stop all sounds\n wait (0.01) seconds\n play sound [Blob Water Theme v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Platform#) = [36]> then\n if <(Battle) = [1]> then\n stop all sounds\n repeat until <(Battle) = [2]>\n wait (0.01) seconds\n play sound [Evil Blob Battle Theme v] until done\n end\n end\n end\nend\n\nwhen I receive [battle start v]\nset [battle v] to [1]\n\nset [platform# v] to [36]\n\nwhen flag clicked\nforever\n if <(Platform#) = [36]> then\n stop all sounds\n broadcast (Inside Castle v)\n stop [this script v]\n end\nend\n\nwhen I receive [blobet v]\nstop all sounds\n\nwhen flag clicked\nforever\n if <(Platform#) = [37]> then\n play sound [End Scene Theme v] until done\n end\nend\n\nwhen I receive [end scene v]\nbroadcast (Music on v)\n\nwhen flag clicked\nchange [☁ players v] by (1)\n\n@Blob\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\nset [mobile v] to [0]\nforever\n if <(Mobile) = [1]> then\n stop [this script v]\n else\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [jump v] to [0]\n set [stop all v] to [0]\n go to x: (-210) y: (-55)\n repeat until <<<<<(x position) > [240]> or <(y position) > [180]>> or <<touching (death v)?> or <touching (final boss v)?>>> or <(y position) < [-182]>> or <touching (evil blob 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?> or <key (space v) pressed?>> or <touching (trampolines v)?>> 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?> or <key (space v) pressed?>> or <touching (trampolines v)?>> then\n if <(Jump) = [0]> then\n if <touching (trampolines v)?> then\n set [y vel v] to [25]\n start sound [Drum Boing v]\n else\n set [y vel v] to [15]\n start sound [Low Whoosh v]\n end\n set [jump v] to [1]\n end\n end\n if <(Stop All) = [1]> then\n stop [this script v]\n end\n end\n if <<<(x position) > [240]> or <(y position) > [180]>> or <(y position) < [-182]>> then\n broadcast (Next Level v)\n change [platform# v] by (1)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (blob1 v)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nset [platform# v] to [1]\nswitch costume to (blob1 v)\n\nwhen I receive [death v]\nglide (1) secs to x: (0) y: (-114)\nset [stop all v] to [1]\nwait (1) seconds\nglide (1) secs to x: (-163) y: (-114)\nwait until <(Platform#) = [37]>\nhide\n\nwhen I receive [mobile v]\ngo to [front v] layer\nset [mobile v] to [1]\nforever\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [jump v] to [0]\n set [stop all v] to [0]\n go to x: (-210) y: (-55)\n repeat until <<<<<(x position) > [240]> or <(y position) > [180]>> or <<touching (death v)?> or <touching (final boss v)?>>> or <(y position) < [-182]>> or <touching (evil blob v)?>>\n change [x vel v] by (Stick x)\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?> or <key (space v) pressed?>> or <<(Stick y) > [0.6]> or <touching (trampolines v)?>>> 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?> or <key (space v) pressed?>> or <<(Stick y) > [0.6]> or <touching (trampolines v)?>>> then\n if <(Jump) = [0]> then\n if <touching (trampolines v)?> then\n set [y vel v] to [25]\n start sound [Drum Boing v]\n else\n set [y vel v] to [15]\n start sound [Low Whoosh v]\n end\n set [jump v] to [1]\n end\n end\n if <(Stop All) = [1]> then\n stop [this script v]\n end\n if <<<(x position) > [240]> or <(y position) > [180]>> or <(y position) < [-182]>> then\n broadcast (Next Level v)\n change [platform# v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\n@Platform\n\nwhen flag clicked\ngo to x: (-67) y: (-120)\nforever\n switch costume to (Platform#)\nend\n\n@Death\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (50) y: (0)\nswitch costume to (lava1 v)\nforever\n switch costume to (Platform#)\n set y to (0)\nend\n\n@Coins\n\nwhen flag clicked\ngo to [back v] layer\nshow\nset [coins v] to [0]\nforever\n switch costume to (Platform#)\nend\n\nwhen flag clicked\nforever\n if <touching (blob v)?> then\n start sound [Coin v]\n hide\n change [coins v] by (1)\n end\nend\n\nwhen I receive [next level v]\nshow\n\n@Music Button\n\nwhen flag clicked\nshow\nswitch costume to (on v)\ngo to x: (225) y: (157)\nbroadcast (Music on v)\nset size to (200) %\nshow\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [music off v]\nwait (1) seconds\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [number v]) = [2]>> then\n switch costume to (on v)\n broadcast (Music on v)\n stop [this script v]\n end\nend\n\nwhen I receive [music on v]\nwait (1) seconds\nrepeat until <<<touching (mouse-pointer v)?> and <mouse down?>> and <(costume [number v]) = [2]>>\n if <touching (mouse-pointer v)?> then\n switch costume to (off v)\n else\n switch costume to (on v)\n end\nend\nswitch costume to (off v)\nbroadcast (music off v)\nstop [this script v]\n\nwhen flag clicked\nset [ghost v] effect to (60)\nforever\n go to [front v] layer\nend\n\n@Thing\n\nwhen flag clicked\ngo to x: (0) y: (24)\nforever\n if <(Platform#) = [37]> then\n show\n else\n hide\n end\nend\n\n@Trampolines\n\nwhen flag clicked\nswitch costume to (trampolines1 v)\ngo to x: (36) y: (29)\nforever\n if <(Platform#) = [1]> then\n hide\n end\n if <(Platform#) = [10]> then\n show\n end\n if <(Platform#) = [11]> then\n switch costume to (trampolines2 v)\n end\n if <(Platform#) = [12]> then\n hide\n end\n if <(Platform#) = [37]> then\n show\n switch costume to (trampolines3 v)\n go to x: (0) y: (0)\n end\nend\n\n@Blob Shark\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [ghost v] effect to (60)\nforever\n if <<<<(Platform#) = [27]> or <(Platform#) = [28]>> or <<(Platform#) = [29]> or <(Platform#) = [30]>>> or <<(Platform#) = [31]> or <(Platform#) = [32]>>> then\n hide\n create clone of (_myself_ v)\n wait (30) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset y to (pick random (150) to (-92))\nrepeat (260)\n change x by (-2)\n wait (0.03) seconds\n next costume\nend\ndelete this clone\n\n@Castle\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\nforever\n if <(Platform#) = [34]> then\n show\n end\n if <(Platform#) = [35]> then\n show\n switch costume to (costume2 v)\n end\n if <(Platform#) = [36]> then\n hide\n end\nend\n\n@Evil Blob\n\nwhen flag clicked\nset [battle v] to [0]\nhide\ngo to x: (175) y: (-75)\nset [ghost v] effect to (0)\nswitch costume to (evil blob1 v)\n\nwhen I receive [attack v]\ngo to x: (175) y: (-76)\nchange [life v] by (-1)\n\nwhen I receive [death v]\nstop all sounds\nstop [other scripts in sprite v]\nbroadcast (music off v)\ngo to x: (175) y: (-76)\nswitch costume to (evil blob2 v)\nplay sound [Death v] until done\nplay sound [Evil Blob Defeated v] until done\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [battle v] to [2]\n\nwhen I receive [battle start v]\nforever\n if <(Platform#) = [36]> then\n repeat until <touching (block1 v)?>\n switch costume to (evil blob1 v)\n change x by (-3)\n end\n wait (0.1) seconds\n repeat until <touching (block2 v)?>\n switch costume to (evil blob3 v)\n change x by (3)\n end\n end\nend\n\nwhen I receive [inside castle v]\nshow\nplay sound [Voice1 v] until done\nbroadcast (Battle Start v)\n\n@Final Boss\n\nwhen I receive [attack v]\nif <(Life) = [3]> then\n start sound [Pain v]\n wait (0.1) seconds\nend\nif <(Life) = [2]> then\n start sound [Pain v]\n wait (0.1) seconds\nend\nif <(Life) = [1]> then\n start sound [Pain v]\n wait (0.1) seconds\nend\nif <(Life) = [0]> then\n hide\n broadcast (Death v)\n stop [this script v]\nend\n\nwhen flag clicked\nset [life v] to [3]\nhide\nforever\n if <(Platform#) = [36]> then\n if <(Battle) = [2]> then\n hide\n stop [this script v]\n else\n show\n set [ghost v] effect to (0)\n go to (evil blob v)\n if <touching (blob v)?> then\n if <(Battle) = [1]> then\n broadcast (Attack v)\n end\n end\n end\n end\nend\n\n@Block1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (99)\ngo to x: (-237) y: (-118)\nforever\n if <(Platform#) = [36]> then\n show\n else\n hide\n end\nend\n\nset [ghost v] effect to (0)\n\n@Block2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (99)\ngo to x: (227) y: (-118)\nforever\n if <(Platform#) = [36]> then\n show\n else\n hide\n end\nend\n\nset [ghost v] effect to (0)\n\n@Cage\n\nwhen flag clicked\ngo to x: (0) y: (491)\nswitch costume to (cage1 v)\ngo to [back v] layer\nhide\nforever\n if <(Platform#) = [36]> then\n if <(Battle) = [2]> then\n broadcast (Blobet v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [blobet v]\nwait (1) seconds\nshow\nstart sound [Chains v]\nglide (5.2) secs to x: (0) y: (211)\nbroadcast (End v)\nrepeat (5)\n next costume\n wait (0.01) seconds\nend\nplay sound [Metal Crash v] until done\nwait until <(Platform#) = [37]>\nhide\n\n@Blobet\n\nwhen flag clicked\nset [end v] to [0]\ngo to x: (0) y: (-108)\nhide\n\nwhen I receive [end v]\ngo to [back v] layer\nshow\nwait (1) seconds\nglide (0.7) secs to x: (-83) y: (-108)\nplay sound [Blobet v] until done\nwait (1) seconds\nbroadcast (End Scene v)\nset [platform# v] to [37]\nswitch backdrop to (the end! v)\ngo to x: (210) y: (-115)\n\nwhen I receive [end scene v]\ngo to [front v] layer\n\n@Blob End\n\nwhen I start as a clone\nswitch costume to (blob1 v)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(Platform#) = [37]> then\n show\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: (-122)\n repeat until <<<<<(x position) > [240]> or <(y position) > [180]>> or <touching (death v)?>> or <(y position) < [-182]>> or <touching (evil blob 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?> or <key (space v) pressed?>> or <touching (trampolines v)?>> 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)?> or <touching (blobet 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?> or <key (space v) pressed?>> or <touching (trampolines v)?>> then\n if <(Jump) = [0]> then\n if <touching (trampolines v)?> then\n set [y vel v] to [25]\n start sound [Drum Boing v]\n else\n set [y vel v] to [15]\n start sound [Low Whoosh v]\n end\n set [jump v] to [1]\n end\n end\n end\n if <<<(x position) > [240]> or <(y position) > [180]>> or <(y position) < [-182]>> then\n broadcast (Next Level v)\n change [platform# v] by (1)\n end\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@Coins:\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <(Platform#) = [8]> then\n set [brightness v] effect to (100)\n end\n if <(Platform#) = [12]> then\n set [brightness v] effect to (0)\n end\n if <(Platform#) = [19]> then\n set [brightness v] effect to (100)\n end\n if <(Platform#) = [26]> then\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (-193) y: (156)\n show\nend\n\n@Digit1\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <(Platform#) = [8]> then\n set [brightness v] effect to (100)\n end\n if <(Platform#) = [12]> then\n set [brightness v] effect to (0)\n end\n if <(Platform#) = [19]> then\n set [brightness v] effect to (100)\n end\n if <(Platform#) = [26]> then\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n show\n go to x: (-143) y: (154)\nend\n\nwhen flag clicked\nforever\n if <(Coins) = [0]> then\n switch costume to (0 v)\n end\n if <(Coins) = [10]> then\n switch costume to (1 v)\n end\n if <(Coins) = [20]> then\n switch costume to (2 v)\n end\nend\n\n@Digit2\n\nwhen flag clicked\nforever\n show\n go to x: (-125) y: (154)\nend\n\nwhen flag clicked\nforever\n if <<<(Coins) = [0]> or <(Coins) = [10]>> or <(Coins) = [20]>> then\n switch costume to (0 v)\n end\n if <<<(Coins) = [1]> or <(Coins) = [11]>> or <(Coins) = [21]>> then\n switch costume to (1 v)\n end\n if <<<(Coins) = [2]> or <(Coins) = [12]>> or <(Coins) = [22]>> then\n switch costume to (2 v)\n end\n if <<<(Coins) = [3]> or <(Coins) = [13]>> or <(Coins) = [23]>> then\n switch costume to (3 v)\n end\n if <<<(Coins) = [4]> or <(Coins) = [14]>> or <(Coins) = [24]>> then\n switch costume to (4 v)\n end\n if <<<(Coins) = [5]> or <(Coins) = [15]>> or <(Coins) = [25]>> then\n switch costume to (5 v)\n end\n if <<<(Coins) = [6]> or <(Coins) = [16]>> or <(Coins) = [26]>> then\n switch costume to (6 v)\n end\n if <<<(Coins) = [7]> or <(Coins) = [17]>> or <(Coins) = [27]>> then\n switch costume to (7 v)\n end\n if <<(Coins) = [8]> or <(Coins) = [18]>> then\n switch costume to (8 v)\n end\n if <<(Coins) = [9]> or <(Coins) = [19]>> then\n switch costume to (9 v)\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <(Platform#) = [8]> then\n set [brightness v] effect to (100)\n end\n if <(Platform#) = [12]> then\n set [brightness v] effect to (0)\n end\n if <(Platform#) = [19]> then\n set [brightness v] effect to (100)\n end\n if <(Platform#) = [26]> then\n set [brightness v] effect to (0)\n end\nend\n\n@Joystick\n\nwhen flag clicked\nhide\nset [my self v] to [Joystick]\nset [max stick v] to [42]\nswitch costume to (base v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nset [ghost v] effect to (20)\nset size to (100) %\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (stick v)\nset [ghost v] effect to (15)\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 (My self)\n end\n if <(distance to [mouse-pointer v]) < ((size) / (.6))> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (My self)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(My self) 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) ))\n end\n else\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [mobile v]\nshow\n\nwhen flag clicked\nask [Mobile? Y\N] and wait\nif < (answer) contains [y]?> then\n broadcast (Mobile v)\nend\nif < (answer) contains [n]?> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n
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200 Loves for Part 2!\n\nControls:\nArrow keys to move.\nSpace or up arrow to jump.\nMobile Friendly.
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[☁online]オンライン サスケ2021 1stステージ プラットフォーマー online SASUKE platformer
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@Stage\n\nwhen flag clicked\nwait (7) seconds\nforever\n if <(クローン無くして音量消せ) = [1]> then\n stop [this script v]\n else\n play sound [Tobu -Hope v] until done\n end\nend\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\nbroadcast (スタート v)\n\nwhen I receive [星 v]\n\nwhen flag clicked\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 I receive [星 v]\n\nwhen I receive [星 v]\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?>>> or <key (w v) pressed?>> 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\nswitch costume to (1 v)\nforever\n if <<<<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> or <key (w v) pressed?>> or <key (a v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\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?>>> or <key (w v) pressed?>> 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?>>> or <key (w v) pressed?>> 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 I receive [星 v]\n\nwhen flag clicked\nforever\n say (join (username) (join [ ] (item (しゃべる言葉) of [しゃべる言葉 v])))\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)>>> or <key (d v) pressed?>> 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)>>> or <key (a v) pressed?>> 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@オンライン\n\nwhen I receive [オンライン v]\nset [オンライン v] to [1]\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p7 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ p1 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ p2 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ p3 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ p4 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ p5 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ p6 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ p7 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ p8 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ p9 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ p10 v] to (join (ユーザー名数値化) (join (join (([floor v] of ([x position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([direction v] of [キャラクター v]) + (200)) (join ((しゃべる言葉) + (10)) ([floor v] of (timer) ))))))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nbroadcast (オンライン v)\n\ndefine ユーザー名数値化\nset [ユーザー v] to [0]\nset [ユーザー名数値化 v] to []\nrepeat (length of (username))\n change [ユーザー v] by (1)\n switch costume to (letter (ユーザー) of (username))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) (costume [number v]))\nend\nrepeat ((40) - (length of (ユーザー名数値化)))\n set [ユーザー名数値化 v] to (join (ユーザー名数値化) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\nset [読み込み v] to [0]\nset [1 v] to []\nrepeat ((length of (☁ p1)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p1)) (letter ((読み込み) + (2)) of (☁ p1))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p1)) (letter (読み込み) of (☁ p1)))\n set [1 v] to (join (1) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [2 v] to []\nrepeat ((length of (☁ p2)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p2)) (letter ((読み込み) + (2)) of (☁ p2))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p2)) (letter (読み込み) of (☁ p2)))\n set [2 v] to (join (2) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [3 v] to []\nrepeat ((length of (☁ p3)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p3)) (letter ((読み込み) + (2)) of (☁ p3))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p3)) (letter (読み込み) of (☁ p3)))\n set [3 v] to (join (3) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [4 v] to []\nrepeat ((length of (☁ p4)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p4)) (letter ((読み込み) + (2)) of (☁ p4))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p4)) (letter (読み込み) of (☁ p4)))\n set [4 v] to (join (4) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [5 v] to []\nrepeat ((length of (☁ p5)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p5)) (letter ((読み込み) + (2)) of (☁ p5))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p5)) (letter (読み込み) of (☁ p5)))\n set [5 v] to (join (5) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [6 v] to []\nrepeat ((length of (☁ p6)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p6)) (letter ((読み込み) + (2)) of (☁ p6))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p6)) (letter (読み込み) of (☁ p6)))\n set [6 v] to (join (6) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [7 v] to []\nrepeat ((length of (☁ p7)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p7)) (letter ((読み込み) + (2)) of (☁ p7))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p7)) (letter (読み込み) of (☁ p7)))\n set [7 v] to (join (7) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [8 v] to []\nrepeat ((length of (☁ p8)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p8)) (letter ((読み込み) + (2)) of (☁ p8))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p8)) (letter (読み込み) of (☁ p8)))\n set [8 v] to (join (8) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [9 v] to []\nrepeat ((length of (☁ p9)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p9)) (letter ((読み込み) + (2)) of (☁ p9))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p9)) (letter (読み込み) of (☁ p9)))\n set [9 v] to (join (9) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [10 v] to []\nrepeat ((length of (☁ p10)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p10)) (letter ((読み込み) + (2)) of (☁ p10))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p10)) (letter (読み込み) of (☁ p10)))\n set [10 v] to (join (10) (costume [name v]))\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [1p確認 v] to (☁ p1)\n wait (3) seconds\n if <(letter (length of (1p確認)) of (1p確認)) = (letter (length of (☁ p1)) of (☁ p1))> then\n set [☁ p1 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [2p確認 v] to (☁ p2)\n wait (3) seconds\n if <(letter (length of (2p確認)) of (2p確認)) = (letter (length of (☁ p2)) of (☁ p2))> then\n set [☁ p2 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [3p確認 v] to (☁ p3)\n wait (3) seconds\n if <(letter (length of (3p確認)) of (3p確認)) = (letter (length of (☁ p3)) of (☁ p3))> then\n set [☁ p3 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [4p確認 v] to (☁ p4)\n wait (3) seconds\n if <(letter (length of (4p確認)) of (4p確認)) = (letter (length of (☁ p4)) of (☁ p4))> then\n set [☁ p4 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [5p確認 v] to (☁ p5)\n wait (3) seconds\n if <(letter (length of (5p確認)) of (5p確認)) = (letter (length of (☁ p5)) of (☁ p5))> then\n set [☁ p5 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [6p確認 v] to (☁ p6)\n wait (3) seconds\n if <(letter (length of (6p確認)) of (6p確認)) = (letter (length of (☁ p6)) of (☁ p6))> then\n set [☁ p6 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [7p確認 v] to (☁ p7)\n wait (3) seconds\n if <(letter (length of (7p確認)) of (7p確認)) = (letter (length of (☁ p7)) of (☁ p7))> then\n set [☁ p7 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [8p確認 v] to (☁ p8)\n wait (3) seconds\n if <(letter (length of (8p確認)) of (8p確認)) = (letter (length of (☁ p8)) of (☁ p8))> then\n set [☁ p8 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [9p確認 v] to (☁ p9)\n wait (3) seconds\n if <(letter (length of (9p確認)) of (9p確認)) = (letter (length of (☁ p9)) of (☁ p9))> then\n set [☁ p9 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [10p確認 v] to (☁ p10)\n wait (3) seconds\n if <(letter (length of (10p確認)) of (10p確認)) = (letter (length of (☁ p10)) of (☁ p10))> then\n set [☁ p10 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\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@スプライト3\n\ndefine コピー\nswitch costume to (コスチューム1 v)\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nhide\nset rotation style [left-right v]\nif <(costume [number v]) = [1]> then\n forever\n if <<not <(☁ p1) = [0]>> and <not <(1p?) = [1]>>> then\n go to x: ((join (letter (41) of (☁ p1)) (join (letter (42) of (☁ p1)) (letter (43) of (☁ p1)))) - (500)) y: ((join (letter (44) of (☁ p1)) (join (letter (45) of (☁ p1)) (letter (46) of (☁ p1)))) - (500))\n point in direction ((join (letter (49) of (☁ p1)) (join (letter (50) of (☁ p1)) (letter (51) of (☁ p1)))) - (200))\n say (join (1) (join [ ] (item ((join (letter (52) of (☁ p1)) (letter (53) of (☁ p1))) - (10)) of [しゃべる言葉 v])))\n if <((join (letter (47) of (☁ p1)) (letter (48) of (☁ p1))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p1) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <<not <(☁ p2) = [0]>> and <not <(1p?) = [2]>>> then\n go to x: ((join (letter (41) of (☁ p2)) (join (letter (42) of (☁ p2)) (letter (43) of (☁ p2)))) - (500)) y: ((join (letter (44) of (☁ p2)) (join (letter (45) of (☁ p2)) (letter (46) of (☁ p2)))) - (500))\n point in direction ((join (letter (49) of (☁ p2)) (join (letter (50) of (☁ p2)) (letter (51) of (☁ p2)))) - (200))\n say (join (2) (join [ ] (item ((join (letter (52) of (☁ p2)) (letter (53) of (☁ p2))) - (10)) of [しゃべる言葉 v])))\n if <((join (letter (47) of (☁ p2)) (letter (48) of (☁ p2))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p2) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n if <<not <(☁ p3) = [0]>> and <not <(1p?) = [3]>>> then\n go to x: ((join (letter (41) of (☁ p3)) (join (letter (42) of (☁ p3)) (letter (43) of (☁ p3)))) - (500)) y: ((join (letter (44) of (☁ p3)) (join (letter (45) of (☁ p3)) (letter (46) of (☁ p3)))) - (500))\n point in direction ((join (letter (49) of (☁ p3)) (join (letter (50) of (☁ p3)) (letter (51) of (☁ p3)))) - (200))\n say (join (3) (join [ ] (item ((join (letter (52) of (☁ p3)) (letter (53) of (☁ p3))) - (10)) of [しゃべる言葉 v])))\n if <((join (letter (47) of (☁ p3)) (letter (48) of (☁ p3))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p3) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n if <<not <(☁ p4) = [0]>> and <not <(1p?) = [4]>>> then\n go to x: ((join (letter (41) of (☁ p4)) (join (letter (42) of (☁ p4)) (letter (43) of (☁ p4)))) - (500)) y: ((join (letter (44) of (☁ p4)) (join (letter (45) of (☁ p4)) (letter (46) of (☁ p4)))) - (500))\n point in direction ((join (letter (49) of (☁ p4)) (join (letter (50) of (☁ p4)) (letter (51) of (☁ p4)))) - (200))\n say (join (4) (join [ ] (item ((join (letter (52) of (☁ p4)) (letter (53) of (☁ p4))) - (10)) of [しゃべる言葉 v])))\n if <((join (letter (47) of (☁ p4)) (letter (48) of (☁ p4))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p4) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [5]> then\n forever\n if <<not <(☁ p5) = [0]>> and <not <(1p?) = [3]>>> then\n go to x: ((join (letter (41) of (☁ p5)) (join (letter (42) of (☁ p5)) (letter (43) of (☁ p5)))) - (500)) y: ((join (letter (44) of (☁ p5)) (join (letter (45) of (☁ p5)) (letter (46) of (☁ p5)))) - (500))\n point in direction ((join (letter (49) of (☁ p5)) (join (letter (50) of (☁ p5)) (letter (51) of (☁ p5)))) - (200))\n say (join (5) (join [ ] (item ((join (letter (52) of (☁ p5)) (letter (53) of (☁ p5))) - (10)) of [しゃべる言葉 v])))\n if <((join (letter (47) of (☁ p5)) (letter (48) of (☁ p5))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p5) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [6]> then\n forever\n if <<not <(☁ p6) = [0]>> and <not <(1p?) = [6]>>> then\n go to x: ((join (letter (41) of (☁ p6)) (join (letter (42) of (☁ p6)) (letter (43) of (☁ p6)))) - (500)) y: ((join (letter (44) of (☁ p6)) (join (letter (45) of (☁ p6)) (letter (46) of (☁ p6)))) - (500))\n point in direction ((join (letter (49) of (☁ p6)) (join (letter (50) of (☁ p6)) (letter (51) of (☁ p6)))) - (200))\n say (join (6) (join [ ] (item ((join (letter (52) of (☁ p6)) (letter (53) of (☁ p6))) - (10)) of [しゃべる言葉 v])))\n if <((join (letter (47) of (☁ p6)) (letter (48) of (☁ p6))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p6) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [7]> then\n forever\n if <<not <(☁ p7) = [0]>> and <not <(1p?) = [7]>>> then\n go to x: ((join (letter (41) of (☁ p7)) (join (letter (42) of (☁ p7)) (letter (43) of (☁ p7)))) - (500)) y: ((join (letter (44) of (☁ p7)) (join (letter (45) of (☁ p7)) (letter (46) of (☁ p7)))) - (500))\n point in direction ((join (letter (49) of (☁ p7)) (join (letter (50) of (☁ p7)) (letter (51) of (☁ p7)))) - (200))\n say (join (7) (join [ ] (item ((join (letter (52) of (☁ p7)) (letter (53) of (☁ p7))) - (10)) of [しゃべる言葉 v])))\n if <((join (letter (47) of (☁ p7)) (letter (48) of (☁ p7))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p7) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [8]> then\n forever\n if <<not <(☁ p8) = [0]>> and <not <(1p?) = [8]>>> then\n go to x: ((join (letter (41) of (☁ p8)) (join (letter (42) of (☁ p8)) (letter (43) of (☁ p8)))) - (500)) y: ((join (letter (44) of (☁ p8)) (join (letter (45) of (☁ p8)) (letter (46) of (☁ p8)))) - (500))\n point in direction ((join (letter (49) of (☁ p8)) (join (letter (50) of (☁ p8)) (letter (51) of (☁ p8)))) - (200))\n say (join (8) (join [ ] (item ((join (letter (52) of (☁ p8)) (letter (53) of (☁ p8))) - (10)) of [しゃべる言葉 v])))\n if <((join (letter (47) of (☁ p8)) (letter (48) of (☁ p8))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p8) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [9]> then\n forever\n if <<not <(☁ p9) = [0]>> and <not <(1p?) = [9]>>> then\n go to x: ((join (letter (41) of (☁ p9)) (join (letter (42) of (☁ p9)) (letter (43) of (☁ p9)))) - (500)) y: ((join (letter (44) of (☁ p9)) (join (letter (45) of (☁ p9)) (letter (46) of (☁ p9)))) - (500))\n point in direction ((join (letter (49) of (☁ p9)) (join (letter (50) of (☁ p9)) (letter (51) of (☁ p9)))) - (200))\n say (join (9) (join [ ] (item ((join (letter (52) of (☁ p9)) (letter (53) of (☁ p9))) - (10)) of [しゃべる言葉 v])))\n if <((join (letter (47) of (☁ p9)) (letter (48) of (☁ p9))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p9) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [10]> then\n forever\n if <<not <(☁ p10) = [0]>> and <not <(1p?) = [10]>>> then\n go to x: ((join (letter (41) of (☁ p10)) (join (letter (42) of (☁ p10)) (letter (43) of (☁ p10)))) - (500)) y: ((join (letter (44) of (☁ p10)) (join (letter (45) of (☁ p10)) (letter (46) of (☁ p10)))) - (500))\n point in direction ((join (letter (49) of (☁ p10)) (join (letter (50) of (☁ p10)) (letter (51) of (☁ p10)))) - (200))\n say (join (10) (join [ ] (item ((join (letter (52) of (☁ p10)) (letter (53) of (☁ p10))) - (10)) of [しゃべる言葉 v])))\n if <((join (letter (47) of (☁ p10)) (letter (48) of (☁ p10))) - (10)) = ([costume # v] of [地面 v])> then\n show\n else\n hide\n end\n end\n if <(☁ p10) = [0]> then\n hide\n end\n end\nend\n\nwhen I receive [オンライン! v]\nhide\nコピー\n\nwhen flag clicked\nhide variable [音量 v]\nforever\n set volume to (音量) %\nend\n\nwhen [o v] key pressed\nshow variable [音量 v]\nwait (0.1) seconds\nwait until <key (o v) pressed?>\nhide variable [音量 v]\n\n@スプライト4\n\ndefine 配置\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ngo to x: (-188) y: (167)\nrepeat (11)\n create clone of (_myself_ v)\n change y by (-25)\n next costume\n set [ghost v] effect to (50)\nend\ngo to x: (-188) y: (167)\nmove (105) steps\nrepeat (6)\n create clone of (_myself_ v)\n change y by (-25)\n next costume\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\ngo to x: (-188) y: (167)\nset [しゃべる言葉 v] to [0]\nset [チャット? v] to [0]\nhide\n配置\n\nwhen I start as a clone\nwait (7) seconds\nshow\nforever\n if <(costume [number v]) = [1]> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(チャット?) = [1]> then\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [チャット? v] to [0]\n else\n set [チャット? v] to [1]\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n else\n if <<(チャット?) = [1]> and <not <(costume [number v]) = [1]>>> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [しゃべる言葉 v] to ((costume [number v]) - (1))\n broadcast (喋る v)\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [喋る v]\nwait (5) seconds\nset [しゃべる言葉 v] to [0]\n\nwhen flag clicked\nforever\n set volume to (音量) %\nend\n\nwhen flag clicked\nhide\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\ngo to [front v] layer\nset [ghost v] effect to (100)\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@スプライト123\n\nwhen flag clicked\nwait (7) seconds\nforever\n go to (mouse-pointer v)\n if <touching (星センサー v)?> then\n broadcast (星 v)\n stop [this script v]\n end\n show\n set [ghost v] effect to (100)\nend\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@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
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えぐい!適当に「♡と☆500超えたら2ndステージ作る」とか言ってたらもう超えてる!期待に答えられるように頑張って作ります!\n「オンライン」と調べて人気を見ると4ページ目だった!ありがとう!\n再共有!!(バグ修正をしていたため)\nこれ見て⇓\nhttps://scratch.mit.edu/projects/666852666/\n参照数の今の目標:6000!!!\nハートと星100達成ありがとう!!!\nこの作品はまじで傾向に載りたい!だからスタジオ拡散をオラにも分けてくれ!\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/\n\nEnglish explanation ↓\nFinally online!\nIt starts when you press in the order of the stars from the heart\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.\nStage 4: Move to the yellow bar while holding down the jump button. This will gradually fall.\n5th stage: Touch the spring to jump, catch the red circle and press and hold the jump button to move. Let's release this on the way.\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.\n日本語説明↓\n初のオンライン!\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※ニュースクラッチャーはオンラインになりません。\n重いときはターボワープ⇓\n\nhttps://turbowarp.org/646663633\n\nオンラインなのですぐ終わってはだめだと難しくしました!(だからといってクレームは無視します)\n原型: @katsuo777\nバネ: @soma1106\nイントロ: @1998ky262\nアウトロ: @t9decode\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\nアップデート\n・サムネ変更\n・影を削除(プログラムの問題で不自然に見えるため)\n\nストーリー\nなんと!挑戦者は110人までいた!?!?!?!?\nそしてその内の1人はあなたです!\n残り9人は知らないところでクリアしているかもしれません。\nあなたも9人のように「絶対に」クリアせよ!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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#online#sikakitaharuki2#sasuke#all#games#game#platformer#online#sikakitaharuki2#sasuke#all#games#game#platformer#online#sikakitaharuki2#sasuke#all#games#game#platformer#online#sikakitaharuki2#sasuke#all#games#game#platformer#online#sikakitaharuki2#sasuke#all#sikakitaharuki2#abcdefghijklmnopqrstuvwxyz\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nストーリー書くの初めてなので変かも。(変だったらコメントで「この〇〇がおかしいですよ」と言って下さい。)\nハートと星を押すと...................................................................................................................今日の夕飯が100倍美味しくなりまs((((((((((((((((((((そんなことしなくても美味いだろ。
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Squares - A Platformer
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@Stage\n\nwhen flag clicked\nset [winnable v] to [1]\nset [**showing time** v] to [0]\nhide variable [**frames** v]\nhide variable [time v]\nhide variable [☁ world record v]\nset [time v] to [0]\n\nwhen I receive [green flag clicked v]\nforever\n play sound (World) until done\nend\n\nwhen [t v] key pressed\nif <(**SHOWING TIME**) = [0]> then\n set [**showing time** v] to [1]\n show variable [time v]\n show variable [☁ world record v]\nelse\n set [**showing time** v] to [0]\n hide variable [time v]\n hide variable [☁ world record v]\nend\n\nwhen I receive [time v]\nTime\nif <<(winnable) = [2]> and <(Level) = [6]>> then\n broadcast (DONE v) and wait\n if <(TIME) < (☁ WORLD RECORD)> then\n set [☁ world record v] to (TIME)\n end\n stop [all v]\nend\n\ndefine Time\nset [time v] to ((round (((**FRAMES**) / (30)) * (100))) / (100))\nrepeat until <(length of (TIME)) > ((length of ([floor v] of (TIME) )) + (2))>\n if < (TIME) contains [.]?> then\n set [time v] to (join (TIME) [0])\n else\n set [time v] to (join (TIME) [.])\n end\nend\nif <(winnable) = [0]> then\n set [time v] to [N/A]\nend\n\nwhen [p v] key pressed\nset [winnable v] to [0]\n\nwhen flag clicked\nwait until <(World) = [3]>\nwait until <(World) = [5]>\nif <(winnable) > [0]> then\n set [winnable v] to [2]\nend\n\nwhen flag clicked\n\nset [sfx v] to [1]\nforever\n if <<(mouse y) > [135]> and <(mouse y) < [175]>> then\n show variable [sfx v]\n else\n hide variable [sfx v]\n end\nend\n\n@blank\n\n@qeepen\n\nwhen flag clicked\nerase all\nforever\n if <[collisions v] contains [1]?> then\n Fix\n end\nend\n\ndefine Generate Level\ndelete all of [moving level v]\ndelete all of [level v]\nbroadcast (Generate Level v)\nif <(World) = [0]> then\n if <(Level) = [10]> then\n Add Circle [1] at [0] [-100] size [100]\n Add Circle [2] at [75] [-100] size [25]\n Add Circle [2] at [100] [-100] size [25]\n Add Circle [2] at [125] [-100] size [25]\n Add Circle [4] at [225] [-100] size [150]\n Add Circle [3] at [-100] [-25] size [14]\n Add Circle [6] at [0] [75] size [100]\n Add Circle [7] at [-400] [-400] size [800]\n Add Circle [8] at [100] [-150] size [50]\n Add Circle [9] at [225] [25] size [50]\n end\nend\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Draw Circle at (x) (y) size (size)\nif <(size) > [0]> then\n pen up\n Go To ((x) - ((size) * (0.5))) ((y) - ((size) * (0.5)))\n pen down\n Go To ((x) + ((size) * (0.5))) ((y) - ((size) * (0.5)))\n Go To ((x) + ((size) * (0.5))) ((y) + ((size) * (0.5)))\n Go To ((x) - ((size) * (0.5))) ((y) + ((size) * (0.5)))\n Go To ((x) - ((size) * (0.5))) ((y) - ((size) * (0.5)))\nend\npen up\n\ndefine Render\nerase all\nDraw Grid\nDraw Level\nDraw Player\n\ndefine Get Color (color) (size)\nif <(color) = [1]> then\n set pen color to (#ffffff)\nend\nif <(color) = [2]> then\n set pen color to (#ff0000)\nend\nif <(color) = [3]> then\n set pen color to (#ff1edc)\nend\nif <(color) = [4]> then\n set pen color to (#8bf1ff)\nend\nif <(color) = [5]> then\n set pen color to (#16d400)\nend\nif <(color) = [6]> then\n set pen color to (#985b11)\nend\nif <(color) = [7]> then\n set pen color to (#0400ff)\nend\nif <(color) = [8]> then\n set pen color to (#babaef)\n set pen (transparency v) to ((100) - (size))\nend\nif <<(color) > [8]> and <(color) < [13]>> then\n set pen color to (#a805ef)\nend\nif <<(color) = [13]> or <(color) = [14]>> then\n set pen color to (#ae00ff)\n change pen (color v) by ((timer) * (20))\nend\n\ndefine Go To (x) (y)\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\n\ndefine Physics\nKeys Pressed\nif <[keys pressed v] contains [L]?> then\n change [xv v] by (-1)\nend\nif <[keys pressed v] contains [R]?> then\n change [xv v] by (1)\nend\nchange [y v] by (-1)\nUpdate Collisions\nif <[collisions v] contains [4]?> then\n set [xv v] to ((xv) * (0.95))\nelse\n if <[collisions v] contains [6]?> then\n set [xv v] to ((xv) * (0.7))\n else\n set [xv v] to ((xv) * (0.9))\n end\nend\nchange [y v] by (1)\nChange X by (round (xv))\nchange [yv v] by (-1)\nif <<[keys pressed v] contains [U]?> and <(Can Jump?) = [1]>> then\n set [yv v] to [12]\nend\nchange [y v] by (-1)\nUpdate Collisions\nif <[collisions v] contains [3]?> then\n set [yv v] to [15]\n if <[keys pressed v] contains [U]?> then\n set [yv v] to [18]\n end\nend\nchange [y v] by (1)\nset [yv v] to (round (yv))\nChange Y by (round (yv))\nSwap Gravity\nDeath & Camera\n\ndefine Change X by (xv)\nchange [x v] by (xv)\nUpdate Collisions\nif <[collisions v] contains [1]?> then\n repeat (SLOPE SIZE)\n change [y v] by (1)\n Update Collisions\n if <not <[collisions v] contains [1]?>> then\n stop [this script v]\n end\n end\n change [y v] by (() - (SLOPE SIZE))\n repeat until <not <[collisions v] contains [1]?>>\n set [xv v] to [0]\n change [x v] by (() - (([abs v] of (xv) ) / (xv)))\n Update Collisions\n end\nend\n\ndefine Update Collisions\nUpdate Gravity\ndelete all of [collisions v]\nset [i2 v] to [1]\nrepeat until <(i2) > (length of [level v])>\n if <<<((item ((i2) + (1)) of [level v]) + ((item ((i2) + (3)) of [level v]) / (-2))) < ((X) + ((Size) / (2)))> and <((item ((i2) + (1)) of [level v]) + ((item ((i2) + (3)) of [level v]) / (2))) > ((X) + ((Size) / (-2)))>> and <<((item ((i2) + (2)) of [level v]) + ((item ((i2) + (3)) of [level v]) / (-2))) < ((Y) + ((Size) / (2)))> and <((item ((i2) + (2)) of [level v]) + ((item ((i2) + (3)) of [level v]) / (2))) > ((Y) + ((Size) / (-2)))>>> then\n add (item (i2) of [level v]) to [collisions v]\n if <[solids v] contains (item (i2) of [level v])?> then\n add [1] to [collisions v]\n if <(item (i2) of [level v]) = [8]> then\n replace item ((i2) + (3)) of [level v] with ((item ((i2) + (3)) of [level v]) - (1))\n if <(item ((i2) + (3)) of [level v]) < [10]> then\n replace item ((i2) + (3)) of [level v] with [-100]\n end\n end\n end\n if <<(item (i2) of [level v]) = [5]> and <(Clones) > [0]>> then\n replace item ((i2) + (3)) of [level v] with [-100]\n if <(clone #) = [0]> then\n set [x v] to (item (1) of [clones v])\n set [y v] to (item (2) of [clones v])\n set [xv v] to (item (3) of [clones v])\n set [yv v] to (item (4) of [clones v])\n set [can jump? v] to (item (5) of [clones v])\n set [portal fall? v] to (item (6) of [clones v])\n repeat (clone list length)\n delete (1) of [clones v]\n end\n change [clones v] by (-1)\n else\n repeat (clone list length)\n delete (clone #) of [clones v]\n end\n change [clones v] by (-1)\n end\n end\n if <(item (i2) of [level v]) = [13]> then\n set [portal1 id v] to (i2)\n set [i3 v] to ((i2) + (1))\n repeat until <<(item (i3) of [level v]) = [13]> or <(item (i3) of [level v]) = [14]>>\n change [i3 v] by (1)\n if <(i3) > (length of [level v])> then\n set [i3 v] to [1]\n end\n end\n set [portal2 id v] to (i3)\n end\n if <(item (i2) of [level v]) = [14]> then\n set [portal1 id v] to (i2)\n set [i3 v] to ((i2) + (-1))\n repeat until <<(item (i3) of [level v]) = [13]> or <(item (i3) of [level v]) = [14]>>\n change [i3 v] by (-1)\n if <[1] > (i3)> then\n set [i3 v] to (length of [level v])\n end\n end\n set [portal2 id v] to (i3)\n end\n end\n change [i2 v] by (4)\nend\nif <<key (e v) pressed?> and <(username) = [04tmoody]>> then\n delete all of [collisions v]\nend\n\ndefine Change Y by (yv)\nset [can jump? v] to [0]\nchange [y v] by (yv)\nUpdate Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n set [yv v] to [0]\n change [y v] by (() - (([abs v] of (yv) ) / (yv)))\n Update Collisions\nend\nif <<key (q v) pressed?> and <(username) = [04tmoody]>> then\n set [can jump? v] to [1]\nend\n\ndefine Draw Player\nset pen size to (6)\nset pen color to (#ffae00)\nDraw Circle at (X) (Y) size ((Size) - (0))\nset pen color to (#000000)\nif <(Gravity) = [1]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5))\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5))\nend\nif <(Gravity) = [2]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5))\n Draw Circle at ((X) + ((Size) / (-5))) ((Y) + ((Size) / (-5))) size ((Size) / (5))\nend\nif <(Gravity) = [3]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5))\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5))\nend\nif <(Gravity) = [4]> then\n Draw Circle at ((X) - ((Size) / (-5))) ((Y) + ((Size) / (5))) size ((Size) / (5))\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5))\nend\nset [i v] to [1]\nset [old x2 v] to (X)\nset [old y2 v] to (Y)\nrepeat (Clones)\n set [x v] to (item ((i) + (0)) of [clones v])\n set [y v] to (item ((i) + (1)) of [clones v])\n set pen color to (#ffae00)\n Draw Circle at (X) (Y) size ((Size) - (0))\n set pen color to (#000000)\n if <(Gravity) = [1]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5))\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5))\n end\n if <(Gravity) = [2]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5))\n Draw Circle at ((X) + ((Size) / (-5))) ((Y) + ((Size) / (-5))) size ((Size) / (5))\n end\n if <(Gravity) = [3]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5))\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5))\n end\n if <(Gravity) = [4]> then\n Draw Circle at ((X) - ((Size) / (-5))) ((Y) + ((Size) / (5))) size ((Size) / (5))\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5))\n end\n change [i v] by (clone list length)\nend\nset [x v] to (old x2)\nset [y v] to (old y2)\n\ndefine Draw Level\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n set pen size to (6)\n Get Color (item (i) of [level v]) (item ((i) + (3)) of [level v])\n Draw Circle at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size ((item ((i) + (3)) of [level v]) - (10))\n if <(Lag) = [0]> then\n set pen (transparency v) to ((100) - ([abs v] of (([sin v] of ((timer) * (75)) ) * (25)) ))\n change pen size by ([abs v] of (([sin v] of ((timer) * (75)) ) * (5)) )\n Draw Circle at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size (((item ((i) + (3)) of [level v]) - (15)) + ([abs v] of (([sin v] of ((timer) * (75)) ) * (15)) ))\n end\n set pen size to (6)\n if <<(item (i) of [level v]) > [8]> and <[13] > (item (i) of [level v])>> then\n set pen color to (#000000)\n if <(Gravity) = ((item (i) of [level v]) - (8))> then\n set pen color to (#404040)\n end\n Draw Circle at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size ((item ((i) + (3)) of [level v]) - (20))\n Draw arrow at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size (item ((i) + (3)) of [level v]) direction ((item (i) of [level v]) - (8))\n end\n change [i v] by (4)\nend\n\ndefine Draw Grid\npen up\nset pen color to (#2b2b2b)\nif <(World) = [3]> then\n set pen color to (#4a4a4a)\n set pen size to (600)\n go to x: (0) y: (0)\n pen down\n pen up\n set pen color to (#6b6b6b)\nend\nset pen size to (105)\ngo to x: ((-240) - (((Camera X) * (0.5)) mod (100))) y: ((-180) - (((Camera Y) * (0.5)) mod (100)))\nrepeat (10)\n set y to ((-180) - (((Camera Y) * (0.5)) mod (100)))\n repeat (8)\n pen down\n pen up\n change pen (brightness v) by (-20)\n change pen size by (-10)\n pen down\n pen up\n change pen (brightness v) by (20)\n change pen size by (10)\n change y by (100)\n end\n change x by (100)\nend\npen up\nif <(World) = [2]> then\n set pen color to (#7fe8ff)\n set pen (transparency v) to (80)\n set pen size to (50)\n go to x: (-240) y: (-180)\n pen down\n go to x: (240) y: (-180)\n go to x: (240) y: (180)\n go to x: (-240) y: (180)\n go to x: (-240) y: (-180)\n pen up\nend\n\ndefine Reset\ndelete all of [clones v]\nGenerate Level\nset [gravity v] to [3]\nset [slope size v] to [4]\nset [x v] to [0]\nset [y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [size v] to [30]\nset [old x v] to [0]\nset [old y v] to [0]\nset [clone list length v] to [6]\nset [portal fall? v] to [0]\nset [old x2 v] to [0]\nset [old y2 v] to [0]\nset [old xv2 v] to [0]\nset [old yv2 v] to [0]\nset [old can jump?2 v] to [0]\nset [old portal fall? v] to [0]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Move Level\nset [j v] to [1]\nrepeat until <(j) > (length of [moving level v])>\n set [i v] to (item (j) of [moving level v])\n replace item ((i) + (1)) of [level v] with ((item ((i) + (1)) of [level v]) + (item ((j) + (1)) of [moving level v]))\n if <[solids v] contains (item (i) of [level v])?> then\n if <<<((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((X) + ((Size) / (2)))> and <((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((X) + ((Size) / (-2)))>> and <<((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((Y) + ((Size) / (2)))> and <((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((Y) + ((Size) / (-2)))>>> then\n change [x v] by (item ((j) + (1)) of [moving level v])\n Update Collisions\n if <[collisions v] contains [1]?> then\n set [die? v] to [1]\n repeat (SLOPE SIZE)\n if <(die?) = [1]> then\n change [y v] by (1)\n change [x v] by (1)\n Update Collisions\n if <not <[collisions v] contains [1]?>> then\n set [die? v] to [0]\n end\n end\n end\n if <(die?) = [1]> then\n Reset\n end\n end\n end\n end\n replace item ((i) + (2)) of [level v] with ((item ((i) + (2)) of [level v]) + (item ((j) + (2)) of [moving level v]))\n if <[solids v] contains (item (i) of [level v])?> then\n if <<<((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((X) + ((Size) / (2)))> and <((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((X) + ((Size) / (-2)))>> and <<((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((Y) + ((Size) / (2)))> and <((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((Y) + ((Size) / (-2)))>>> then\n change [y v] by (item ((j) + (2)) of [moving level v])\n Update Collisions\n if <[collisions v] contains [1]?> then\n Reset\n end\n end\n end\n set [k v] to [1]\n repeat until <(k) > (length of [level v])>\n if <not <(i) = (k)>> then\n if <<<((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((item ((k) + (1)) of [level v]) + ((item ((k) + (3)) of [level v]) / (2)))> and <((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((item ((k) + (1)) of [level v]) + ((item ((k) + (3)) of [level v]) / (-2)))>> and <<((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((item ((k) + (2)) of [level v]) + ((item ((k) + (3)) of [level v]) / (2)))> and <((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((item ((k) + (2)) of [level v]) + ((item ((k) + (3)) of [level v]) / (-2)))>>> then\n replace item ((j) + (1)) of [moving level v] with ((item ((j) + (1)) of [moving level v]) * (-1))\n replace item ((j) + (2)) of [moving level v] with ((item ((j) + (2)) of [moving level v]) * (-1))\n end\n end\n change [k v] by (4)\n end\n change [j v] by (3)\nend\n\ndefine Water Physics\nKeys Pressed\nif <[keys pressed v] contains [L]?> then\n change [xv v] by (-0.9)\nend\nif <[keys pressed v] contains [R]?> then\n change [xv v] by (0.9)\nend\nset [xv v] to ((xv) * (0.91))\nChange X by (round (xv))\nif <[keys pressed v] contains [D]?> then\n change [yv v] by (-0.9)\nend\nif <[keys pressed v] contains [U]?> then\n change [yv v] by (0.9)\nend\nset [yv v] to ((((yv) + (1)) * (0.91)) - (1))\nChange Y by (round (yv))\nSwap Gravity\nDeath & Camera\n\ndefine Death & Camera\nUpdate Collisions\nif <<key (r v) pressed?> or <<[collisions v] contains [2]?> or <<<(Y) < [-360]> or <[3240] < (Y)>> or <<(X) < [-4320]> or <[4320] < (X)>>>>> then\n if <(reset?) = [0]> then\n Reset\n set [reset? v] to [1]\n end\nelse\n set [reset? v] to [0]\nend\nif <<<key (o v) pressed?> or <key (p v) pressed?>> or <[collisions v] contains [5]?>> then\n if <<[collisions v] contains [5]?> and <(Clones) > [0]>> then\nelse\n set [skip? v] to [0]\nend\nchange [camera x v] by (((X) - (Camera X)) / (6))\nchange [camera y v] by (((Y) - (Camera Y)) / (6))\nif <(Camera Y) < [-180]> then\n set [camera y v] to [-180]\nend\n\ndefine Draw arrow at (x) (y) size (size) direction (dir)\nset pen size to (round ((size) / (10)))\npen up\nset pen color to (#a805ef)\nif <(dir) = [1]> then\n Go To (x) ((y) + ((size) / (-4)))\n pen down\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (-4))) (y)\n pen up\nend\nif <(dir) = [2]> then\n Go To ((x) + ((size) / (-4))) (y)\n pen down\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (-4)))\n pen up\nend\nif <(dir) = [3]> then\n Go To (x) ((y) + ((size) / (4)))\n pen down\n Go To (x) ((y) + ((size) / (-4)))\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (-4)))\n Go To ((x) + ((size) / (-4))) (y)\n pen up\nend\nif <(dir) = [4]> then\n Go To ((x) + ((size) / (4))) (y)\n pen down\n Go To ((x) + ((size) / (-4))) (y)\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (-4))) (y)\n Go To (x) ((y) + ((size) / (-4)))\n pen up\nend\n\ndefine Update Gravity\nset [change in x v] to ((X) - (old x))\nset [change in y v] to ((Y) - (old y))\nif <(Gravity) = [2]> then\n set [x v] to ((old x) - (change in y))\n set [y v] to ((old y) + (change in x))\nend\nif <(Gravity) = [1]> then\n set [x v] to ((old x) - (change in x))\n set [y v] to ((old y) - (change in y))\nend\nif <(Gravity) = [4]> then\n set [x v] to ((old x) + (change in y))\n set [y v] to ((old y) - (change in x))\nend\nset [old x v] to (X)\nset [old y v] to (Y)\n\ndefine Swap Gravity\nUpdate Collisions\nset [old xv v] to (xv)\nif <[collisions v] contains [9]?> then\n if <(Gravity) = [2]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (1))\n end\n if <(Gravity) = [3]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n if <(Gravity) = [4]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n set [gravity v] to [1]\nend\nif <[collisions v] contains [10]?> then\n if <(Gravity) = [1]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n if <(Gravity) = [3]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (-1))\n end\n if <(Gravity) = [4]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n set [gravity v] to [2]\nend\nif <[collisions v] contains [11]?> then\n if <(Gravity) = [1]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n if <(Gravity) = [2]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n if <(Gravity) = [4]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (1))\n end\n set [gravity v] to [3]\nend\nif <[collisions v] contains [12]?> then\n if <(Gravity) = [1]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (1))\n end\n if <(Gravity) = [2]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n if <(Gravity) = [3]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n set [gravity v] to [4]\nend\n\ndefine Keys Pressed\ndelete all of [keys pressed v]\nif <<<mouse down?> and <<<(mouse x) < ((X) - (Camera X))> and <(length of [clones v]) = [0]>> or <<(mouse x) < [0]> and <(length of [clones v]) > [0]>>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [R] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [U] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [L] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [D] to [keys pressed v]\n end\nend\nif <<<mouse down?> and <<<((X) - (Camera X)) < (mouse x)> and <(length of [clones v]) = [0]>> or <<[0] < (mouse x)> and <(length of [clones v]) > [0]>>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [L] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [D] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [R] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [U] to [keys pressed v]\n end\nend\nif <<<mouse down?> and <<<(mouse y) < ((Y) - (Camera Y))> and <(length of [clones v]) = [0]>> or <<(mouse y) < [0]> and <(length of [clones v]) > [0]>>>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [U] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [L] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [D] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [R] to [keys pressed v]\n end\nend\nif <<<mouse down?> and <<<((Y) - (Camera Y)) < (mouse y)> and <(length of [clones v]) = [0]>> or <<[0] < (mouse y)> and <(length of [clones v]) > [0]>>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [D] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [R] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [U] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [L] to [keys pressed v]\n end\nend\nif <key (space v) pressed?> then\n add [U] to [keys pressed v]\nend\n\ndefine Portal Physics\nif <(portal fall?) = [0]> then\n Update Collisions\n change [x v] by (((item ((Portal1 ID) + (1)) of [level v]) - (X)) / (5))\n change [y v] by (((item ((Portal1 ID) + (2)) of [level v]) - (Y)) / (5))\n if <<([abs v] of ((item ((Portal1 ID) + (1)) of [level v]) - (X)) ) < [0.1]> and <((item ((Portal1 ID) + (2)) of [level v]) - (Y)) < [0.1]>> then\n set [x v] to (item ((Portal2 ID) + (1)) of [level v])\n set [y v] to (item ((Portal2 ID) + (2)) of [level v])\n set [portal fall? v] to [1]\n end\n Death & Camera\nelse\n Physics\nend\n\ndefine Clone Animation\nchange [x v] by (3)\nreplace item (1) of [clones v] with ((item (1) of [clones v]) - (3))\nchange [clone animation v] by (-1)\n\nwhen I receive [clone setup v]\nClone Setup\n\ndefine Clone Setup\ndelete all of [clones v]\nset [clone animation v] to [0]\nrepeat (Clones)\n set [camera x v] to [0]\n set [camera y v] to [0]\n set [clone animation v] to [20]\n repeat (clone list length)\n add [0] to [clones v]\n end\nend\n\ndefine Pre Clone Code\nset [old x2 v] to (X)\nset [old y2 v] to (Y)\nset [old xv2 v] to (xv)\nset [old yv2 v] to (yv)\nset [old can jump?2 v] to (Can Jump?)\nset [old portal fall? v] to (portal fall?)\n\ndefine Post Clone Code\nset [x v] to (old x2)\nset [y v] to (old y2)\nset [xv v] to (old xv2)\nset [yv v] to (old yv2)\nset [can jump? v] to (old can jump?2)\nset [portal fall? v] to (old portal fall?)\n\ndefine Clone Physics Loop\nset [clone # v] to [1]\nrepeat (Clones)\n set [x v] to (item ((clone #) + (0)) of [clones v])\n set [y v] to (item ((clone #) + (1)) of [clones v])\n set [xv v] to (item ((clone #) + (2)) of [clones v])\n set [yv v] to (item ((clone #) + (3)) of [clones v])\n set [can jump? v] to (item ((clone #) + (4)) of [clones v])\n set [portal fall? v] to (item ((clone #) + (5)) of [clones v])\n Update Collisions\n if <<[collisions v] contains [13]?> or <[collisions v] contains [14]?>> then\n Portal Physics\n else\n set [portal fall? v] to [0]\n if <[collisions v] contains [7]?> then\n Water Physics\n else\n Physics\n end\n end\n replace item ((clone #) + (0)) of [clones v] with (X)\n replace item ((clone #) + (1)) of [clones v] with (Y)\n replace item ((clone #) + (2)) of [clones v] with (xv)\n replace item ((clone #) + (3)) of [clones v] with (yv)\n replace item ((clone #) + (4)) of [clones v] with (Can Jump?)\n replace item ((clone #) + (5)) of [clones v] with (portal fall?)\n change [clone # v] by (clone list length)\nend\n\nwhen [l v] key pressed\nif <(Lag) = [0]> then\n set [lag v] to [1]\nelse\n set [lag v] to [0]\nend\n\nwhen I receive [green flag clicked v]\nset [lag v] to [0]\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nhide\nset [world v] to [1]\nset [level v] to [1]\nGenerate Level\nReset\nset [**frames** v] to [0]\nforever\n change [**frames** v] by (1)\n if <(clone animation) > [0]> then\n Clone Animation\n else\n Move Level\n Update Collisions\n if <<[collisions v] contains [13]?> or <[collisions v] contains [14]?>> then\n Portal Physics\n else\n set [portal fall? v] to [0]\n if <[collisions v] contains [7]?> then\n Water Physics\n else\n Physics\n end\n end\n Pre Clone Code\n Clone Physics Loop\n Post Clone Code\n set [clone # v] to [0]\n end\n Render\n broadcast (time v)\nend\n\nset [r v] to [1]\nrepeat (3)\n pen up\n set pen size to ((size) * (r))\n Go To (x) ((y) + ((size) * ((1) - ((r) * (0.5)))))\n pen down\n pen up\n set [r v] to ((r) * (0.5))\nend\n\nUpdate Gravity\ndelete all of [collisions v]\nset [i2 v] to [1]\nrepeat until <(i2) > (length of [level v])>\n if <([sqrt v] of ((((item ((i2) + (1)) of [level v]) - (X)) * ((item ((i2) + (1)) of [level v]) - (X))) + (((item ((i2) + (2)) of [level v]) - (Y)) * ((item ((i2) + (2)) of [level v]) - (Y)))) ) < (((item ((i2) + (3)) of [level v]) + (Size)) / (2))> then\n add (item (i2) of [level v]) to [collisions v]\n if <[solids v] contains (item (i2) of [level v])?> then\n add [1] to [collisions v]\n if <(item (i2) of [level v]) = [8]> then\n replace item ((i2) + (3)) of [level v] with ((item ((i2) + (3)) of [level v]) - (1))\n if <(item ((i2) + (3)) of [level v]) < [10]> then\n replace item ((i2) + (3)) of [level v] with [-100]\n end\n end\n end\n if <<(item (i2) of [level v]) = [5]> and <(Clones) > [0]>> then\n replace item ((i2) + (3)) of [level v] with [-100]\n if <(clone #) = [0]> then\n set [x v] to (item (1) of [clones v])\n set [y v] to (item (2) of [clones v])\n set [xv v] to (item (3) of [clones v])\n set [yv v] to (item (4) of [clones v])\n set [can jump? v] to (item (5) of [clones v])\n set [portal fall? v] to (item (6) of [clones v])\n repeat (clone list length)\n delete (1) of [clones v]\n end\n change [clones v] by (-1)\n else\n repeat (clone list length)\n delete (clone #) of [clones v]\n end\n change [clones v] by (-1)\n end\n end\n if <(item (i2) of [level v]) = [13]> then\n set [portal1 id v] to (i2)\n set [i3 v] to ((i2) + (1))\n repeat until <<(item (i3) of [level v]) = [13]> or <(item (i3) of [level v]) = [14]>>\n change [i3 v] by (1)\n if <(i3) > (length of [level v])> then\n set [i3 v] to [1]\n end\n end\n set [portal2 id v] to (i3)\n end\n if <(item (i2) of [level v]) = [14]> then\n set [portal1 id v] to (i2)\n set [i3 v] to ((i2) + (-1))\n repeat until <<(item (i3) of [level v]) = [13]> or <(item (i3) of [level v]) = [14]>>\n change [i3 v] by (-1)\n if <[1] > (i3)> then\n set [i3 v] to (length of [level v])\n end\n end\n set [portal2 id v] to (i3)\n end\n end\n change [i2 v] by (4)\nend\nif <<key (e v) pressed?> and <(username) = [04tmoody]>> then\n delete all of [collisions v]\nend\n\nUpdate Collisions\n\ndefine Fix\nUpdate Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n change [y v] by (5)\n Update Collisions\nend\n\n@Word 1\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [1]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [80]\nAdd Circle [1] at [125] [-75] size [100]\nAdd Circle [1] at [250] [-75] size [75]\nAdd Circle [1] at [500] [-300] size [400]\nAdd Circle [1] at [650] [-50] size [50]\nAdd Circle [1] at [750] [0] size [90]\nAdd Circle [1] at [900] [0] size [90]\nAdd Circle [1] at [1050] [0] size [90]\nAdd Circle [5] at [1050] [125] size [40]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [87] [-75] size [25]\nAdd Circle [2] at [87] [-50] size [25]\nAdd Circle [2] at [87] [-25] size [25]\nAdd Circle [1] at [150] [-75] size [50]\nAdd Circle [2] at [200] [-75] size [25]\nAdd Circle [2] at [200] [-50] size [25]\nAdd Circle [2] at [200] [-25] size [25]\nAdd Circle [1] at [250] [-25] size [50]\nAdd Circle [2] at [300] [-25] size [25]\nAdd Circle [2] at [325] [-25] size [25]\nAdd Circle [2] at [350] [-25] size [25]\nAdd Circle [1] at [400] [-25] size [50]\nAdd Circle [2] at [450] [-50] size [25]\nAdd Circle [2] at [468] [-68] size [25]\nAdd Circle [2] at [486] [-86] size [25]\nAdd Circle [1] at [550] [-150] size [100]\nAdd Circle [5] at [650] [-50] size [50]\n\ndefine Level 3\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [3] at [100] [-75] size [50]\nAdd Circle [2] at [175] [-75] size [25]\nAdd Circle [2] at [175] [-50] size [25]\nAdd Circle [2] at [175] [-25] size [25]\nAdd Circle [2] at [175] [0] size [25]\nAdd Circle [2] at [175] [25] size [25]\nAdd Circle [1] at [350] [-200] size [300]\nAdd Circle [3] at [450] [-50] size [50]\nAdd Circle [1] at [550] [50] size [100]\nAdd Circle [3] at [650] [50] size [50]\nAdd Circle [2] at [700] [50] size [25]\nAdd Circle [2] at [725] [50] size [25]\nAdd Circle [2] at [750] [50] size [25]\nAdd Circle [2] at [775] [50] size [25]\nAdd Circle [2] at [800] [50] size [25]\nAdd Circle [2] at [825] [50] size [25]\nAdd Circle [1] at [950] [50] size [200]\nAdd Circle [5] at [950] [250] size [50]\n\ndefine Level 4\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [50] [-50] size [25]\nAdd Circle [2] at [75] [-25] size [25]\nAdd Circle [2] at [100] [-50] size [25]\nAdd Circle [1] at [150] [-100] size [100]\nAdd Circle [2] at [200] [-150] size [25]\nAdd Circle [2] at [225] [-175] size [25]\nAdd Circle [2] at [250] [-150] size [25]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [400] [-200] size [75]\nAdd Circle [1] at [300] [400] size [75]\nAdd Circle [1] at [500] [400] size [75]\nAdd Moving Circle [1] size [75] at [400] [200] speed [0] [-2]\nAdd Circle [2] at [350] [650] size [25]\nAdd Circle [2] at [375] [650] size [25]\nAdd Circle [2] at [400] [650] size [25]\nAdd Circle [2] at [425] [650] size [25]\nAdd Circle [2] at [450] [650] size [25]\nAdd Moving Circle [1] size [100] at [600] [400] speed [3] [0]\nAdd Circle [1] at [800] [400] size [75]\nAdd Circle [5] at [800] [500] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [100] [175] size [100]\nAdd Circle [1] at [100] [-250] size [100]\nAdd Circle [1] at [200] [-100] size [100]\nAdd Moving Circle [2] size [25] at [100] [-25] speed [0] [-2]\nAdd Moving Circle [2] size [25] at [100] [25] speed [0] [2]\nAdd Circle [1] at [400] [-100] size [100]\nAdd Circle [2] at [400] [-25] size [25]\nAdd Circle [2] at [400] [0] size [25]\nAdd Circle [2] at [400] [25] size [25]\nAdd Circle [2] at [400] [50] size [25]\nAdd Circle [2] at [400] [75] size [25]\nAdd Moving Circle [2] size [25] at [275] [-100] speed [1] [0]\nAdd Circle [1] at [300] [-250] size [100]\nAdd Circle [5] at [400] [-250] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\nAdd Moving Circle [1] size [200] at [300] [-100] speed [-2] [0]\nAdd Circle [2] at [400] [25] size [25]\nAdd Moving Circle [2] size [25] at [600] [-250] speed [0] [1]\nAdd Circle [2] at [700] [-25] size [25]\nAdd Moving Circle [1] size [200] at [1600] [-100] speed [-2] [0]\nAdd Moving Circle [2] size [25] at [400] [-500] speed [0] [1]\nAdd Moving Circle [2] size [25] at [1000] [-550] speed [0] [0]\nAdd Circle [5] at [1200] [100] size [50]\n\ndefine Level 7\nAdd Circle [1] at [0] [-200] size [200]\nAdd Circle [1] at [200] [-100] size [100]\nAdd Circle [1] at [350] [-100] size [100]\nAdd Circle [2] at [275] [-100] size [25]\nAdd Circle [2] at [275] [-75] size [25]\nAdd Circle [2] at [275] [-50] size [25]\nAdd Circle [2] at [275] [-25] size [25]\nAdd Circle [1] at [400] [0] size [50]\nAdd Circle [3] at [350] [90] size [30]\nAdd Circle [1] at [400] [200] size [50]\nAdd Circle [3] at [500] [200] size [50]\nAdd Circle [2] at [575] [200] size [25]\nAdd Circle [2] at [600] [200] size [25]\nAdd Circle [2] at [625] [200] size [25]\nAdd Circle [1] at [700] [200] size [50]\nAdd Circle [1] at [775] [275] size [75]\nAdd Circle [1] at [900] [275] size [100]\nAdd Circle [5] at [1000] [375] size [50]\n\ndefine Level 8\nAdd Circle [1] at [0] [-100] size [50]\nAdd Circle [1] at [-100] [-50] size [50]\nAdd Circle [1] at [-200] [0] size [50]\nAdd Circle [1] at [-50] [50] size [50]\nAdd Circle [1] at [50] [70] size [50]\nAdd Circle [1] at [100] [135] size [50]\nAdd Circle [1] at [0] [200] size [50]\nAdd Circle [1] at [-100] [250] size [50]\nAdd Circle [1] at [-200] [300] size [50]\nAdd Circle [1] at [-50] [350] size [50]\nAdd Circle [1] at [50] [370] size [50]\nAdd Circle [1] at [100] [435] size [50]\nAdd Circle [1] at [0] [500] size [50]\nAdd Circle [1] at [-100] [550] size [50]\nAdd Circle [1] at [-200] [600] size [50]\nAdd Circle [1] at [-50] [650] size [50]\nAdd Circle [1] at [50] [670] size [50]\nAdd Circle [1] at [600] [50] size [1000]\nAdd Circle [2] at [400] [525] size [25]\nAdd Circle [2] at [500] [555] size [25]\nAdd Circle [2] at [518] [575] size [25]\nAdd Circle [2] at [800] [525] size [25]\nAdd Circle [2] at [700] [555] size [25]\nAdd Circle [2] at [682] [575] size [25]\nAdd Circle [5] at [1150] [100] size [50]\n\ndefine Level 9\nAdd Circle [1] at [-100] [-100] size [200]\nAdd Circle [2] at [25] [-250] size [25]\nAdd Circle [2] at [50] [-250] size [25]\nAdd Circle [2] at [75] [-250] size [25]\nAdd Moving Circle [1] size [75] at [50] [-200] speed [0] [3]\nAdd Circle [1] at [25] [250] size [25]\nAdd Circle [1] at [50] [250] size [25]\nAdd Circle [1] at [75] [250] size [25]\nAdd Circle [1] at [150] [150] size [75]\nAdd Moving Circle [3] size [75] at [150] [450] speed [0] [4]\nAdd Circle [1] at [25] [425] size [25]\nAdd Circle [1] at [50] [425] size [25]\nAdd Circle [1] at [75] [425] size [25]\nAdd Circle [3] at [-75] [325] size [25]\nAdd Circle [3] at [-50] [325] size [25]\nAdd Circle [3] at [-25] [325] size [25]\nAdd Circle [2] at [125] [350] size [25]\nAdd Circle [2] at [150] [350] size [25]\nAdd Circle [2] at [175] [350] size [25]\nAdd Circle [3] at [125] [900] size [25]\nAdd Circle [3] at [150] [900] size [25]\nAdd Circle [3] at [175] [900] size [25]\nAdd Circle [1] at [50] [825] size [25]\nAdd Circle [1] at [75] [825] size [25]\nAdd Circle [1] at [100] [825] size [25]\nAdd Circle [1] at [200] [775] size [25]\nAdd Circle [1] at [225] [775] size [25]\nAdd Circle [1] at [250] [775] size [25]\nAdd Circle [5] at [150] [1100] size [50]\n\ndefine Level 10\nAdd Circle [1] at [0] [-100] size [150]\nAdd Moving Circle [1] size [50] at [-100] [0] speed [3] [1]\nAdd Circle [2] at [-150] [-25] size [25]\nAdd Circle [2] at [-150] [0] size [25]\nAdd Circle [2] at [-150] [25] size [25]\nAdd Circle [2] at [150] [50] size [25]\nAdd Circle [2] at [150] [75] size [25]\nAdd Circle [2] at [150] [100] size [25]\nAdd Circle [1] at [250] [75] size [125]\nAdd Circle [1] at [250] [175] size [50]\nAdd Circle [1] at [450] [75] size [150]\nAdd Moving Circle [1] size [50] at [350] [175] speed [3] [0]\nAdd Moving Circle [1] size [50] at [550] [250] speed [-3] [-1]\nAdd Circle [2] at [300] [150] size [25]\nAdd Circle [2] at [300] [175] size [25]\nAdd Circle [2] at [300] [200] size [25]\nAdd Circle [2] at [600] [150] size [25]\nAdd Circle [2] at [600] [175] size [25]\nAdd Circle [2] at [600] [200] size [25]\nAdd Circle [2] at [600] [225] size [25]\nAdd Circle [2] at [600] [250] size [25]\nAdd Circle [2] at [600] [275] size [25]\nAdd Circle [5] at [500] [350] size [50]\n\n@Word 2\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nif <(Level) = [9]> then\n add ((y) * (0.82)) to [level v]\n add ((size) * (0.75)) to [level v]\nelse\n add (y) to [level v]\n add (size) to [level v]\nend\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [2]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [7] at [200] [-50] size [200]\nAdd Circle [7] at [350] [-75] size [200]\nAdd Circle [7] at [300] [-25] size [200]\nAdd Circle [7] at [400] [0] size [200]\nAdd Circle [7] at [425] [-50] size [200]\nAdd Circle [7] at [500] [-75] size [200]\nAdd Circle [7] at [525] [0] size [200]\nAdd Circle [7] at [600] [0] size [200]\nAdd Circle [1] at [775] [-150] size [100]\nAdd Circle [1] at [900] [-50] size [100]\nAdd Circle [7] at [900] [150] size [200]\nAdd Circle [7] at [900] [200] size [200]\nAdd Circle [7] at [875] [350] size [200]\nAdd Circle [7] at [925] [300] size [200]\nAdd Circle [7] at [950] [400] size [200]\nAdd Circle [7] at [900] [425] size [200]\nAdd Circle [7] at [875] [500] size [200]\nAdd Circle [7] at [950] [525] size [200]\nAdd Circle [7] at [950] [600] size [200]\nAdd Circle [5] at [1100] [625] size [50]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [7] at [175] [0] size [200]\nAdd Circle [7] at [175] [-100] size [200]\nAdd Circle [7] at [275] [0] size [200]\nAdd Circle [7] at [275] [-100] size [200]\nAdd Circle [2] at [225] [-75] size [25]\nAdd Circle [2] at [225] [-50] size [25]\nAdd Circle [2] at [250] [-75] size [25]\nAdd Circle [2] at [250] [-50] size [25]\nAdd Circle [1] at [450] [-75] size [100]\nAdd Circle [7] at [625] [-50] size [200]\nAdd Circle [7] at [625] [-150] size [200]\nAdd Circle [7] at [625] [-250] size [200]\nAdd Circle [7] at [725] [-50] size [200]\nAdd Circle [7] at [725] [-150] size [200]\nAdd Circle [7] at [725] [-250] size [200]\nAdd Circle [2] at [675] [-200] size [25]\nAdd Circle [2] at [675] [-175] size [25]\nAdd Circle [2] at [675] [-150] size [25]\nAdd Circle [2] at [675] [-125] size [25]\nAdd Circle [2] at [675] [-100] size [25]\nAdd Circle [2] at [675] [-75] size [25]\nAdd Circle [2] at [675] [-50] size [25]\nAdd Circle [2] at [675] [-25] size [25]\nAdd Circle [2] at [675] [0] size [25]\nAdd Circle [2] at [675] [25] size [25]\nAdd Circle [2] at [675] [50] size [25]\nAdd Circle [2] at [675] [75] size [25]\nAdd Circle [2] at [675] [100] size [25]\nAdd Circle [1] at [950] [-150] size [100]\nAdd Circle [5] at [950] [0] size [50]\n\ndefine Level 3\nAdd Circle [1] at [100] [-250] size [500]\nAdd Circle [2] at [100] [15] size [25]\nAdd Circle [2] at [100] [35] size [25]\nAdd Circle [7] at [400] [100] size [200]\nAdd Circle [4] at [700] [-250] size [500]\nAdd Circle [2] at [700] [15] size [25]\nAdd Circle [2] at [700] [40] size [25]\nAdd Circle [4] at [900] [0] size [25]\nAdd Circle [4] at [925] [0] size [25]\nAdd Circle [4] at [950] [0] size [25]\nAdd Circle [4] at [975] [0] size [25]\nAdd Circle [4] at [1000] [0] size [25]\nAdd Circle [4] at [1025] [0] size [25]\nAdd Circle [4] at [1050] [0] size [25]\nAdd Circle [4] at [1075] [0] size [25]\nAdd Circle [4] at [1100] [0] size [25]\nAdd Circle [4] at [1100] [150] size [25]\nAdd Moving Circle [2] size [25] at [1100] [100] speed [0] [4]\nAdd Circle [4] at [1125] [0] size [25]\nAdd Circle [4] at [1150] [0] size [25]\nAdd Circle [1] at [1150] [0] size [25]\nAdd Circle [1] at [1175] [0] size [25]\nAdd Circle [1] at [1200] [0] size [25]\nAdd Circle [5] at [1275] [-50] size [50]\n\ndefine Level 4\nAdd Circle [4] at [0] [-100] size [100]\nAdd Circle [4] at [100] [0] size [50]\nAdd Circle [4] at [113] [30] size [25]\nAdd Circle [4] at [0] [90] size [50]\nAdd Circle [4] at [100] [175] size [25]\nAdd Circle [4] at [150] [200] size [25]\nAdd Circle [7] at [125] [400] size [200]\nAdd Circle [4] at [250] [400] size [25]\nAdd Circle [4] at [275] [400] size [25]\nAdd Circle [4] at [300] [400] size [25]\nAdd Circle [7] at [350] [350] size [100]\nAdd Circle [7] at [400] [350] size [100]\nAdd Circle [4] at [450] [400] size [25]\nAdd Circle [4] at [475] [400] size [25]\nAdd Circle [4] at [500] [400] size [25]\nAdd Circle [4] at [350] [600] size [25]\nAdd Circle [4] at [375] [600] size [25]\nAdd Circle [4] at [400] [600] size [25]\nAdd Moving Circle [2] size [25] at [350] [500] speed [0] [3]\nAdd Moving Circle [2] size [25] at [400] [500] speed [0] [-3]\nAdd Circle [2] at [375] [500] size [25]\nAdd Circle [2] at [550] [400] size [25]\nAdd Circle [2] at [575] [400] size [25]\nAdd Circle [2] at [575] [425] size [25]\nAdd Circle [2] at [600] [400] size [25]\nAdd Circle [4] at [650] [400] size [25]\nAdd Circle [4] at [675] [400] size [25]\nAdd Circle [4] at [700] [400] size [25]\nAdd Moving Circle [1] size [50] at [725] [500] speed [0] [4]\nAdd Circle [4] at [650] [600] size [25]\nAdd Circle [4] at [675] [600] size [25]\nAdd Circle [4] at [700] [600] size [25]\nAdd Circle [3] at [600] [575] size [75]\nAdd Circle [5] at [375] [700] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [4] at [100] [-100] size [100]\nAdd Circle [4] at [200] [-100] size [100]\nAdd Circle [2] at [300] [-100] size [75]\nAdd Circle [2] at [400] [-100] size [75]\nAdd Circle [2] at [500] [-100] size [75]\nAdd Circle [7] at [350] [0] size [50]\nAdd Circle [7] at [450] [0] size [50]\nAdd Circle [4] at [600] [-100] size [100]\nAdd Circle [1] at [700] [-300] size [100]\nAdd Circle [4] at [800] [-300] size [100]\nAdd Circle [4] at [900] [-300] size [100]\nAdd Circle [2] at [1000] [-100] size [75]\nAdd Circle [2] at [1100] [-100] size [75]\nAdd Circle [2] at [1200] [-100] size [75]\nAdd Circle [7] at [1050] [-200] size [50]\nAdd Circle [7] at [1150] [-200] size [50]\nAdd Circle [4] at [1300] [-300] size [100]\nAdd Circle [3] at [1400] [-300] size [100]\nAdd Circle [7] at [1550] [-150] size [50]\nAdd Circle [7] at [1600] [-100] size [50]\nAdd Circle [7] at [1650] [-50] size [50]\nAdd Circle [7] at [1700] [0] size [50]\nAdd Circle [7] at [1750] [50] size [50]\nAdd Circle [7] at [1850] [50] size [50]\nAdd Circle [5] at [1900] [50] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [4] at [75] [-100] size [25]\nAdd Circle [4] at [100] [-100] size [25]\nAdd Circle [4] at [125] [-100] size [25]\nAdd Circle [4] at [150] [-100] size [25]\nAdd Circle [4] at [175] [-100] size [25]\nAdd Circle [2] at [200] [-100] size [25]\nAdd Circle [2] at [200] [-75] size [25]\nAdd Circle [2] at [200] [-50] size [25]\nAdd Circle [4] at [225] [-100] size [25]\nAdd Circle [4] at [250] [-100] size [25]\nAdd Circle [4] at [275] [-100] size [25]\nAdd Circle [2] at [300] [-100] size [25]\nAdd Circle [2] at [300] [-75] size [25]\nAdd Circle [2] at [300] [-50] size [25]\nAdd Circle [4] at [325] [-100] size [25]\nAdd Circle [4] at [350] [-100] size [25]\nAdd Circle [4] at [375] [-100] size [25]\nAdd Circle [4] at [400] [-100] size [25]\nAdd Circle [4] at [425] [-100] size [25]\nAdd Circle [4] at [450] [-100] size [25]\nAdd Circle [4] at [475] [-100] size [25]\nAdd Circle [4] at [500] [-100] size [25]\nAdd Circle [2] at [525] [-100] size [25]\nAdd Circle [2] at [550] [-100] size [25]\nAdd Circle [2] at [575] [-100] size [25]\nAdd Circle [2] at [600] [-100] size [25]\nAdd Circle [2] at [625] [-100] size [25]\nAdd Circle [2] at [650] [-100] size [25]\nAdd Circle [1] at [675] [-100] size [25]\nAdd Circle [1] at [700] [-100] size [25]\nAdd Circle [1] at [725] [-100] size [25]\nAdd Circle [7] at [650] [-250] size [200]\nAdd Circle [5] at [500] [-150] size [50]\n\ndefine Level 7\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [0] [400] size [100]\nAdd Circle [1] at [100] [200] size [100]\nAdd Circle [1] at [600] [200] size [100]\nAdd Moving Circle [7] size [100] at [0] [200] speed [0] [-3]\nAdd Moving Circle [7] size [100] at [200] [200] speed [3] [0]\nAdd Circle [4] at [1200] [200] size [100]\nAdd Moving Circle [7] size [100] at [700] [200] speed [5] [0]\nAdd Circle [2] at [800] [125] size [25]\nAdd Circle [2] at [825] [125] size [25]\nAdd Circle [2] at [850] [125] size [25]\nAdd Circle [2] at [900] [275] size [25]\nAdd Circle [2] at [925] [275] size [25]\nAdd Circle [2] at [950] [275] size [25]\nAdd Circle [1] at [1300] [125] size [25]\nAdd Circle [1] at [1325] [125] size [25]\nAdd Circle [1] at [1350] [125] size [25]\nAdd Circle [2] at [1375] [125] size [25]\nAdd Circle [2] at [1400] [125] size [25]\nAdd Circle [2] at [1425] [125] size [25]\nAdd Circle [1] at [1450] [125] size [25]\nAdd Circle [1] at [1475] [125] size [25]\nAdd Circle [1] at [1500] [125] size [25]\nAdd Circle [4] at [1600] [300] size [100]\nAdd Moving Circle [4] size [50] at [1400] [250] speed [4] [0]\nAdd Circle [5] at [1600] [450] size [50]\n\ndefine Level 8\nAdd Circle [7] at [0] [0] size [400]\nAdd Circle [7] at [300] [300] size [400]\nAdd Circle [7] at [600] [0] size [400]\nAdd Circle [7] at [900] [300] size [400]\nAdd Circle [7] at [1200] [600] size [400]\nAdd Circle [7] at [900] [900] size [400]\nAdd Circle [7] at [600] [1200] size [400]\nAdd Circle [7] at [300] [1500] size [400]\nAdd Circle [7] at [600] [1800] size [400]\nAdd Circle [5] at [750] [2000] size [50]\nAdd Circle [2] at [50] [0] size [25]\nAdd Circle [2] at [0] [50] size [25]\nAdd Circle [2] at [-50] [100] size [25]\nAdd Circle [2] at [-100] [150] size [25]\nAdd Circle [2] at [-50] [-100] size [25]\nAdd Circle [2] at [-100] [-150] size [25]\nAdd Circle [2] at [50] [100] size [25]\nAdd Circle [2] at [100] [150] size [25]\nAdd Circle [2] at [150] [200] size [25]\nAdd Circle [2] at [200] [250] size [25]\nAdd Circle [2] at [250] [300] size [25]\nAdd Circle [2] at [300] [350] size [25]\nAdd Circle [2] at [350] [300] size [25]\nAdd Circle [2] at [250] [125] size [25]\nAdd Circle [2] at [300] [175] size [25]\nAdd Circle [2] at [350] [125] size [25]\nAdd Circle [2] at [400] [250] size [25]\nAdd Circle [2] at [450] [200] size [25]\nAdd Circle [2] at [500] [200] size [25]\nAdd Circle [2] at [550] [150] size [25]\nAdd Circle [2] at [550] [100] size [25]\nAdd Circle [2] at [550] [50] size [25]\nAdd Circle [2] at [550] [0] size [25]\nAdd Circle [2] at [550] [-50] size [25]\nAdd Circle [2] at [550] [-100] size [25]\nAdd Circle [2] at [650] [-175] size [25]\nAdd Circle [2] at [650] [-125] size [25]\nAdd Circle [2] at [650] [-75] size [25]\nAdd Circle [2] at [650] [-25] size [25]\nAdd Circle [2] at [650] [25] size [25]\nAdd Circle [2] at [650] [75] size [25]\nAdd Circle [2] at [700] [100] size [25]\nAdd Circle [2] at [800] [150] size [25]\nAdd Circle [2] at [850] [200] size [25]\nAdd Circle [2] at [900] [250] size [25]\nAdd Circle [2] at [950] [300] size [25]\nAdd Circle [2] at [1000] [350] size [25]\nAdd Circle [2] at [1050] [400] size [25]\nAdd Circle [2] at [775] [350] size [25]\nAdd Circle [2] at [825] [400] size [25]\nAdd Circle [2] at [875] [450] size [25]\nAdd Circle [2] at [925] [500] size [25]\nAdd Circle [2] at [725] [300] size [25]\nAdd Circle [2] at [1030] [600] size [50]\nAdd Circle [2] at [1200] [600] size [250]\nAdd Circle [2] at [1085] [785] size [25]\nAdd Circle [5] at [900] [900] size [50]\nAdd Circle [2] at [600] [1200] size [275]\nAdd Circle [2] at [300] [1500] size [300]\nAdd Circle [2] at [600] [1800] size [350]\nAdd Circle [2] at [785] [1085] size [25]\n\ndefine Level 9\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [4] at [200] [-100] size [75]\nAdd Circle [4] at [300] [0] size [70]\nAdd Circle [4] at [250] [100] size [65]\nAdd Circle [4] at [450] [150] size [60]\nAdd Circle [4] at [575] [200] size [55]\nAdd Circle [4] at [450] [275] size [50]\nAdd Circle [4] at [300] [275] size [45]\nAdd Circle [4] at [125] [325] size [40]\nAdd Circle [4] at [100] [425] size [35]\nAdd Circle [4] at [250] [450] size [30]\nAdd Circle [4] at [400] [475] size [25]\nAdd Circle [4] at [500] [550] size [20]\nAdd Circle [4] at [400] [625] size [15]\nAdd Circle [4] at [350] [625] size [10]\nAdd Circle [4] at [300] [650] size [5]\nAdd Circle [5] at [200] [700] size [50]\n\ndefine Level 10\nAdd Circle [4] at [0] [-100] size [100]\nAdd Moving Circle [2] size [25] at [100] [-100] speed [5] [0]\nAdd Circle [4] at [200] [-100] size [25]\nAdd Circle [4] at [200] [-75] size [25]\nAdd Circle [4] at [200] [-50] size [25]\nAdd Circle [4] at [200] [-25] size [25]\nAdd Circle [4] at [200] [0] size [25]\nAdd Circle [4] at [200] [25] size [25]\nAdd Circle [7] at [100] [-200] size [100]\nAdd Circle [7] at [150] [-175] size [100]\nAdd Circle [7] at [200] [-225] size [100]\nAdd Circle [7] at [250] [-200] size [100]\nAdd Circle [7] at [225] [-175] size [100]\nAdd Circle [7] at [300] [-150] size [100]\nAdd Circle [2] at [200] [-125] size [25]\nAdd Circle [2] at [200] [-150] size [25]\nAdd Circle [2] at [200] [-175] size [25]\nAdd Moving Circle [2] size [25] at [250] [-75] speed [4] [0]\nAdd Circle [4] at [400] [-100] size [75]\nAdd Circle [4] at [500] [-100] size [25]\nAdd Circle [4] at [525] [-100] size [25]\nAdd Circle [4] at [550] [-100] size [25]\nAdd Circle [4] at [575] [-100] size [25]\nAdd Circle [4] at [600] [-100] size [25]\nAdd Circle [4] at [625] [-100] size [25]\nAdd Circle [4] at [650] [-100] size [25]\nAdd Circle [4] at [675] [-100] size [25]\nAdd Circle [4] at [700] [-100] size [25]\nAdd Circle [2] at [725] [-100] size [25]\nAdd Circle [2] at [750] [-100] size [25]\nAdd Circle [2] at [775] [-100] size [25]\nAdd Circle [2] at [800] [-100] size [25]\nAdd Circle [2] at [825] [-100] size [25]\nAdd Circle [2] at [850] [-100] size [25]\nAdd Circle [4] at [875] [-100] size [25]\nAdd Circle [4] at [900] [-100] size [25]\nAdd Circle [4] at [950] [-100] size [25]\nAdd Circle [4] at [1000] [-100] size [25]\nAdd Circle [4] at [1050] [-100] size [25]\nAdd Circle [4] at [1100] [-100] size [25]\nAdd Moving Circle [7] size [75] at [1200] [0] speed [-5] [-5]\nAdd Moving Circle [7] size [75] at [1500] [300] speed [5] [5]\nAdd Circle [4] at [2000] [800] size [25]\nAdd Circle [4] at [2025] [800] size [25]\nAdd Circle [4] at [2050] [800] size [25]\nAdd Circle [5] at [2025] [925] size [50]\n\n@Word 3\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [3]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-70] size [100]\nAdd Circle [1] at [100] [15] size [75]\nAdd Circle [1] at [150] [100] size [50]\nAdd Circle [8] at [300] [100] size [100]\nAdd Circle [1] at [450] [100] size [100]\nAdd Circle [2] at [500] [145] size [25]\nAdd Circle [2] at [520] [160] size [25]\nAdd Circle [2] at [540] [175] size [25]\nAdd Circle [1] at [590] [190] size [75]\nAdd Circle [8] at [750] [190] size [100]\nAdd Circle [8] at [900] [200] size [100]\nAdd Circle [1] at [1100] [150] size [150]\nAdd Circle [5] at [1100] [325] size [50]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [8] at [200] [-100] size [100]\nAdd Circle [8] at [325] [-100] size [100]\nAdd Circle [8] at [450] [-100] size [100]\nAdd Circle [2] at [512] [-100] size [25]\nAdd Circle [2] at [512] [-75] size [25]\nAdd Circle [2] at [512] [-50] size [25]\nAdd Circle [8] at [575] [-100] size [100]\nAdd Circle [2] at [650] [-100] size [25]\nAdd Circle [2] at [675] [-100] size [25]\nAdd Circle [2] at [700] [-100] size [25]\nAdd Circle [8] at [775] [-100] size [100]\nAdd Circle [8] at [900] [-100] size [50]\nAdd Circle [1] at [1000] [-100] size [50]\nAdd Circle [8] at [1100] [-100] size [50]\nAdd Circle [2] at [1150] [-100] size [25]\nAdd Circle [2] at [1175] [-100] size [25]\nAdd Circle [2] at [1200] [-100] size [25]\nAdd Circle [8] at [1250] [-100] size [50]\nAdd Circle [1] at [1375] [-100] size [100]\nAdd Circle [8] at [1500] [-50] size [100]\nAdd Circle [5] at [1600] [0] size [50]\n\ndefine Level 3\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [100] [-100] size [100]\nAdd Circle [8] at [100] [0] size [100]\nAdd Circle [8] at [100] [100] size [100]\nAdd Circle [3] at [200] [-50] size [100]\nAdd Circle [1] at [-50] [100] size [100]\nAdd Circle [1] at [-150] [200] size [50]\nAdd Circle [8] at [-75] [300] size [50]\nAdd Circle [8] at [-25] [300] size [50]\nAdd Circle [8] at [25] [300] size [50]\nAdd Circle [8] at [75] [300] size [50]\nAdd Circle [8] at [125] [300] size [50]\nAdd Circle [8] at [175] [300] size [50]\nAdd Circle [8] at [225] [300] size [50]\nAdd Circle [8] at [275] [300] size [50]\nAdd Circle [2] at [50] [325] size [25]\nAdd Circle [2] at [50] [350] size [25]\nAdd Circle [2] at [150] [325] size [25]\nAdd Circle [2] at [150] [350] size [25]\nAdd Circle [8] at [375] [350] size [100]\nAdd Moving Circle [1] size [100] at [375] [250] speed [0] [-3]\nAdd Circle [2] at [350] [150] size [25]\nAdd Circle [2] at [375] [150] size [25]\nAdd Circle [2] at [400] [150] size [25]\nAdd Circle [5] at [375] [650] size [50]\n\ndefine Level 4\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [6] at [400] [-600] size [700]\nAdd Circle [6] at [750] [-600] size [700]\nAdd Circle [6] at [1300] [-500] size [500]\nAdd Circle [8] at [150] [-75] size [75]\nAdd Circle [8] at [225] [0] size [50]\nAdd Circle [8] at [400] [0] size [25]\nAdd Circle [1] at [700] [-50] size [100]\nAdd Moving Circle [1] size [50] at [880] [-220] speed [-2] [3]\nAdd Circle [1] at [900] [-50] size [75]\nAdd Moving Circle [1] size [100] at [1000] [-50] speed [5] [0]\nAdd Circle [8] at [1100] [-25] size [75]\nAdd Circle [8] at [1500] [-100] size [100]\nAdd Circle [6] at [1700] [-100] size [200]\nAdd Circle [2] at [1775] [-12] size [25]\nAdd Circle [2] at [1800] [-12] size [25]\nAdd Circle [2] at [1825] [-12] size [25]\nAdd Circle [2] at [1850] [-12] size [25]\nAdd Circle [2] at [1875] [-12] size [25]\nAdd Circle [2] at [1900] [-12] size [25]\nAdd Circle [2] at [1925] [-12] size [25]\nAdd Circle [2] at [1950] [-12] size [25]\nAdd Circle [2] at [1975] [-12] size [25]\nAdd Circle [2] at [2000] [-12] size [25]\nAdd Circle [6] at [2075] [-100] size [200]\nAdd Circle [8] at [1825] [25] size [25]\nAdd Circle [8] at [1862] [25] size [50]\nAdd Circle [8] at [1900] [25] size [25]\nAdd Circle [5] at [2250] [-100] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-150] size [100]\nAdd Moving Circle [8] size [125] at [300] [-225] speed [-5] [0]\nAdd Circle [6] at [500] [-150] size [100]\nAdd Circle [8] at [600] [-50] size [100]\nAdd Circle [6] at [800] [-50] size [50]\nAdd Circle [8] at [850] [-50] size [50]\nAdd Circle [8] at [850] [-300] size [50]\nAdd Moving Circle [8] size [100] at [900] [-200] speed [0] [10]\nAdd Circle [5] at [900] [500] size [50]\n\ndefine Level 6\nAdd Circle [8] at [100] [-120] size [200]\nAdd Moving Circle [6] size [100] at [400] [-100] speed [-3] [0]\nAdd Circle [8] at [600] [-100] size [200]\nAdd Circle [6] at [800] [-100] size [125]\nAdd Moving Circle [1] size [375] at [1050] [-300] speed [5] [0]\nAdd Circle [8] at [1300] [-75] size [100]\nAdd Circle [8] at [1750] [-100] size [50]\nAdd Circle [6] at [1800] [-50] size [50]\nAdd Circle [5] at [2100] [-50] size [50]\n\ndefine Level 7\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [6] at [200] [-100] size [100]\nAdd Moving Circle [1] size [75] at [300] [-200] speed [0] [2]\nAdd Moving Circle [1] size [75] at [450] [-400] speed [0] [3]\nAdd Moving Circle [6] size [75] at [600] [-700] speed [0] [4]\nAdd Moving Circle [1] size [75] at [550] [-900] speed [1] [5]\nAdd Moving Circle [2] size [75] at [900] [-1200] speed [0] [6]\nAdd Moving Circle [6] size [75] at [900] [-1100] speed [0] [6]\nAdd Moving Circle [5] size [50] at [900] [3000] speed [0] [-6]\n\ndefine Level 8\nAdd Circle [1] at [0] [-75] size [100]\nAdd Circle [8] at [-75] [0] size [100]\nAdd Circle [8] at [75] [0] size [100]\nAdd Circle [8] at [225] [0] size [100]\nAdd Circle [8] at [375] [0] size [100]\nAdd Circle [8] at [525] [0] size [100]\nAdd Circle [8] at [0] [75] size [100]\nAdd Circle [8] at [150] [75] size [100]\nAdd Circle [8] at [300] [75] size [100]\nAdd Circle [8] at [450] [75] size [100]\nAdd Circle [5] at [600] [75] size [50]\nAdd Circle [8] at [150] [-75] size [100]\nAdd Circle [8] at [300] [-75] size [100]\nAdd Circle [8] at [450] [-75] size [100]\nAdd Circle [6] at [-75] [150] size [100]\nAdd Circle [6] at [75] [150] size [100]\nAdd Circle [6] at [225] [150] size [100]\nAdd Circle [6] at [375] [150] size [100]\nAdd Circle [6] at [525] [150] size [100]\nAdd Circle [2] at [150] [225] size [100]\nAdd Circle [2] at [300] [225] size [100]\nAdd Circle [2] at [450] [225] size [100]\n\ndefine Level 9\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [8] at [75] [-75] size [25]\nAdd Circle [8] at [100] [-75] size [25]\nAdd Circle [8] at [125] [-75] size [25]\nAdd Circle [8] at [150] [-75] size [25]\nAdd Circle [8] at [175] [-75] size [25]\nAdd Circle [8] at [200] [-75] size [25]\nAdd Circle [2] at [225] [-75] size [25]\nAdd Circle [2] at [250] [-75] size [25]\nAdd Circle [2] at [275] [-75] size [25]\nAdd Circle [2] at [300] [-75] size [25]\nAdd Circle [8] at [325] [-75] size [25]\nAdd Circle [8] at [350] [-75] size [25]\nAdd Circle [8] at [375] [-75] size [25]\nAdd Circle [8] at [400] [-75] size [25]\nAdd Circle [8] at [450] [-75] size [25]\nAdd Circle [8] at [500] [-75] size [25]\nAdd Circle [8] at [550] [-75] size [25]\nAdd Circle [8] at [600] [-75] size [25]\nAdd Circle [6] at [650] [-75] size [25]\nAdd Circle [6] at [675] [-75] size [25]\nAdd Circle [6] at [700] [-75] size [25]\nAdd Circle [6] at [725] [-75] size [25]\nAdd Circle [6] at [750] [-150] size [25]\nAdd Circle [6] at [775] [-150] size [25]\nAdd Circle [6] at [800] [-150] size [25]\nAdd Circle [6] at [825] [-150] size [25]\nAdd Circle [6] at [850] [-150] size [25]\nAdd Circle [6] at [875] [-150] size [25]\nAdd Circle [6] at [900] [-150] size [25]\nAdd Circle [6] at [925] [-150] size [25]\nAdd Circle [6] at [950] [-150] size [25]\nAdd Circle [6] at [975] [-75] size [25]\nAdd Circle [6] at [1000] [-75] size [25]\nAdd Circle [6] at [1025] [-75] size [25]\nAdd Circle [6] at [1050] [-75] size [25]\nAdd Circle [8] at [850] [0] size [200]\nAdd Moving Circle [1] size [50] at [775] [-112] speed [0] [6]\nAdd Moving Circle [1] size [25] at [825] [-115] speed [0] [6]\nAdd Moving Circle [1] size [25] at [850] [-115] speed [0] [6]\nAdd Moving Circle [1] size [25] at [875] [-115] speed [0] [6]\nAdd Moving Circle [1] size [50] at [925] [-112] speed [0] [6]\nAdd Circle [8] at [725] [400] size [100]\nAdd Circle [8] at [975] [400] size [100]\nAdd Circle [8] at [850] [600] size [100]\nAdd Circle [3] at [725] [800] size [100]\nAdd Circle [3] at [975] [800] size [100]\nAdd Circle [5] at [850] [1200] size [50]\n\ndefine Level 10\nAdd Circle [6] at [300] [-250] size [700]\nAdd Circle [6] at [400] [-200] size [700]\nAdd Circle [6] at [500] [-150] size [700]\nAdd Circle [6] at [600] [-100] size [700]\nAdd Circle [6] at [700] [-150] size [700]\nAdd Circle [6] at [800] [-200] size [700]\nAdd Circle [6] at [900] [-250] size [700]\nAdd Circle [6] at [1000] [-300] size [700]\nAdd Circle [2] at [200] [40] size [100]\nAdd Circle [2] at [210] [0] size [100]\nAdd Circle [2] at [240] [-50] size [100]\nAdd Circle [2] at [400] [150] size [100]\nAdd Circle [2] at [375] [100] size [100]\nAdd Circle [2] at [400] [50] size [100]\nAdd Circle [2] at [600] [225] size [100]\nAdd Circle [2] at [550] [160] size [100]\nAdd Circle [2] at [575] [100] size [100]\nAdd Circle [8] at [850] [250] size [100]\nAdd Circle [8] at [1050] [250] size [100]\nAdd Circle [8] at [1200] [300] size [100]\nAdd Circle [8] at [1300] [375] size [100]\nAdd Circle [8] at [1550] [375] size [100]\nAdd Circle [8] at [1650] [400] size [75]\nAdd Circle [8] at [1800] [450] size [75]\nAdd Circle [8] at [1850] [525] size [75]\nAdd Circle [8] at [1700] [600] size [75]\nAdd Circle [5] at [1700] [750] size [50]\n\n@World 4\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [4]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [275] [-150] size [300]\nAdd Circle [9] at [275] [50] size [50]\nAdd Circle [1] at [275] [350] size [300]\nAdd Circle [1] at [500] [350] size [250]\nAdd Circle [1] at [800] [350] size [250]\nAdd Circle [11] at [800] [150] size [50]\nAdd Circle [1] at [800] [-100] size [200]\nAdd Circle [1] at [950] [-100] size [25]\nAdd Circle [1] at [975] [-100] size [25]\nAdd Circle [1] at [1000] [-100] size [25]\nAdd Circle [9] at [1050] [-125] size [75]\nAdd Circle [1] at [1100] [-100] size [25]\nAdd Circle [1] at [1125] [-100] size [25]\nAdd Circle [1] at [1150] [-100] size [25]\nAdd Circle [1] at [1175] [-100] size [25]\nAdd Circle [1] at [1200] [-100] size [25]\nAdd Circle [1] at [1225] [-100] size [25]\nAdd Circle [1] at [1025] [75] size [25]\nAdd Circle [1] at [1050] [75] size [25]\nAdd Circle [1] at [1075] [75] size [25]\nAdd Circle [1] at [1100] [75] size [25]\nAdd Circle [1] at [1125] [75] size [25]\nAdd Circle [1] at [1150] [75] size [25]\nAdd Circle [11] at [1200] [100] size [75]\nAdd Circle [1] at [1250] [75] size [25]\nAdd Circle [1] at [1275] [75] size [25]\nAdd Circle [1] at [1300] [75] size [25]\nAdd Circle [5] at [1125] [200] size [50]\n\ndefine Level 2\nAdd Circle [1] at [50] [-100] size [100]\nAdd Circle [1] at [-225] [-75] size [25]\nAdd Circle [1] at [-225] [-50] size [25]\nAdd Circle [1] at [-225] [-25] size [25]\nAdd Circle [1] at [-225] [0] size [25]\nAdd Circle [1] at [-225] [25] size [25]\nAdd Circle [1] at [-175] [75] size [25]\nAdd Circle [1] at [-175] [100] size [25]\nAdd Circle [1] at [-175] [125] size [25]\nAdd Circle [1] at [-225] [175] size [25]\nAdd Circle [1] at [-225] [200] size [25]\nAdd Circle [1] at [-225] [225] size [25]\nAdd Circle [1] at [-225] [250] size [25]\nAdd Circle [1] at [-225] [275] size [25]\nAdd Circle [5] at [-75] [100] size [50]\nAdd Circle [10] at [150] [-100] size [50]\nAdd Circle [1] at [600] [-200] size [50]\nAdd Circle [1] at [600] [-150] size [50]\nAdd Circle [1] at [600] [-100] size [50]\nAdd Circle [1] at [600] [-50] size [50]\nAdd Circle [2] at [675] [-25] size [25]\nAdd Circle [2] at [675] [0] size [25]\nAdd Circle [2] at [675] [25] size [25]\nAdd Circle [1] at [600] [50] size [50]\nAdd Circle [3] at [600] [100] size [50]\nAdd Circle [1] at [500] [150] size [50]\nAdd Circle [1] at [500] [300] size [100]\nAdd Circle [11] at [325] [300] size [50]\nAdd Circle [12] at [325] [100] size [50]\n\ndefine Level 3\nAdd Circle [1] at [-25] [-100] size [25]\nAdd Circle [1] at [0] [-100] size [25]\nAdd Circle [1] at [25] [-100] size [25]\nAdd Circle [1] at [50] [-100] size [25]\nAdd Circle [1] at [75] [-100] size [25]\nAdd Circle [1] at [100] [-100] size [25]\nAdd Circle [1] at [125] [-100] size [25]\nAdd Circle [1] at [150] [-100] size [25]\nAdd Circle [1] at [175] [-100] size [25]\nAdd Circle [1] at [200] [-100] size [25]\nAdd Circle [1] at [225] [-100] size [25]\nAdd Circle [1] at [225] [-75] size [25]\nAdd Circle [1] at [225] [-50] size [25]\nAdd Circle [1] at [225] [-25] size [25]\nAdd Circle [1] at [225] [0] size [25]\nAdd Circle [1] at [225] [25] size [25]\nAdd Circle [1] at [225] [50] size [25]\nAdd Circle [1] at [225] [75] size [25]\nAdd Circle [1] at [225] [100] size [25]\nAdd Circle [1] at [250] [100] size [25]\nAdd Circle [1] at [275] [100] size [25]\nAdd Circle [1] at [300] [100] size [25]\nAdd Circle [1] at [500] [100] size [100]\nAdd Circle [10] at [175] [-50] size [30]\nAdd Circle [2] at [50] [-75] size [25]\nAdd Circle [2] at [50] [-50] size [25]\nAdd Circle [2] at [75] [-75] size [25]\nAdd Circle [2] at [75] [-50] size [25]\nAdd Circle [2] at [200] [50] size [25]\nAdd Circle [2] at [175] [50] size [25]\nAdd Circle [11] at [262] [150] size [50]\nAdd Circle [1] at [500] [400] size [100]\nAdd Circle [9] at [600] [100] size [50]\nAdd Circle [9] at [700] [100] size [50]\nAdd Circle [9] at [800] [100] size [50]\nAdd Circle [11] at [650] [400] size [50]\nAdd Circle [11] at [750] [400] size [50]\nAdd Circle [11] at [850] [400] size [50]\nAdd Circle [2] at [600] [0] size [50]\nAdd Circle [2] at [700] [0] size [50]\nAdd Circle [2] at [800] [0] size [50]\nAdd Circle [2] at [650] [500] size [50]\nAdd Circle [2] at [750] [500] size [50]\nAdd Circle [2] at [850] [500] size [50]\nAdd Circle [1] at [600] [50] size [50]\nAdd Circle [1] at [700] [50] size [50]\nAdd Circle [1] at [800] [50] size [50]\nAdd Circle [1] at [650] [450] size [50]\nAdd Circle [1] at [750] [450] size [50]\nAdd Circle [1] at [850] [450] size [50]\nAdd Circle [5] at [900] [100] size [50]\n\ndefine Level 4\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [9] at [100] [-100] size [50]\nAdd Circle [1] at [100] [-200] size [100]\nAdd Circle [1] at [100] [100] size [100]\nAdd Circle [1] at [200] [75] size [25]\nAdd Circle [1] at [225] [75] size [25]\nAdd Circle [1] at [250] [75] size [25]\nAdd Circle [1] at [275] [75] size [25]\nAdd Circle [2] at [275] [100] size [25]\nAdd Circle [2] at [300] [100] size [25]\nAdd Circle [2] at [325] [100] size [25]\nAdd Circle [2] at [350] [100] size [25]\nAdd Circle [2] at [375] [100] size [25]\nAdd Circle [2] at [400] [100] size [25]\nAdd Circle [3] at [400] [75] size [25]\nAdd Circle [3] at [425] [75] size [25]\nAdd Circle [3] at [450] [75] size [25]\nAdd Circle [3] at [475] [75] size [25]\nAdd Circle [1] at [500] [-25] size [75]\nAdd Circle [1] at [550] [50] size [50]\nAdd Circle [1] at [575] [125] size [40]\nAdd Circle [1] at [600] [200] size [50]\nAdd Circle [1] at [650] [275] size [75]\nAdd Circle [1] at [650] [-25] size [75]\nAdd Circle [1] at [700] [50] size [50]\nAdd Circle [1] at [725] [125] size [40]\nAdd Circle [1] at [750] [200] size [50]\nAdd Circle [1] at [800] [275] size [75]\nAdd Circle [11] at [725] [275] size [50]\nAdd Circle [5] at [100] [250] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [125]\nAdd Circle [1] at [125] [-50] size [75]\nAdd Circle [1] at [100] [100] size [75]\nAdd Circle [1] at [-75] [0] size [75]\nAdd Circle [1] at [200] [25] size [75]\nAdd Circle [1] at [25] [200] size [75]\nAdd Circle [1] at [150] [300] size [75]\nAdd Circle [1] at [225] [200] size [75]\nAdd Circle [5] at [150] [450] size [50]\nAdd Circle [10] at [0] [100] size [50]\nAdd Circle [11] at [100] [25] size [50]\nAdd Circle [12] at [175] [125] size [50]\nAdd Circle [9] at [100] [175] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [10] at [100] [-100] size [50]\nAdd Circle [2] at [200] [100] size [25]\nAdd Circle [2] at [200] [-300] size [25]\nAdd Moving Circle [2] size [25] at [200] [-100] speed [0] [2]\nAdd Circle [1] at [400] [-150] size [100]\nAdd Circle [9] at [400] [-50] size [50]\nAdd Circle [2] at [250] [0] size [25]\nAdd Circle [2] at [550] [0] size [25]\nAdd Moving Circle [2] size [25] at [400] [0] speed [6] [0]\nAdd Circle [1] at [400] [300] size [200]\nAdd Circle [2] at [200] [400] size [25]\nAdd Circle [12] at [275] [250] size [50]\nAdd Moving Circle [2] size [25] at [200] [300] speed [0] [12]\nAdd Circle [1] at [50] [250] size [100]\nAdd Circle [5] at [50] [400] size [50]\nAdd Circle [11] at [50] [330] size [50]\n\ndefine Level 7\nAdd Circle [10] at [0] [0] size [50]\nAdd Circle [9] at [150] [-275] size [50]\nAdd Circle [1] at [0] [400] size [50]\nAdd Circle [1] at [-100] [350] size [50]\nAdd Circle [1] at [-50] [250] size [50]\nAdd Circle [1] at [50] [230] size [50]\nAdd Circle [1] at [600] [250] size [1000]\nAdd Circle [2] at [400] [-225] size [25]\nAdd Circle [2] at [500] [-255] size [25]\nAdd Circle [2] at [518] [-275] size [25]\nAdd Circle [2] at [800] [-225] size [25]\nAdd Circle [2] at [700] [-255] size [25]\nAdd Circle [2] at [682] [-275] size [25]\nAdd Circle [5] at [1150] [200] size [50]\n\ndefine Level 8\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [75] [-75] size [25]\nAdd Circle [2] at [100] [-75] size [25]\nAdd Circle [2] at [125] [-75] size [25]\nAdd Circle [1] at [200] [-50] size [100]\nAdd Circle [10] at [200] [50] size [50]\nAdd Circle [1] at [300] [75] size [100]\nAdd Circle [1] at [275] [0] size [50]\nAdd Circle [2] at [225] [125] size [25]\nAdd Circle [2] at [250] [125] size [25]\nAdd Circle [1] at [240] [200] size [100]\nAdd Circle [11] at [300] [275] size [50]\nAdd Circle [2] at [375] [75] size [25]\nAdd Circle [2] at [400] [75] size [25]\nAdd Circle [2] at [425] [75] size [25]\nAdd Circle [1] at [500] [75] size [100]\nAdd Circle [9] at [525] [188] size [50]\nAdd Circle [1] at [550] [300] size [100]\nAdd Circle [3] at [650] [200] size [50]\nAdd Circle [1] at [600] [100] size [50]\nAdd Circle [5] at [0] [-225] size [50]\nAdd Circle [2] at [-50] [-250] size [25]\nAdd Circle [2] at [-50] [-225] size [25]\nAdd Circle [2] at [-50] [-200] size [25]\n\ndefine Level 9\nAdd Circle [1] at [50] [-100] size [100]\nAdd Circle [1] at [100] [0] size [100]\nAdd Circle [1] at [250] [0] size [100]\nAdd Circle [1] at [400] [0] size [100]\nAdd Circle [1] at [400] [150] size [100]\nAdd Circle [1] at [400] [300] size [100]\nAdd Circle [1] at [250] [300] size [100]\nAdd Circle [1] at [100] [300] size [100]\nAdd Circle [1] at [100] [150] size [100]\nAdd Circle [2] at [250] [150] size [150]\nAdd Circle [10] at [0] [0] size [50]\nAdd Circle [2] at [50] [225] size [25]\nAdd Circle [2] at [75] [225] size [25]\nAdd Circle [2] at [100] [225] size [25]\nAdd Circle [11] at [100] [400] size [50]\nAdd Circle [1] at [175] [300] size [25]\nAdd Circle [2] at [325] [300] size [25]\nAdd Circle [2] at [325] [325] size [25]\nAdd Circle [2] at [325] [350] size [25]\nAdd Circle [2] at [325] [375] size [25]\nAdd Circle [12] at [500] [300] size [50]\nAdd Circle [2] at [400] [85] size [20]\nAdd Circle [2] at [420] [85] size [20]\nAdd Circle [2] at [440] [85] size [20]\nAdd Circle [2] at [460] [85] size [20]\nAdd Circle [2] at [400] [65] size [20]\nAdd Circle [2] at [420] [65] size [20]\nAdd Circle [2] at [440] [65] size [20]\nAdd Circle [2] at [460] [65] size [20]\nAdd Circle [2] at [175] [0] size [25]\nAdd Circle [5] at [250] [-100] size [50]\n\ndefine Level 10\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [-75] [-50] size [50]\nAdd Circle [1] at [25] [100] size [100]\nAdd Circle [1] at [150] [-90] size [30]\nAdd Circle [1] at [150] [-120] size [30]\nAdd Circle [1] at [150] [-150] size [30]\nAdd Circle [1] at [150] [-180] size [30]\nAdd Circle [1] at [150] [-210] size [30]\nAdd Circle [10] at [-150] [-100] size [50]\nAdd Circle [3] at [150] [25] size [150]\nAdd Circle [1] at [-50] [175] size [100]\nAdd Circle [11] at [-50] [275] size [50]\nAdd Circle [2] at [225] [100] size [25]\nAdd Circle [2] at [225] [125] size [25]\nAdd Circle [2] at [225] [150] size [25]\nAdd Circle [2] at [225] [175] size [25]\nAdd Circle [1] at [300] [140] size [75]\nAdd Circle [12] at [375] [40] size [50]\nAdd Circle [1] at [325] [-150] size [100]\nAdd Circle [5] at [475] [-150] size [50]\n\nAdd Circle [9] at [0] [-100] size [50]\n\n@World 5\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nGenerate Level\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [13] at [0] [50] size [40]\nAdd Circle [2] at [100] [-25] size [25]\nAdd Circle [2] at [100] [0] size [25]\nAdd Circle [2] at [100] [25] size [25]\nAdd Circle [2] at [100] [50] size [25]\nAdd Circle [1] at [200] [-100] size [100]\nAdd Circle [14] at [200] [50] size [40]\nAdd Circle [1] at [400] [-250] size [300]\nAdd Circle [13] at [500] [-100] size [40]\nAdd Circle [1] at [750] [-250] size [300]\nAdd Circle [14] at [650] [-100] size [40]\nAdd Circle [2] at [575] [-125] size [25]\nAdd Circle [2] at [575] [-100] size [25]\nAdd Circle [2] at [575] [-75] size [25]\nAdd Circle [2] at [575] [-50] size [25]\nAdd Circle [2] at [575] [-25] size [25]\nAdd Circle [13] at [750] [-25] size [40]\nAdd Circle [2] at [710] [-25] size [40]\nAdd Circle [2] at [790] [-25] size [40]\nAdd Circle [1] at [710] [15] size [40]\nAdd Circle [1] at [790] [15] size [40]\nAdd Circle [14] at [1000] [25] size [40]\nAdd Circle [1] at [1040] [25] size [40]\nAdd Circle [1] at [960] [25] size [40]\nAdd Circle [1] at [875] [20] size [40]\nAdd Circle [2] at [1040] [-15] size [40]\nAdd Circle [2] at [960] [-15] size [40]\nAdd Circle [2] at [940] [-80] size [40]\nAdd Circle [5] at [1000] [-80] size [50]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [150] [-100] size [100]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [0] [150] size [100]\nAdd Circle [1] at [150] [150] size [100]\nAdd Circle [1] at [300] [150] size [100]\nAdd Circle [13] at [-300] [50] size [50]\nAdd Circle [14] at [0] [50] size [50]\nAdd Circle [14] at [150] [50] size [50]\nAdd Circle [13] at [300] [50] size [50]\nAdd Circle [14] at [0] [300] size [50]\nAdd Circle [14] at [150] [300] size [50]\nAdd Circle [14] at [300] [300] size [50]\nAdd Moving Circle [1] size [75] at [400] [150] speed [3] [0]\nAdd Circle [1] at [750] [150] size [100]\nAdd Circle [3] at [900] [100] size [200]\nAdd Circle [13] at [900] [300] size [50]\nAdd Circle [14] at [1100] [300] size [50]\nAdd Circle [1] at [1150] [375] size [50]\nAdd Circle [5] at [1150] [500] size [50]\n\ndefine Level 3\nset [clones v] to [1]\nAdd Circle [1] at [-60] [-100] size [100]\nAdd Circle [1] at [60] [-100] size [100]\nAdd Circle [1] at [180] [-160] size [100]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [450] [-75] size [150]\nAdd Circle [1] at [700] [-150] size [200]\nAdd Circle [5] at [700] [0] size [50]\nAdd Circle [1] at [900] [-150] size [150]\nAdd Circle [2] at [800] [-75] size [25]\nAdd Circle [2] at [800] [-50] size [25]\nAdd Circle [2] at [800] [-25] size [25]\nAdd Circle [5] at [1025] [-150] size [50]\n\ndefine Level 4\nset [clones v] to [1]\nAdd Circle [1] at [-60] [-100] size [100]\nAdd Circle [1] at [60] [-100] size [100]\nAdd Circle [13] at [-60] [50] size [50]\nAdd Circle [14] at [180] [50] size [50]\nAdd Circle [1] at [180] [-100] size [100]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [400] [-25] size [75]\nAdd Circle [1] at [475] [-25] size [50]\nAdd Circle [1] at [525] [-25] size [50]\nAdd Circle [2] at [575] [-25] size [50]\nAdd Circle [2] at [625] [-25] size [50]\nAdd Circle [2] at [675] [-25] size [50]\nAdd Circle [2] at [675] [25] size [50]\nAdd Circle [2] at [675] [75] size [50]\nAdd Circle [13] at [500] [100] size [50]\nAdd Circle [14] at [500] [-100] size [50]\nAdd Circle [1] at [525] [-190] size [100]\nAdd Circle [1] at [600] [-200] size [75]\nAdd Circle [1] at [650] [-200] size [50]\nAdd Circle [2] at [700] [-200] size [25]\nAdd Circle [2] at [700] [-175] size [25]\nAdd Circle [2] at [700] [-150] size [25]\nAdd Circle [1] at [750] [-200] size [50]\nAdd Circle [1] at [800] [-200] size [75]\nAdd Circle [1] at [875] [-200] size [100]\nAdd Circle [1] at [1000] [-175] size [100]\nAdd Circle [1] at [1150] [-150] size [100]\nAdd Circle [5] at [1000] [-25] size [50]\nAdd Circle [5] at [1150] [0] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [125]\nAdd Circle [2] at [75] [-50] size [25]\nAdd Circle [2] at [75] [-25] size [25]\nAdd Circle [2] at [75] [0] size [25]\nAdd Circle [1] at [150] [-25] size [100]\nAdd Circle [13] at [250] [115] size [50]\nAdd Circle [14] at [400] [115] size [50]\nAdd Circle [1] at [500] [-25] size [100]\nAdd Circle [13] at [600] [-25] size [50]\nAdd Circle [14] at [800] [150] size [50]\nAdd Circle [1] at [900] [-35] size [100]\nAdd Circle [5] at [100] [-100] size [50]\nAdd Circle [1] at [150] [-200] size [100]\nAdd Circle [2] at [250] [-100] size [100]\nAdd Circle [1] at [250] [-100] size [90]\nAdd Circle [13] at [1100] [-35] size [50]\nAdd Circle [14] at [170] [-110] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\nstop [all v]\n\ndefine Level 7\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 8\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 9\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 10\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Generate Level\nset [clones v] to [0]\nif <(World) = [5]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\n if <(Clones) > [0]> then\n broadcast (Clone Setup v)\n end\nend\n\nAdd Moving Circle [1] size [100] at [300] [0] speed [0] [-5]\n\n@World 6\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [6]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [100]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\n\ndefine Level 3\nAdd Circle [1] at [0] [-100] size [100]\n\ndefine Level 4\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 5\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 6\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 7\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 8\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 9\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 10\nAdd Circle [1] at [-100] [0] size [100]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nset [show v] to [1]\ngo to [front v] layer\nrepeat (7)\n wait (3) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n end\n next costume\n repeat (10)\n change [brightness v] effect by (10)\n end\nend\nnext costume\nhide\nset [show v] to [0]\nnext costume\nbroadcast (Green Flag Clicked v)\n\nwhen [s v] key pressed\n\nif <(show) = [1]> then\n stop [other scripts in sprite v]\n hide\n set [show v] to [0]\n next costume\n broadcast (Green Flag Clicked v)\nend\n\n
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Squares - An Original Platformer with no resemblance to any other platformer out there. Enjoy.\n ----------------------------\n\nArrow keys to move (Mobile friendly as well)\n\nPress T to toggle Timer and High Score\nPress L to toggle Lag Reduction\nPress O/P to skip levels\n\nAll code by me, @04tmoody\nMusic from Mario Odyssey\n\nMain game is 100% Pen\n\nAll levels are possible
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Minecraft Adventure | A Platformer #games #all #trending (Minecraft Platformer)
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@Stage\n\nwhen [up arrow v] key pressed\nif <(editLevel) = [1]> then\n if <not <key (up arrow v) pressed?>> then\n change [editblock# v] by (1)\n if <(editBlock#) > (length of [blocklist v])> then\n set [editblock# v] to [1]\n end\n end\nend\n\nwhen [down arrow v] key pressed\nif <(editLevel) = [1]> then\n if <not <key (down arrow v) pressed?>> then\n change [editblock# v] by (-1)\n if <(editBlock#) < [1]> then\n set [editblock# v] to (length of [blocklist v])\n end\n end\nend\n\nwhen flag clicked\nforever\n erase all\n if <(editLevel) = [1]> then\n set [editselectedblock v] to (join (item ((editBlock#) - (1)) of [blocklist v]) (join [ | ] (join (item (editBlock#) of [blocklist v]) (join [ | ] (item ((editBlock#) + (1)) of [blocklist v])))))\n end\n broadcast (tickLevel v)\nend\n\nwhen flag clicked\nset [editlevel v] to [0]\nbroadcast (Start v)\n\nset [editblock# v] to [1]\ndelete all of [blocklist v]\nadd [Air] to [blocklist v]\nadd [Lava] to [blocklist v]\nadd [Cobblestone] to [blocklist v]\nadd [CoalOre] to [blocklist v]\nadd [IronOre] to [blocklist v]\nadd [Stone] to [blocklist v]\nadd [Sand] to [blocklist v]\nadd [Dirt] to [blocklist v]\nadd [Grass] to [blocklist v]\nadd [TallGrass] to [blocklist v]\nadd [Flower1] to [blocklist v]\nadd [Flower2] to [blocklist v]\nadd [Wood] to [blocklist v]\nadd [Log] to [blocklist v]\nadd [Leaves] to [blocklist v]\nadd [Sign] to [blocklist v]\nadd [Water] to [blocklist v]\nadd [WaterFull] to [blocklist v]\nadd [Ladder] to [blocklist v]\nadd [RedstoneDust] to [blocklist v]\nadd [RedstoneDustOn] to [blocklist v]\nadd [Lever] to [blocklist v]\nadd [Piston] to [blocklist v]\nadd [PistonExtended] to [blocklist v]\nadd [PistonArm] to [blocklist v]\nadd [Mushroom] to [blocklist v]\nadd [MushroomStem] to [blocklist v]\nadd [Minecart] to [blocklist v]\nadd [Rail] to [blocklist v]\nadd [Rail2] to [blocklist v]\n\nwhen I receive [edit v]\nshow variable [editselectedblock v]\nset [editlevel v] to [1]\n\nbroadcast (boss fight v)\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (12)) until done\nend\n\nwhen flag clicked\nhide variable [editselectedblock v]\nset [editlevel v] to [0]\n\nwhen I receive [boss fight v]\nstop all sounds\nstop [other scripts in sprite v]\nstart sound [megalo strike back v]\n\nbroadcast (edit v)\n\nwhen I receive [restartbossfight v]\nstop all sounds\nstop [other scripts in sprite v]\ndelete this clone\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (next level v)\n\nwhen I receive [next level v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [startx v] to (x position)\nset [starty v] to (y position)\nif <([costume # v] of [level v]) = [5]> then\n go to x: (-230) y: (-60)\nend\nwait until <(x position) > [238]>\nbroadcast (next level v)\nset x to (-240)\n\ndefine runPhysics (gravity) (speed) (jumppower) (friction)\nset rotation style [left-right v]\nset [oldx v] to (x position)\nset [oldy v] to (y position)\nchange y by (yvel)\nif <not <touching (level v)?>> then\n set [onground? v] to [0]\n change [yvel v] by (gravity)\nelse\n set [onground? v] to [1]\n if <(yvel) > [0]> then\n set [onground? v] to [0]\n end\n set [yvel v] to [0]\n set y to (oldy)\nend\nif <key (a v) pressed?> then\n point in direction (-90)\n set [xvel v] to ((speed) * (-1))\nend\nif <key (d v) pressed?> then\n point in direction (90)\n set [xvel v] to (speed)\nend\nchange x by (xvel)\nif <touching (level v)?> then\n set x to (oldx)\nend\nset [xvel v] to ((xvel) * (friction))\nif <<key (w v) pressed?> and <(onGround?) = [1]>> then\n set [yvel v] to (jumppower)\nend\nif <<key (w v) pressed?> and <touching (ladder v)?>> then\n set [yvel v] to [3]\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nshow\ngo to x: (-145) y: (23)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n switch costume to (hitbox v)\n runPhysics [-1] [5] [11] [.75]\n switch costume to (walk1 v)\n if <(xvel) > [.5]> then\n switch costume to (join [walk] (animFrame))\n else\n if <(xvel) < [-.5]> then\n switch costume to (join [walk] (animFrame))\n end\n end\n if <touching (lava v)?> then\n start sound [hurt v]\n broadcast (die v)\n hide\n wait (.1) seconds\n show\n go to x: (startx) y: (starty)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n go to [front v] layer\nend\n\nwhen I receive [start v]\ngo to x: (-173) y: (23)\nset [startx v] to (x position)\nset [starty v] to (y position)\nwait until <(x position) > [238]>\nbroadcast (next level v)\nset x to (-240)\n\nwhen I receive [start v]\nforever\n set [animframe v] to [1]\n wait (.08) seconds\n repeat (7)\n change [animframe v] by (1)\n wait (.08) seconds\n end\nend\n\nwhen I receive [edit v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss fight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nwait until <touching (cutscene v)?>\nstop [other scripts in sprite v]\nhide\n\n@editor\n\ndefine createLevel\nshow\nset [# v] to [0]\ngo to x: (-220) y: (160)\nrepeat (9)\n repeat (12)\n change [# v] by (1)\n add [Air] to [currentlevel v]\n create clone of (_myself_ v)\n change x by (40)\n end\n set x to (-220)\n change y by (-40)\nend\nhide\nset [# v] to [0]\n\nwhen I receive [ticklevel v]\nhide\nif <not <(#) = [0]>> then\n wait until <(editLevel) = [1]>\n show\n switch costume to (hitbox v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n replace item (#) of [currentlevel v] with (item (editBlock#) of [blocklist v])\n end\n switch costume to (item (#) of [currentlevel v])\nend\n\nwhen flag clicked\ndelete all of [currentlevel v]\ncreateLevel\n\n@Level\n\nwhen I receive [lever v]\nnext costume\nif <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [14]>>> then\n start sound [pistonOn v]\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [edit v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss fight v]\nstop [other scripts in sprite v]\nhide\n\n@Ladder\n\nwhen flag clicked\nhide\nforever\n switch costume to ([costume # v] of [level v])\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [edit v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss fight v]\nstop [other scripts in sprite v]\nhide\n\n@Lever\n\nwhen flag clicked\nhide\nforever\n switch costume to ([costume # v] of [level v])\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nwait until <<touching (player v)?> and <key (e v) pressed?>>\nbroadcast (lever v)\nstart sound [leverOn v]\n\nwhen I receive [start v]\nwait until <<touching (player v)?> and <key (e v) pressed?>>\nbroadcast (lever v)\nstart sound [leverOn v]\n\nwhen I receive [start v]\nshow\n\nwhen I receive [edit v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss fight v]\nstop [other scripts in sprite v]\nhide\n\n@Background\n\nwhen flag clicked\nhide\nforever\n switch costume to ([costume # v] of [level v])\n go to [back v] layer\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [edit v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss fight v]\nstop [other scripts in sprite v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\nforever\n switch costume to ([costume # v] of [level v])\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [edit v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss fight v]\nstop [other scripts in sprite v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@cutscene\n\nwhen I receive [boss fight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nif <([costume # v] of [level v]) = [16]> then\n switch costume to (costume1 v)\n show\n wait until <touching (player v)?>\n start sound [assets_minecraft_sounds_minecart_base v]\n switch costume to (costume2 v)\n repeat (13)\n next costume\n wait (.02) seconds\n end\n wait (.8) seconds\n broadcast (boss fight v)\nend\n\n@Steve\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight v]\nset [bossfighthealth v] to [5]\nset [costume v] to [1]\nshow\nset size to (35) %\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (116) y: (70)\nforever\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (big v)\n if <<key (d v) pressed?> and <(x) > [-10]>> then\n change [x v] by (-1)\n change x by (8)\n change y by (-5)\n end\n if <<key (a v) pressed?> and <(x) < [24]>> then\n change [x v] by (1)\n change x by (-8)\n change y by (5)\n end\n if <<key (w v) pressed?> and <(y) < [10]>> then\n change [y v] by (1)\n change x by (-8)\n change y by (-5)\n end\n if <<key (s v) pressed?> and <(y) > [-12]>> then\n change [y v] by (-1)\n change x by (8)\n change y by (5)\n end\n switch costume to (costume)\nend\n\nwhen I receive [boss fight v]\nforever\n wait until <key (space v) pressed?>\n start sound [start v]\n set [costume v] to [1]\n wait (.3) seconds\n start sound [mid v]\n change [costume v] by (1)\n wait (.3) seconds\n change [costume v] by (1)\n wait (.3) seconds\n change [costume v] by (1)\n start sound [end v]\n wait until <not <key (space v) pressed?>>\n change [costume v] by (1)\n create clone of (arrow v)\n wait (.6) seconds\n set [costume v] to [1]\nend\n\nwhen I receive [leave v]\nstop [other scripts in sprite v]\nglide (.6) secs to x: (60) y: (125)\nwait (.2) seconds\nrepeat (100)\n switch costume to (big v)\n change x by (-8)\n change y by (-5)\n switch costume to (1 v)\nend\nbroadcast (end v)\n\nwhen I receive [restartbossfight v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss fight v]\nset [costume v] to [1]\nshow\nset size to (35) %\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (116) y: (70)\nforever\n wait until <touching (obstacles v)?>\nend\n\nwhen I receive [boss fight v]\nset [bossfighthealth v] to [5]\nwait until <(bossfightHealth) < [1]>\nbroadcast (restartBossfight v)\n\nbroadcast (boss fight v)\n\n@arrow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nset size to (35) %\nswitch costume to (costume1 v)\nshow\nstart sound [assets_minecraft_sounds_item_crossbow_shoot1 v]\ngo to (steve v)\ngo to [front v] layer\nrepeat until <<touching (obstacles v)?> or <touching (_edge_ v)?>>\n change x by (-16)\n change y by (-10)\nend\nif <touching (_edge_ v)?> then\n repeat (11)\n switch costume to (costume2 v)\n change x by (-16)\n change y by (-10)\n switch costume to (costume1 v)\n end\nend\nif <touching (obstacles v)?> then\n repeat (2)\n change x by (3)\n turn left (6) degrees\n change y by (6)\n end\n repeat (4)\n change x by (2)\n turn left (6) degrees\n change y by (-5)\n end\n repeat (8)\n turn left (2) degrees\n change y by (-10)\n end\n repeat (90)\n switch costume to (costume2 v)\n change x by (6)\n change y by (3)\n switch costume to (costume1 v)\n end\n delete this clone\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [restartbossfight v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@rails\n\nwhen I receive [boss fight v]\nset volume to (100) %\nforever\n play sound [assets_minecraft_sounds_minecart_inside v] until done\nend\n\nwhen I receive [boss fight v]\nclear graphic effects\ngo to [back v] layer\nshow\nforever\n go to x: (0) y: (0)\n repeat (5)\n change x by (6)\n change y by (3)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nrepeat (10)\n change volume by (-10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [restartbossfight v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@obstacles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [exploding? v] to [0]\nif <(cloneType) = [1]> then\n switch costume to (barrel v)\n clear graphic effects\n show\n set size to (25) %\n go to x: (-258) y: (pick random (-100) to (140))\n set [floorpos v] to ((y position) - (100))\n set [xvel v] to (pick random (12) to (16))\n set [yvel v] to (pick random (4) to (7))\n repeat until <<(x position) > [270]> or <touching (arrow v)?>>\n switch costume to (barrel3 v)\n turn right (xVel) degrees\n change x by (xVel)\n change y by (yVel)\n change [floorpos v] by ((xVel) / (2))\n change [yvel v] by (-1)\n set [xvel v] to ((xVel) * (.98))\n if <(y position) < (floorPos)> then\n set [yvel v] to [12]\n set [xvel v] to (pick random (6) to (8))\n end\n switch costume to (barrel v)\n end\n if <touching (arrow v)?> then\n switch costume to (barrel2 v)\n start sound [assets_minecraft_sounds_random_break v]\n repeat (5)\n turn left (5) degrees\n change x by (-5)\n change y by (4)\n end\n repeat (3)\n turn left (9) degrees\n change x by (-5)\n change y by (-4)\n end\n repeat (4)\n turn left (16) degrees\n change x by (-5)\n change y by (-12)\n end\n repeat (4)\n turn left (16) degrees\n change x by (-5)\n change y by (-12)\n change [ghost v] effect by (25)\n end\n end\n delete this clone\nelse\n start sound [fuse v]\n set [mybounces v] to [0]\n switch costume to (tnt v)\n clear graphic effects\n show\n set size to (25) %\n go to x: (-258) y: (pick random (-100) to (140))\n set [floorpos v] to ((y position) - (100))\n set [xvel v] to [4]\n set [yvel v] to (pick random (4) to (7))\n repeat until <<(x position) > [270]> or <<touching (arrow v)?> or <(myBounces) > [3]>>>\n switch costume to (barrel3 v)\n turn right (xVel) degrees\n change x by (xVel)\n change y by (yVel)\n change [floorpos v] by ((xVel) / (2))\n change [yvel v] by (-1)\n set [xvel v] to ((xVel) * (.98))\n if <(y position) < (floorPos)> then\n set [yvel v] to [13]\n set [xvel v] to [4]\n end\n switch costume to (tnt v)\n end\n if <touching (arrow v)?> then\n stop [other scripts in sprite v]\n set [exploding? v] to [1]\n set size to (pick random (35) to (40)) %\n start sound [assets_minecraft_sounds_random_explode4 v]\n switch costume to (1 v)\n repeat (4)\n next costume\n wait (.1) seconds\n end\n end\n if <(myBounces) > [3]> then\n stop [other scripts in sprite v]\n set [exploding? v] to [1]\n set size to (pick random (55) to (67)) %\n start sound [assets_minecraft_sounds_random_explode4 v]\n switch costume to (1 v)\n repeat (4)\n next costume\n wait (.1) seconds\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n wait until <(y position) < (floorPos)>\n change [mybounces v] by (1)\n set [pitch v] effect to (pick random (-10) to (10))\n start sound [Minecraft Step Ladder 2 Sound Effect Free _ Download Link2 v]\nend\n\nwhen I receive [boss fight v]\nreset timer\nwait (5) seconds\nset [clonetype v] to [1]\ncreate clone of (_myself_ v)\nwait (10) seconds\nset [clonetype v] to [2]\ncreate clone of (_myself_ v)\nwait (4) seconds\nrepeat until <(timer) > [115]>\n wait (pick random (2.5) to (4)) seconds\n set [clonetype v] to (pick random (1) to (2))\n if <(cloneType) = [1]> then\n repeat (pick random (1) to (5))\n create clone of (_myself_ v)\n end\n else\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [restartbossfight v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(cloneType) = [1]> then\n wait until <touching (steve v)?>\n start sound [hurt v]\n change [bossfighthealth v] by (-1)\nelse\n wait until <<touching (steve v)?> and <(exploding?) = [1]>>\n start sound [hurt v]\n change [bossfighthealth v] by (-1)\nend\n\n@bossfight text\n\nwhen I receive [boss fight v]\nset [ghost v] effect to (13)\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nwait (4) seconds\nnext costume\nwait (5) seconds\nnext costume\nwait (5) seconds\nnext costume\nwait (6) seconds\nhide\nwait until <(timer) > [119]>\nswitch costume to (costume5 v)\nshow\nwait (2) seconds\nbroadcast (leave v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight v]\nwait (.2) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nwait (3) seconds\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume6 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [restartbossfight v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@bossfightBg\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight v]\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n repeat (34)\n change x by (15)\n change y by (3.5)\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [restartbossfight v]\nstop [other scripts in sprite v]\nhide\n\n@SteveHearts\n\nwhen I receive [boss fight v]\nswitch costume to (h5 v)\nshow\nforever\n switch costume to (join [h] (bossfightHealth))\n go to (steve v)\n change y by (72)\n change x by (20)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [restartbossfight v]\nstop [other scripts in sprite v]\nhide\n\n@gameover\n\nwhen flag clicked\nhide\n\nwhen I receive [restartbossfight v]\nwait (.2) seconds\nstart sound [Mellohi v]\nswitch costume to (go4 v)\nshow\nwait (1) seconds\nrepeat (3)\n wait (1) seconds\n next costume\nend\nwait (1) seconds\nhide\nstop all sounds\nbroadcast (boss fight v)\n\n
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-Use WAD to move!\n-Press E to interact with things!\n\n-All levels are possible!\n-Heart if you beat the game!
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The Grand plains 2.5D platformer
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@Stage\n\nwhen flag clicked\nset volume to (20) %\nset [soundcontroller v] to []\nforever\n set [soundcontroller v] to [more xDD]\n switch backdrop to (Lvl)\nend\n\nif <(Lvl) = [1]> then\n set [soundcontroller v] to [more xDD]\nend\nif <not <(soundController) = (controllerData)>> then\n stop all sounds\n wait until <(soundController) = (controllerData)>\nend\n\ndefine Play sound ( lvl type )\nstop all sounds\nplay sound [cool v] until done\n\nwhen I receive [crosscheck data v]\nset [controllerdata v] to (soundController)\n\nwhen I receive [setup v]\n\n Play sound (soundController)\nend\n\nwhen I receive [game v]\n\n broadcast (crosscheck data v)\nend\n\nset [soundcontroller v] to [overworldNSMB2]\n\nset [soundcontroller v] to [JJD - Adventure \[NCS Release\]]\n\n@player\n\nwhen flag clicked\nbroadcast (Setup v)\nbroadcast (GameSetup v)\n\nwhen I receive [gamesetup v]\nset [keycontrol v] to [1]\nset [playercanmove v] to [1]\nforever\n Setup\n broadcast (deleteAllClones v)\n broadcast (Game v)\n repeat until <key (r v) pressed?>\n set [yp v] to ((<(globalSize) = [0]> * (YP)) + ((((1.055) * (globalSize)) - (74.5)) * <not <(globalSize) = [0]>>))\n set size to ((75) + ((globalSize) * (0.8))) %\n set [xp v] to ((((-74) + (globalSize)) * <not <(globalSize) = [0]>>) + ((XP) * <(globalSize) = [0]>))\n if <(Yv) < [-16]> then\n set [yv v] to [-16]\n end\n set [scrolllocky v] to ((((SCY) * <not <(YP) < ((SCY) - (70))>>) + (((YP) + (70)) * )) + (0))\n set [scrolllockx v] to [0]\n set [scx v] to (SCX)\n Platform Collision min SY (ScrollLockY) max SY ((((((330) * <(Lvl) = [1]>) + (<(Lvl) = [2]> * (500))) + ((250) * <(Lvl) = [3]>)) + ((300) * <(Lvl) = [4]>)) + ((300) * <(Lvl) = [5]>)) min SX (ScrollLockX) max SX (((((230) * <(Lvl) = [1]>) + ((155) * <(Lvl) = [2]>)) + (<(Lvl) = [3]> * (400))) + ((600) * <(Lvl) = [4]>)) Second Area SCY min SY [-300] max SY [-170] controls <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<[-50] > (mouse x)> and <mouse down?>>> <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > [50]> and <mouse down?>>>\n Position Sprites\n broadcast (Refresh v)\n end\nend\n\ndefine Platform Collision min SY (misy) max SY (masy) min SX (misx) max SX (masx) Second Area SCY min SY (misy2) max SY (masy2) controls < left > < up > < right >\nif <(playerCanMove) = [1]> then\n switch costume to ((<not < left >> + (([abs v] of (< right > - < left >) ) * (2))) + (0))\n set [xv v] to ((1) * (((Xv) + (((< left > * (-2.5)) + (< right > * (2.5))) * (keyControl))) * (1)))\n Change Player X by (Xv)\n set [xv v] to ((Xv) * (0.7))\n set [yv v] to (((13) * << up > and <(Airtime) < [4]>>) + ((Yv) * <not << up > and <(Airtime) < [4]>>>))\n change [yv v] by (-1)\n Change Player Y by (Yv)\n Position Sprites\n set [camdelay v] to ((0) + (((XP) - (SCX)) / (5)))\n change [scx v] by (CamDelay)\n set [scx v] to ((((misx) * <(SCX) < (misx)>) + ((masx) * <(masx) < (SCX)>)) + ((SCX) * <not <<(SCX) < (misx)> or <(masx) < (SCX)>>>))\n broadcast (correct SCY v)\n if <((SCY) + (80)) < (YP)> then\n set [scy v] to ((YP) - (80))\n else\n if <<(YP) < ((SCY) - (70))> and <not <<(SCY) < [10]> and <not <touching (scrollzones v)?>>>>> then\n set [scy v] to ((YP) + (70))\n else\n if <<(YP) < ((SCY) - (70))> and <<touching (scrollzones v)?> and <(ScrollLockY) < [10]>>> then\n set [scy v] to ((YP) + (70))\n end\n end\n end\n set [scy v] to (((((misy) * <(SCY) < (misy)>) + ((misy2) * <<not <(SCY) < (misy)>> and <(SCY) < (misy2)>>)) + ((masy) * <(masy) < (SCY)>)) + ((SCY) * <not <<<(SCY) < (misy)> or <(SCY) < (misy2)>> or <(masy) < (SCY)>>>))\n if <(YP) < [-175]> then\n if <not <touching (scrollzones v)?>> then\n broadcast (GameSetup v)\n end\n end\n Position Sprites\n if <(keyControl) < [1]> then\n change [keycontrol v] by (0.05)\n end\n if <[1] < (keyControl)> then\n set [keycontrol v] to [1]\n end\n set [playerxglobal v] to (x position)\n set [playeryglobal v] to (y position)\nend\n\ndefine Change Player Y by ( y )\nchange [yp v] by ( y )\nchange [airtime v] by (1)\nPosition Sprites\nrepeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( y ) > [0]> then\n change [yp v] by (-1)\n else\n change [yp v] by (1)\n set [airtime v] to [0]\n end\n Position Sprites\n set [yv v] to [0]\nend\n\ndefine Position Sprites\ngo to x: ((XP) - (SCX)) y: ((YP) - (SCY))\n\ndefine Setup\nbroadcast (dump clones v)\nClone [10]\nset [xp v] to [-65]\nset [yp v] to [-63]\nset [xv v] to [0]\nset [yv v] to [0]\nset [scx v] to [0]\nset [scy v] to [0]\nset [airtime v] to [0]\nset [scrolllocky v] to [0]\npoint in direction (90)\n\ndefine Change Player X by ( x )\nset [sliding? v] to [0]\nchange [xp v] by (round ( x ))\nPosition Sprites\nif <<touching (ghitbox v)?> or <touching (solidobjs v)?>> then\n repeat (12)\n change [yp v] by (1)\n Position Sprites\n if <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>> then\n stop [this script v]\n end\n end\n change [yp v] by (-12)\n repeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( x ) > [0]> then\n change [xp v] by (-1)\n else\n change [xp v] by (1)\n end\n Position Sprites\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (bg v)\nforever\n set [xp v] to ((playerXGlobal) + (SCX))\n set [yp v] to ((playerYGlobal) + (SCY))\n Position Sprites\n set x to (round (((playerXGlobal) * (((150) + ((zPos) * (-1))) / (150))) * (1)))\n set y to (round (((playerYGlobal) * (((200) + ((zPos) * (-1.5))) / (200))) * (1)))\nend\n\ndefine Clone ( amnt )\nclear graphic effects\nset [zpos v] to [0]\nset [brightness v] effect to (-1)\nrepeat ( amnt )\n create clone of (_myself_ v)\n change [zpos v] by (0.5)\n change [brightness v] effect by (-0.5)\nend\nclear graphic effects\nset [brightness v] effect to (0)\n\nwhen I receive [dump clones v]\ndelete this clone\n\n\n broadcast (GameSetup v)\nend\n\nwhen I start as a clone\nif <<(username) = [-BenGaming-]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\nset [coins picked up v] to [0]\n\nwhen flag clicked\nforever\n if <[-160] > (y position)> then\n broadcast (dead v)\n end\nend\n\nwhen I receive [dead v]\nset [coins picked up v] to [0]\n\n@ground\n\ndefine Position (CHECK) (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 [setup v]\nif <<(username) = [-BenGaming-]> and <key (2 v) pressed?>> then\n set [lvl v] to [2]\nelse\n if <<(username) = [-BenGaming-]> and <key (3 v) pressed?>> then\n set [lvl v] to [3]\n else\n if <<(username) = [-BenGaming-]> and <key (4 v) pressed?>> then\n set [lvl v] to [4]\n else\n if <<(username) = [-BenGaming-]> and <key (5 v) pressed?>> then\n set [lvl v] to [5]\n else\n set [lvl v] to [1]\n end\n end\n end\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Clone ( amnt )\nhide\nclear graphic effects\nset [zpos v] to [0]\nset [brightness v] effect to (-15)\nswitch costume to (Lvl)\nrepeat ( amnt )\n create clone of (_myself_ v)\n change [zpos v] by (1.5)\n change [brightness v] effect by (0.5)\nend\nset [brightness v] effect to (0)\nhide\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] ((zPos) / (1.5)) layers\nAdjust to large size ((zPos) + (150))\nshow\nforever\n Position (CHECK) (round (((SCX) * (((150) + (zPos)) / (150))) * (-1))) (round (((SCY) * (((150) + (zPos)) / (150))) * (-1)))\n if <(zPos) > [33.75]> then\n go to [front v] layer\n end\n switch costume to (Lvl)\nend\n\nwhen I receive [game v]\nClone [45]\n\nwhen I start as a clone\nif <<(username) = [-BenGaming-]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\nwhen flag clicked\n\nwhen I receive [end intro v]\n\nshow\n\nhide\nbroadcast (deleteAllClones v)\n\nhide\n\nwhen flag clicked\nbroadcast (Game v)\n\n@gHitbox\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (100)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1.15)) * (-1))) (round (((SCY) * (1.15)) * (-1)))\n switch costume to (Lvl)\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Goal\n\nwhen I receive [game v]\nif <(Lvl) = [1]> then\n Goal at [-120] [400]\nelse\n if <(Lvl) = [2]> then\n Goal at [-60] [440]\n else\n if <(Lvl) = [3]> then\n Goal at [-196] [200]\n else\n if <(Lvl) = [4]> then\n Goal at [628] [186]\n end\n end\n end\nend\n\ndefine Goal at ( xpos ) ( ypos )\nhide\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\ncreate clone of (_myself_ v)\nhide\n\ndefine Position (CHECK) (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (goalred v)\nclear graphic effects\nforever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (5))) + (round (((SCY) * (1.15)) * (-1))))\n set size to ((150) + (([sin v] of ((timer) * (200)) ) * (15))) %\n set [color v] effect to ((-100) + (([sin v] of ((timer) * (100)) ) * (15)))\n turn right (2) degrees\n if <touching (player v)?> then\n if <not <(Lvl) = [5]>> then\n change [lvl v] by (1)\n broadcast (deleteAllClones v)\n broadcast (GameSetup v)\n end\n end\nend\n\nchange [lvl v] by (-1)\nbroadcast (deleteAllClones v)\nbroadcast (GameSetup v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I start as a clone\nif <<(username) = [-Bencoder-]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@solidOBJS\n\ndefine OBJ at ( xpos ) ( ypos ) type ( type )\nhide\nchange [set v] by (1)\nclear graphic effects\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\nset [type v] to ( type )\nset [zpos v] to [0]\nset [brightness v] effect to (0)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\nclear graphic effects\nhide\n\nwhen I receive [game v]\nset [set v] to [0]\nif <(Lvl) = [1]> then\n\nOBJ at [80] [0] type [box2]\n\nwhen I start as a clone\nset [color v] effect to (<(type) = [ball]> * (((1) + (set)) * (10)))\nset [brightness v] effect to (-10)\nshow\nswitch costume to (type)\nforever\n Tick Entities\n set [xpos v] to (xPos)\n set [ypos v] to (yPos)\n Position (CHECK) (round ((xPos) - ((SCX) * (1.15)))) (round ((yPos) - (SCY)))\nend\n\ndefine Change Y by ( y )\nchange [ypos v] by ( y )\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nrepeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( y ) > [0]> then\n change [ypos v] by (-1)\n else\n change [ypos v] by (1)\n end\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n set [yv v] to [0]\nend\n\ndefine Change X by ( x )\nchange [xpos v] by (round ( x ))\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nif <<touching (ghitbox v)?> or <touching (solidobjs v)?>> then\n repeat (12)\n change [ypos v] by (1)\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n if <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>> then\n stop [this script v]\n end\n end\n change [ypos v] by (-12)\n repeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <<( x ) > [0]> or <([xv v] of [player v]) > [0]>> then\n change [xpos v] by (-2)\n else\n change [xpos v] by (2)\n end\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n set [xv v] to [0]\n end\nend\n\nif <not <(round ( x )) = [0]>> then\n\ndefine Position (CHECK) (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (round (x position))> and <(y) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine Tick Entities\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nset [xv v] to (((xv) + ((<<(distance to [player v]) < [55]> and <not >> * ([xv v] of [player v])) * (0.6))) * (0.6))\nchange [yv v] by (-1)\nChange Y by (yv)\nChange X by ((xv) * (0.7))\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n\nOBJ at [0] [0] type [box2]\nOBJ at [-100] [-50] type [box1]\nOBJ at [0] [0] type [box3]\nOBJ at [80] [0] type [box2]\nOBJ at [50] [50] type [box2]\nOBJ at [0] [-50] type [box1]\nOBJ at [25] [0] type [box2]\nOBJ at [60] [60] type [box2]\n\nset [brightness v] effect to (-1)\nrepeat (10)\n create clone of (_myself_ v)\n change [zpos v] by (0.5)\n change [brightness v] effect by (-0.5)\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nOBJ at [20] [0] type [box3]\n\n@scrollZones\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (100)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1.15)) * (-1))) (round (((SCY) * (1.15)) * (-1)))\n switch costume to (Lvl)\nend\n\n@BG Elements\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (0)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1)) * (-1))) (round (((SCY) * (1)) * (-1)))\n switch costume to (Lvl)\n go to [back v] layer\nend\n\ngo [forward v] (22) layers\n\nwhen I start as a clone\nif <<(username) = [BirdNani]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@coins\n\ndefine Particles ( xpos ) ( ypos ) class ( id )\nset [subclass v] to [0]\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\nrepeat (((pick random (10) to (20)) * <( id ) = [2]>) + ((pick random (5) to (10)) * <( id ) = [1]>))\n set [subclass v] to [1]\n set [entitytype v] to [1]\n create clone of (_myself_ v)\nend\nset [subclass v] to [0]\n\ndefine Coin at ( xpos ) ( ypos ) type coin/starcoin ( type )\nset [subclass v] to [0]\nif <( type ) = [coin]> then\n set [entitytype v] to [2]\nelse\n if <( type ) = [starcoin]> then\n set [entitytype v] to [3]\n end\nend\nhide\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [game v]\nif <(Lvl) = [1]> then\n Coin at [64] [5] type coin/starcoin [coin]\n Coin at [92] [20] type coin/starcoin [coin]\n Coin at [119] [5] type coin/starcoin [coin]\n Coin at [-65] [405] type coin/starcoin [coin]\n Coin at [-38] [420] type coin/starcoin [coin]\n Coin at [-11] [405] type coin/starcoin [coin]\n Coin at [306] [275] type coin/starcoin [coin]\n Coin at [336] [275] type coin/starcoin [coin]\n Coin at [336] [305] type coin/starcoin [coin]\n Coin at [306] [305] type coin/starcoin [coin]\n Coin at [-180] [235] type coin/starcoin [starcoin]\n Coin at [280] [-70] type coin/starcoin [starcoin]\nelse\n if <(Lvl) = [2]> then\n Coin at [55] [0] type coin/starcoin [coin]\n Coin at [35] [140] type coin/starcoin [coin]\n Coin at [-160] [250] type coin/starcoin [starcoin]\n Coin at [165] [260] type coin/starcoin [coin]\n Coin at [210] [260] type coin/starcoin [coin]\n Coin at [187.5] [285] type coin/starcoin [coin]\n else\n if <(Lvl) = [3]> then\n Coin at [135] [130] type coin/starcoin [starcoin]\n Coin at [400] [-165] type coin/starcoin [starcoin]\n Coin at [300] [20] type coin/starcoin [coin]\n else\n if <(Lvl) = [4]> then\n Coin at [300] [-50] type coin/starcoin [starcoin]\n Coin at [-135] [115] type coin/starcoin [coin]\n Coin at [-100] [115] type coin/starcoin [coin]\n Coin at [-118] [140] type coin/starcoin [coin]\n else\n if <(Lvl) = [5]> then\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(subClass) = [0]> then\n if <(entityTYPE) = [2]> then\n clear graphic effects\n set size to (65) %\n switch costume to (coin v)\n set [collected? v] to [0]\n broadcast (check v)\n forever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (10))) + (round (((SCY) * (1.15)) * (-1))))\n end\n else\n if <(entityTYPE) = [3]> then\n clear graphic effects\n set size to (150) %\n switch costume to (starcoin v)\n set [collected? v] to [0]\n broadcast (check v)\n forever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (10))) + (round (((SCY) * (1.15)) * (-1))))\n end\n end\n end\nelse\n if <(subClass) = [1]> then\n if <(entityTYPE) = [1]> then\n show\n clear graphic effects\n switch costume to (dust v)\n set size to (65) %\n set [xv v] to (pick random (-3.000) to (3.000))\n set [yv v] to (pick random (3.000) to (6.000))\n \n change [xpos v] by (xv)\n change [ypos v] by (yv)\n change [yv v] by (-0.5)\n change [ghost v] effect by (5)\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (round ((yPos) + (((SCY) * (1.15)) * (-1))))\n end\n end\n end\nend\n\ndefine Position (CHECK) (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 [check v]\nforever\n if <(subClass) = [0]> then\n if <touching (player v)?> then\n set [collected? v] to [1]\n start sound ((entityTYPE) - (1))\n change [coins picked up v] by (1)\n Particles (xPos) (yPos) class [1]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I start as a clone\nif <<(username) = [BirdNani]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\nbroadcast (coin v)\n\nbroadcast (starcoin v)\n\nCoin at [300] [200] type coin/starcoin [coin]\nCoin at [200] [450] type coin/starcoin [coin]\nCoin at [230] [450] type coin/starcoin [coin]\nCoin at [200] [480] type coin/starcoin [coin]\nCoin at [230] [480] type coin/starcoin [coin]\nCoin at [-60] [620] type coin/starcoin [starcoin]\n\nCoin at [60] [80] type coin/starcoin [starcoin]\nCoin at [0] [120] type coin/starcoin [starcoin]\nCoin at [-60] [80] type coin/starcoin [starcoin]\n\n@Sprite1\n\nwhen flag clicked\nset [coins picked up v] to [0]\nset [star coins picked up v] to [0]\nshow\nforever\n switch costume to ((coins picked up) + (1))\nend\n\ngo to [front v] layer\ngo [forward v] (9999999) layers\n\n
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arrow keys or wasd to move.\nTap for mobile\nThe shining cavern here! https://scratch.mit.edu/projects/648224728
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|Ron| A platformer| #Games #All #Art #Movies
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@Stage\n\nwhen I receive [dark v]\nrepeat (25)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [dark v]\nswitch backdrop to (sky v)\nrepeat (9)\n next backdrop\n wait (0.05) seconds\nend\n\nwhen flag clicked\nswitch backdrop to (sky v)\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@ron\n\nwhen flag clicked\nshow\nswitch costume to (front v)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <<(x position) < [-240]> and <(level) = [1]>> then\n set x to (-240)\n end\n if <<touching (brambles v)?> or <touching (brambles v)?>> then\n switch costume to (front v)\n repeat (10)\n change [ghost v] effect by (6)\n change [pixelate v] effect by (6)\n end\n hide\n wait (0.5) seconds\n clear graphic effects\n show\n change [deaths v] by (1)\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>>> then\n switch costume to (front v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n switch costume to (up v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up right v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up left v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n go to x: (-240) y: (y position)\n change [level v] by (1)\n end\n if <<(x position) < [-240]> and <not <(level) = [1]>>> then\n go to x: (240) y: (y position)\n change [level v] by (-1)\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nwait (15) seconds\nbroadcast (dark v)\n\nwhen I receive [dead v]\n\nwhen I receive [alive v]\n\nwhen flag clicked\nshow\n\nwhen I receive [done v]\nhide\n\n@ground\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (level)\nend\n\nwhen I receive [dark v]\nrepeat (25)\n change [brightness v] effect by (-1)\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [done v]\nhide\n\n@brambles\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [dark v]\nrepeat (25)\n change [brightness v] effect by (-1)\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [done v]\nhide\n\n@txt\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (35) layers\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (35) layers\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [done v]\nhide\n\n@grassy stuff?\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [dark v]\nrepeat (25)\n change [brightness v] effect by (-1)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [done v]\nhide\n\n@grassy stuff?2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [dark v]\nrepeat (25)\n change [brightness v] effect by (-1)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n wait (10) seconds\n forever\n broadcast (done v)\n end\n end\nend\n\nwhen I receive [done v]\nhide\n\nwhen flag clicked\nshow\n\n@fireflys\n\nwhen flag clicked\nhide\nshow variable [deaths v]\nshow variable [time v]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-5)\nend\npoint in direction (0)\ngo to (random position v)\nshow\nset size to (10) %\ngo [backward v] (100) layers\ngo [forward v] (40) layers\nrepeat (10)\n turn right (pick random (-4) to (4)) degrees\n move (2) steps\nend\nforever\n if <touching (_edge_ v)?> then\n repeat (30)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n turn left (pick random (-3) to (3)) degrees\n move (2) steps\n end\nend\n\nwhen I receive [dark v]\nforever\n create clone of (_myself_ v)\n wait (1.50) seconds\nend\n\nwhen I start as a clone\nforever\n repeat (15)\n change [ghost v] effect by (-5)\n end\n repeat (15)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [done v]\nhide\nhide variable [time v]\nhide variable [deaths v]\n\n@Sprite1\n\nwhen flag clicked\nset [time v] to [0]\nforever\n go to [front v] layer\n go [forward v] (60606060606080905404598) layers\nend\n\nwhen flag clicked\nwait until <key (any v) pressed?>\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [done v]\nhide\n\n@music\n\nwhen flag clicked\nshow\n\nwhen I receive [done v]\nhide\n\n@tb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\n@Sprite2\n\nwhen flag clicked\nset [color v] effect to (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [done v]\nshow\nforever\n go to [front v] layer\n go [forward v] (50000) layers\nend\n\nset [level v] to [11]\n\nwhen I receive [done v]\nshow\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nset [ghost v] effect to (100)\n\nwhen I receive [done v]\nrepeat (600)\n change [ghost v] effect by (-5)\nend\n\n
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The Platformer | #games #all
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@Stage\n\nwhen flag clicked\nforever\n if <<[235] < (x position)> or <(x position) = [235]>> then\n go to x: (-201) y: (-93)\n switch backdrop to (1 v)\n end\n if <touching color (#ff0000)?> then\n go to x: (-201) y: (-93)\n end\nend\n\nwhen I receive [start timer v]\nwait until <([x position v] of [sprite1 v]) > [0]>\nreset timer\nforever\n set [gametime v] to (([floor v] of ((timer) * (100)) ) / (100))\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(username) = [GamenoobsAnimations]> then\n stop [all v]\n end\nend\n\ndefine handle ground <moving up>\nrepeat until <not <touching color (#000000)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [y vel v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nshow\ngo to x: (-201) y: (-93)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n handle ground <[0] < (Y Vel)>\nend\n\nwhen flag clicked\nbroadcast (Start Timer v)\nforever\n create clone of (_myself_ v)\n if <key (a v) pressed?> then\n walk [-7]\n end\n if <key (d v) pressed?> then\n walk [7]\n end\n if <<key (w v) pressed?> and <(In Air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n next backdrop\n go to x: (-201) y: (-93)\n end\n if <touching color (#ff0000)?> then\n go to x: (-201) y: (-93)\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-201) y: (-93)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nswitch backdrop to (t v)\n\nwhen flag clicked\nbroadcast (Start Timer v)\nforever\n create clone of (_myself_ v)\n if <key (left arrow v) pressed?> then\n walk [-7]\n end\n if <key (right arrow v) pressed?> then\n walk [7]\n end\n if <<key (up arrow v) pressed?> and <(In Air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n next backdrop\n go to x: (-201) y: (-93)\n end\n if <touching color (#ff0000)?> then\n go to x: (-201) y: (-93)\n end\nend\n\nwhen I receive [start timer v]\nwait until <([x position v] of [sprite1 v]) > [0]>\nreset timer\nforever\n set [.gametime v] to (([floor v] of ((timer) * (100)) ) / (100))\nend\n\ndefine Follow me\n\nforever\n Follow me\nend\n\n@Screenshot 2022-02-20 12\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (7) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n
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CAn wE gET tHIs FeTuREd?\n\nPart 4: The Volcano\nhttps://scratch.mit.edu/projects/648787195/\n\nPart 3: Paridise island\nhttps://scratch.mit.edu/projects/647783013/\n\nHACKED V1 https://scratch.mit.edu/projects/648319744/\n\nPart 2:The Forest Temple\nhttps://scratch.mit.edu/projects/647728120/\n\nSTORY:\nBot 3458x3E41 (You) is sent to explore this wasteland and make it throught opsticals to get to the end.\n\nCONROLLS\nWASD to move complete the obstacles to win!\nPress r to reset if needed :)
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Nature Platformer
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@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-202) y: (-22)\nswitch costume to (costume1 v)\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n switch costume to (costume2 v)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n switch costume to (costume3 v)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((X Velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [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)?> and <key (up arrow v) pressed?>> then\n set [y velocity v] to [13]\n end\n change y by (1)\n if <(x position) = [247]> then\n go to x: (-200) y: (-26)\n broadcast (Next Level v)\n end\n if <touching (spikes v)?> then\n go to x: (-200) y: (-26)\n end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Trail\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\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 (5)\n change size by (-5)\nend\ndelete this clone\n\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Hasenchat_-_18_Sports_Move___Radio_Edit__.mp3 v] until done\nend\n\n
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Instructions-\nUse arrow keys to move\ndon't touch spikes\ndon't fall into the Gaps\nRead the Words\n comment how was the project\n\nThanks for viewing this project\n\n#Platformer #Awesome #Cute # Game #Tutorial\n#Gamess #Griffpatch #Rehanscratch #Scratch #Studio
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Mobile Friendly Platformer
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (backdrop2 v)\nforever\n play sound [\[no copyright music\] cute background music _ funny _ cosmic star candy—Daystar v] until done\nend\n\nstop [all v]\n\nwhen flag clicked\n\nwhen I receive [hit v]\nset volume to (50) %\nwait (0.3) seconds\nset volume to (100) %\nwait (1) seconds\n\n@Mover\n\ndefine Touch ground\nchange [falling? v] by (1)\nrepeat until <not <<touching color (#108b00)?> or <touching color (#1adc00)?>>>\n set [falling? v] to [0]\n set [gravity v] to [0]\n change y by (1)\nend\n\ndefine Walk (direction) (speed)\nchange x by (speed)\npoint in direction (direction)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<touching color (#108b00)?> or <touching color (#1adc00)?>>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\nend\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nnext costume\nset size to (95) %\nrepeat (20)\n change size by (-5)\nend\nchange [ghost v] effect by (5)\ndelete this clone\n\n\n\nwhen flag clicked\nset [slide v] to [1]\nforever\n if <(start) = [1]> then\n if <<<touching color (#777777)?> or > or <touching color (#ff9f00)?>> then\n change [health v] by (-1)\n start sound (pick random (1) to (5))\n change [gravity v] by (10)\n repeat (10)\n broadcast (hit v)\n move (-8) steps\n end\n if <(health) < [1]> then\n go to x: (-200) y: (-20)\n set [slide v] to [1]\n set [health v] to (max health)\n end\n if <(y position) < [-130]> then\n set [health v] to (() - (max health))\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-20)\nforever\n if <(x position) = [248]> then\n go to x: (-200) y: (-20)\n broadcast (message1 v)\n change [slide v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nbroadcast (st v)\nset [health v] to [10]\nset [max health v] to (health)\n\nchange [brightness v] effect by (100)\n\nset [brightness v] effect to (0)\n\nwhen I receive [st v]\nswitch costume to (costume1 v)\nset [gravity v] to [0]\ngo to x: (-185) y: (0)\nforever\n set rotation style [left-right v]\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(STICK X) < [-0.5]>> then\n Walk [-90] [-6]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(STICK X) > [0.5]>> then\n Walk [90] [6]\n end\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(STICK Y) > [0.5]>> and <(Falling?) < [3]>> then\n set [gravity v] to [12]\n end\n change [gravity v] by (-1)\n change y by (Gravity)\n Touch ground\n Show Health (health) of (max health) offset y [30]\nend\n\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <touching (wall v)?> then\n Walk (direction) [-6]\n end\n if <(slide) = [8]> then\n end\nend\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\n@Control Stick\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen flag clicked\ngo to x: (161) y: (-110)\nshow\ngo to [front v] layer\nset [myself v] to [Control Stick]\nset [max stick v] to ((size) / (4))\nset size to (140) %\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\n@reminder\n\nwhen flag clicked\nhide\ngo to x: (147) y: (191)\nset [gravity v] to [10]\nforever\n go to [front v] layer\n wait (pick random (15) to (35)) seconds\n show\n repeat until <not <touching (_edge_ v)?>>\n change y by (() - (grAVity))\n end\n switch costume to (costume1 v)\n repeat (1)\n change y by (3)\n end\n Do anim\n repeat (5)\n change y by (grAVity)\n end\n hide\nend\n\ndefine Do anim\nswitch costume to (costume1 v)\nrepeat (7)\n next costume\n wait (0.05) seconds\nend\nwait (1) seconds\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (-14)\nforever\n switch costume to (slide)\n go to [back v] layer\nend\n\nwhen I receive [message1 v]\nnext costume\n\n@Bubles\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\n\nwhen flag clicked\nforever\n if <(slide) = [7]> then\n repeat (5)\n go to (sprite2 v)\n change x by (pick random (30) to (-30))\n set y to (-180)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n end\nend\n\nwhen I start as a clone\nshow\nrepeat until <(y position) = [180]>\n change y by (5)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nset [ghost v] effect to (10)\ngo to x: (0) y: (-180)\nhide\n\n@WALL\n\nwhen flag clicked\nstart sound [Every Platformer Ever v]\nhide\nforever\n if <(slide) = [8]> then\n start sound [Every Platformer Ever2 v]\n show\n wait (10000000000000000000000000000000000000) seconds\n end\n go to x: (3) y: (0)\nend\n\nset [ghost v] effect to (100)\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]\nif <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\nend\ndelete this clone\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\n
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=========================================\nMobile Friendly!\nControls\nWASD or Joystick\n=========================================
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Journey- A platformer
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@Stage\n\nwhen I receive [next lv v]\nnext backdrop\n\nwhen flag clicked\nplay sound [cool v] until done\n\nset volume to (100) %\n\nwhen I receive [end intro v]\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Double Cherry Pass v] until done\nend\n\nbroadcast (end intro v)\n\n@Sprite2\n\nwhen flag clicked\nset rotation style [left-right v]\nreset\nforever\n change [yv v] by (-.5)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-.8)\n end\n if <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?> 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?>> then\n set [yv v] to [10]\n end\n change y by (.5)\n set [player direction v] to (direction)\nend\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 (enemy v)?> and <<(ebeny 1 costume) = [1]> or <(ebeny 1 costume) = [3]>>>> or <<touching (enemy2 v)?> and <<(enemy 2 costume) = [1]> or <(enemy 2 costume) = [3]>>>> then\n reset\n else\n end\n end\nend\n\nbroadcast (pick up v)\n\n\nend\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\n@Sword\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to (sprite3 v)\n if <(player direction) = [90]> then\n switch costume to (knight2 v)\n else\n switch costume to (knight3 v)\n end\nend\n\nwhen flag clicked\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 (12)\n if <(player direction) = [90]> then\n turn right (30) degrees\n end\n if <(player direction) = [-90]> then\n turn left (30) degrees\n end\n end\n hide\n wait (.1) seconds\n end\nend\n\npoint in direction (player direction)\n\n\n\nturn right (30) degrees\n\n@platforms\n\nwhen I receive [next lv v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n make clouds\n wait (pick random (2) to (5)) seconds\nend\n\ndefine make clouds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (50)\nset x to (200)\nset y to (pick random (1) to (100))\nif <[12] > (backdrop [number v])> then\n show\nend\nrepeat until <(x position) < [-275]>\n change x by (-3)\nend\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to (sprite2 v)\nend\n\nwait (.0000000001) seconds\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\nswitch costume to (costume12 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume13 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume14 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume15 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume16 v)\nwait until <key (c v) pressed?>\nhide\n\nwait (.25) seconds\n\nswitch costume to (costume16 v)\nwait until <key (c v) pressed?>\n\nwhen backdrop switches to [backdrop12 v]\nshow\nswitch costume to (costume17 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume19 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume18 v)\nwait until <key (c v) pressed?>\nhide\n\nwait (.25) seconds\nswitch costume to (costume15 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume16 v)\nwait until <key (c v) pressed?>\n\nwhen backdrop switches to [mountain4 v]\nshow\nswitch costume to (costume22 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume21 v)\n\nwait until <key (c v) pressed?>\nhide\n\nwhen I receive [end intro v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume2 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume3 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume4 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume5 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume6 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume7 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume8 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume9 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nswitch costume to (costume10 v)\nwait until <key (c v) pressed?>\nwait (.25) seconds\nhide\n\n@danger\n\nwhen I receive [next lv v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@enemy\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume1 v)\ngo to x: (96) y: (-19)\npoint in direction (-90)\nshow\nattack!?!?!?!\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\ndefine attack!?!?!?!\nrepeat until <(LEVEL) = [5]>\n point in direction (-90)\n glide (.5) secs to x: (70) y: (-19)\n point in direction (90)\n glide (.5) secs to x: (96) y: (-19)\nend\n\nwhen flag clicked\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\nshow\n\nwhen I receive [particles v]\nhide\nswitch costume to (costume27 v)\nset [ebeny 1 costume v] to [2]\nrepeat (15)\n create clone of (_myself_ v)\nend\n\nnext costume\n\nwhen I start as a clone\nshow\nswitch costume to (costume27 v)\nchange x by (pick random (5) to (35))\nchange y by (pick random (5) to (35))\nwait (.2) seconds\ndelete this clone\n\nset [enemy xv v] to [0]\nset [enemy yv v] to [0]\nchange [enemy xv v] by (-10)\nchange [direction v] by (1)\n\nchange x by (enemy xv)\nchange y by (enemy yv)\nif <not <<touching color (#007e12)?> or <touching color (#000000)?>>> then\n change y by ((yv) * (-1))\nend\n\nwait (.5) seconds\nchange [enemy yv v] by (8)\n\nwait (.5) seconds\n\nchange [enemy yv v] by (-.5)\n\nchange [direction v] by (1)\n\nif <key (left arrow v) pressed?> then\nif <key (right arrow v) pressed?> then\n\npoint in direction (-90)\nchange [xv v] by (-.8)\n\npoint in direction (90)\nchange [xv v] by (.8)\n\nset [xv v] to [0]\nset [yv v] to [9]\nif <(xv) > [0]> then\n set [xv v] to [-10]\nelse\n set [xv v] to [10]\nend\n\nif <<<touching (platforms v)?> or <touching color (#007e12)?>> and <key (up arrow v) pressed?>> then\nchange y by (.5)\n\nset [yv v] to [10]\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [next lv v]\n\nwhen flag clicked\nhide variable [enemy xv v]\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume1 v)\ngo to x: (156) y: (-19)\npoint in direction (-90)\nshow\nattack!!?!?!2\n\ndefine attack!!?!?!2\nrepeat until <(LEVEL) = [6]>\n point in direction (-90)\n glide (1) secs to x: (70) y: (-19)\n point in direction (90)\n glide (1) secs to x: (156) y: (-19)\nend\n\nrepeat (40)\n change x by (2)\n point in direction (90)\nend\nrepeat (40)\n change x by (-2)\n point in direction (-90)\nend\n\nattack!?!?!?!\n\nrepeat (40)\n change x by (-2)\n point in direction (-90)\nend\n\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume2 v)\ngo to x: (-50) y: (-122)\npoint in direction (-90)\nshow\nattack 3\n\ndefine attack 3\nrepeat until <(LEVEL) = [8]>\n point in direction (-90)\n glide (.5) secs to x: (-95) y: (-122)\n point in direction (90)\n glide (.5) secs to x: (-50) y: (-122)\nend\n\nrepeat (20)\n change x by (-2)\nend\nrepeat (20)\nend\nchange x by (2)\n\nattack!!?!?!2\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume2 v)\ngo to x: (125) y: (15)\npoint in direction (-90)\nshow\nattack 4\n\ndefine attack 4\nrepeat until <(LEVEL) = [9]>\n point in direction (-90)\n glide (.6) secs to x: (70) y: (15)\n point in direction (90)\n glide (.6) secs to x: (113) y: (15)\nend\n\nattack 3\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume2 v)\ngo to x: (-50) y: (-124)\npoint in direction (-90)\nshow\n5th attack\n\nattack 4\n\ndefine 5th attack\nrepeat until <(LEVEL) = [11]>\n point in direction (-90)\n glide (.7) secs to x: (-87) y: (-124)\n point in direction (90)\n glide (.7) secs to x: (-50) y: (-124)\nend\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume1 v)\ngo to x: (5) y: (-120)\npoint in direction (-90)\nshow\nattack 6\n\n5th attack\n\ndefine attack 6\nrepeat until <(LEVEL) = [13]>\n point in direction (-90)\n glide (.8) secs to x: (-60) y: (-119)\n point in direction (90)\n glide (.8) secs to x: (5) y: (-119)\nend\n\nwhen backdrop switches to [mountain2 v]\nswitch costume to (costume1 v)\ngo to x: (70) y: (-50)\npoint in direction (-90)\nshow\ncool attack\n\ndefine cool attack\nrepeat until <(LEVEL) = [14]>\n point in direction (-90)\n glide (.6) secs to x: (40) y: (-50)\n point in direction (90)\n glide (.6) secs to x: (70) y: (-50)\nend\n\n5th attack\n\nwhen backdrop switches to [mountain3 v]\nswitch costume to (costume1 v)\ngo to x: (-90) y: (90)\npoint in direction (-90)\nshow\nattack COOLLLLL\n\ncool attack\n\ndefine attack COOLLLLL\nrepeat until <(LEVEL) = [15]>\n point in direction (-90)\n glide (.6) secs to x: (-125) y: (90)\n point in direction (90)\n glide (.6) secs to x: (-90) y: (90)\nend\n\nglide (1) secs to x: (134) y: (-19)\n\npoint in direction (90)\n\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nswitch costume to (costume2 v)\ngo to x: (-50) y: (-122)\npoint in direction (-90)\nshow\nattack 3\n\nwhen backdrop switches to [mountain v]\nhide\n\nswitch costume to (costume1 v)\ngo to x: (5) y: (-120)\npoint in direction (-90)\nshow\nattack 6\n\n@enemy2\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\ndefine attack!?!?!?!\nrepeat until <(LEVEL) = [6]>\n point in direction (-90)\n glide (.5) secs to x: (-100) y: (14)\n point in direction (90)\n glide (.5) secs to x: (-60) y: (14)\nend\nhide\n\nrepeat (20)\n change x by (-2)\n point in direction (-90)\nend\nrepeat (20)\n change x by (2)\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n broadcast (particles 2 v)\n wait (1) seconds\n end\n set [enemy 2 costume v] to (costume [number v])\nend\n\nshow\n\nwhen I receive [particles 2 v]\nhide\nswitch costume to (costume27 v)\nset [enemy 2 costume v] to [2]\nrepeat (15)\n create clone of (_myself_ v)\nend\n\nnext costume\n\nwhen I start as a clone\nshow\nswitch costume to (costume27 v)\nchange x by (pick random (5) to (35))\nchange y by (pick random (5) to (35))\nwait (.2) seconds\ndelete this clone\n\nset [enemy xv v] to [0]\nset [enemy yv v] to [0]\nchange [enemy xv v] by (-10)\nchange [direction v] by (1)\n\nchange x by (enemy xv)\nchange y by (enemy yv)\nif <not <<touching color (#007e12)?> or <touching color (#000000)?>>> then\n change y by ((yv) * (-1))\nend\n\nwait (.5) seconds\nchange [enemy yv v] by (8)\n\nwait (.5) seconds\n\nchange [enemy yv v] by (-.5)\n\nchange [direction v] by (1)\n\nif <key (left arrow v) pressed?> then\nif <key (right arrow v) pressed?> then\n\npoint in direction (-90)\nchange [xv v] by (-.8)\n\npoint in direction (90)\nchange [xv v] by (.8)\n\nset [xv v] to [0]\nset [yv v] to [9]\nif <(xv) > [0]> then\n set [xv v] to [-10]\nelse\n set [xv v] to [10]\nend\n\nif <<<touching (platforms v)?> or <touching color (#007e12)?>> and <key (up arrow v) pressed?>> then\nchange y by (.5)\n\nset [yv v] to [10]\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [next lv v]\nchange [level v] by (1)\n\nwhen flag clicked\nhide variable [enemy xv v]\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume1 v)\ngo to x: (-60) y: (14)\npoint in direction (-90)\nshow\nattack!?!?!?!\n\nattack!!?!?!2\n\ndefine attack!!?!?!2\n\nrepeat until <(LEVEL) = [6]>\n\nrepeat (40)\n change x by (2)\n point in direction (90)\nend\n\nrepeat (40)\n change x by (-2)\n point in direction (-90)\nend\n\nrepeat (40)\n change x by (-2)\n point in direction (-90)\nend\n\nchange [enemy 2 costume v] by (1)\n\ngo to x: (-60) y: (14)\n\n@Sprite5\n\nwhen I receive [end intro v]\nhide\n\nwhen flag clicked\nshow\n\n@intro\n\nwhen flag clicked\nswitch costume to (costume1 v)\npoint in direction (90)\nset size to (100) %\nshow\nrepeat (35)\n repeat (5)\n turn right (6) degrees\n end\n change size by (2)\nend\npoint in direction (90)\nbroadcast (cool entro v)\n\nwhen I receive [end intro v]\nhide\n\nwhen I receive [cool entro v]\nswitch costume to (costume2 v)\nrepeat (72)\n next costume\nend\nbroadcast (end intro 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\nend\n\nbroadcast (no car v)\n\n@Sprite6\n\nwhen I receive [end intro v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nhide\n\nwhen I receive [cool entro v]\nshow\n\n
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This was a game on my old account @28benjaminrockhill. \n\nI added it to this account.
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☄︎. *. ⋆ Candy - A platformer ⊹₊⋆
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@Stage\n\nwhen flag clicked\nforever\n play sound [We Don't Talk About Bruno \(Instrumental\) v] until done\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\nbroadcast (next levl v)\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen flag clicked\nif <(costume [number v]) = [4]> then\n broadcast (once v)\nend\n\nwhen I receive [star v]\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nswitch costume to (costume22 v)\n\n@Player\n\nwhen [c v] key pressed\nnext costume\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 [y 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 [x 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 [x v] by ((speed) * (-1))\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((X) * (-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 ((jump height) - (3.5))\n if <[0] < (X)> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n else\n set [x v] to [0]\n end\nend\nchange y by (Y)\nif <touching (ground 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 <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [y v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\ngo to x: (-189) y: (90)\nset [ghost v] effect to (0)\nbroadcast (start v)\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 [y 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 [x 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 [x 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 [y 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 [y v] by (1.3)\n end\n set [x v] to ((X) * (0.81))\n set [y v] to ((Y) * (0.81))\n change [y v] by (((Y) / (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\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\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [x v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nplay sound [Ding Sound Effect v] until done\nset x to (-220)\n\nplay sound [Roblox Death Sound OOF Sound Effect v] until done\n\nwhen flag clicked\ngo to x: (-183) y: (82)\n\nwhen I receive [next levl v]\ngo to x: (-189) y: (90)\n\nwhen flag clicked\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nglide (1) secs to x: (0) y: (-50)\nglide (.55) secs to x: (0) y: (355)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
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マインクラフトプラットフォーマー!minecraft Platformer!#game
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@Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft \(cavequest remix\) v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nbroadcast (Game Start v)\nhide\nset size to (60) %\n\nwhen I receive [game start v]\nset [x v] to [0]\nset [y v] to [0]\nset size to (60) %\nswitch costume to (mae v)\ngo to x: (-160) y: (-30)\npoint in direction (90)\nshow\nforever\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 (60) %\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 broadcast (Next Steage v)\n go to x: (-160) y: (-30)\n end\n if <<(y position) < [-180]> or <touching (障害物 v)?>> then\n set rotation style [all around v]\n start sound [_oof 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 (60) %\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 clear graphic effects\n show\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (1)\nhide\n\nwhen flag clicked\nforever\n if <<touching (ladder v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n switch costume to (noboru v)\n set [y v] to [6]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (ネザゲ v)?> then\n broadcast (Next Steage v)\n go to x: (-160) y: (-30)\n end\nend\n\nwhen [timer v] > (0)\nhide\nstop [all v]\n\n@地形\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide variable [☁ 世界記録!/world record! v]\nhide variable [time v]\nshow\nswitch costume to (1 v)\nwait until <(costume [number v]) = [19]>\nshow variable [☁ 世界記録!/world record! v]\nshow variable [time v]\nforever\n if <(time) < (☁ 世界記録!/world record!)> then\n set [☁ 世界記録!/world record! v] to (time)\n end\nend\n\nwhen I receive [next steage v]\nnext costume\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(costume [number v]) = [19]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen [timer v] > (0)\nhide\nstop [all v]\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@障害物\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to x: (36) y: (28)\npoint in direction (90)\n\nwhen I receive [next steage v]\nnext costume\n\nwhen [timer v] > (0)\nhide\nstop [all v]\n\n@ladder\n\nwhen flag clicked\nswitch costume to (ladder2 v)\ngo to [back v] layer\nshow\n\nwhen I receive [next steage v]\nnext costume\n\nwhen [timer v] > (0)\nhide\nhide variable [☁ 世界記録!/world record! v]\nhide variable [time v]\nstop [all v]\n\n@文字\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nshow\n\nwhen I receive [next steage v]\nnext costume\n\nwhen [timer v] > (0)\nhide\nstop [all v]\n\n@ネザゲ\n\nwhen flag clicked\nforever\n if <<([costume # v] of [地形 v]) = [14]> or <([costume # v] of [地形 v]) = [17]>> then\n show\n else\n hide\n end\nend\n\nwhen [timer v] > (0)\nhide\nstop [all v]\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (19 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [ターボ v]\nhide\n\n@ターボ検出キャッㇳ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\ngo to [front v] layer\nforever\n change [変数 v] by (1)\nend\n\nwhen flag clicked\nforever\n set [変数 v] to [0]\n wait (0.001) seconds\n if <[3] < (変数)> then\n show\n switch costume to (コスチューム2 v)\n broadcast (ターボ v)\n stop [all v]\n end\nend\n\n@チャンネル登録促し2\n\nwhen flag clicked\nshow\ngo to x: (36) y: (-100)\nglide (1) secs to x: (36) y: (28)\nwait (5) seconds\nglide (1) secs to x: (36) y: (-60)\nhide\n\n
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日本語は下にあります\n\nEnglish\n\nI've entered the world of Minecraft!?\nOperate with arrow keys or wdas key or tap\nThe time will be updated when it is the earliest! Difficulty super easy\n\n日本語\nマインクラフト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タイムは1番早いと更新されます!難易度 かなり長いし難しい!\nコメント( `・∀・´)ノヨロシク\n目指せ!世界記録!
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PENCIL (Platformer)
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@Stage\n\nwhen I receive [next stage v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (level1 v)\nforever\n if <(backdrop [name v]) = [LEVEL2]> then\n broadcast (LEVEL2 v)\n end\nend\n\n@PENCIL\n\nwhen flag clicked\nplay sound [Green day - Time of your life with lyrics.mp3 v] until done\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (space v) pressed?> then\n if <<touching color (#ffcccc)?> or <touching color (#00ffff)?>> then\n pen up\n erase all\n else\n pen down\n end\n else\n pen up\n end\n if <key (e v) pressed?> then\n erase all\n end\n if <touching color (#00ffff)?> then\n erase all\n broadcast (next stage v)\n go to x: (-212) y: (-143)\n end\n if <touching color (#ffcccc)?> then\n erase all\n go to x: (-212) y: (-143)\n end\n if <touching color (#00ffff)?> then\n erase all\n broadcast (next stage v)\n go to x: (-212) y: (-143)\n end\n if <touching color (#ffcccc)?> then\n erase all\n go to x: (-212) y: (-143)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-212) y: (-143)\nerase all\nset pen color to (#000000)\nforever\n if <key (right arrow v) pressed?> then\n change [velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [velocity v] by (-1)\n end\n set [velocity v] to ((Velocity) * (0.9))\n change x by (Velocity)\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 ((Velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Velocity) > [0]> then\n set [velocity v] to [-5]\n else\n set [velocity v] to [5]\n end\n set [gravity v] to [10]\n else\n set [velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [gravity v] by (-1)\n change y by (Gravity)\n if <touching color (#000000)?> then\n change y by ((Gravity) * (-1))\n set [gravity v] to [0]\n end\n if <touching color (#000000)?> then\n change y by ((Gravity) * (-1))\n set [gravity 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 [gravity v] to [13]\n end\n end\n change y by (1)\nend\n\n
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Subscribe to me on youtube: alekkeka \nArrow keys = Move\nSpacebar = Draw\nE button = Erase\n\nPlease check out part 2!!\nhttps://scratch.mit.edu/projects/112383716/\n\nFull Screen this is all VECTOR\n\nPlease Report if there are any Glitches and I will try to fix them once I see your report.
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☁️ Forest - MMO platformer
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@Stage\n\nwhen flag clicked\nforever\n set volume to (15) %\n play sound [music1 v] until done\nend\n\n@ ☁️\n\ndefine (synchronize) length (length) set (set)\nset [synchronized v] to []\nset [cut off v] to []\nset [. v] to [0]\nset [not v] to [0]\nset [contain numbers? v] to [-1]\nrepeat (length of (length))\n change [. v] by (1)\n repeat (10)\n change [contain numbers? v] by (1)\n if <not < (contain numbers?) contains (letter (.) of (length))?>> then\n change [not v] by (1)\n end\n end\n if <(not) = [10]> then\n set [synchronized v] to []\n stop [this script v]\n end\n set [contain numbers? v] to [-1]\n set [not v] to [0]\nend\nif <(length of (synchronize)) < (length)> then\n set [gaps v] to []\n repeat ((length) - (length of (synchronize)))\n set [gaps v] to (join (set) (gaps))\n end\n set [synchronized v] to (join (synchronize) (gaps))\nelse\n if <<(length of (synchronize)) = (length)> or <(length) = [0]>> then\n set [synchronized v] to (synchronize)\n else\n if <(length of (synchronize)) > (length)> then\n set [. v] to [0]\n set [... v] to []\n repeat (length)\n change [. v] by (1)\n set [... v] to (join (...) (letter (.) of (synchronize)))\n end\n set [synchronized v] to (...)\n set [. v] to (length)\n set [... v] to []\n repeat ((length of (synchronize)) - (length))\n change [. v] by (1)\n set [... v] to (join (...) (letter (.) of (synchronize)))\n end\n set [cut off v] to (...)\n end\n end\nend\n\ndefine convert n: (numbers)\nset [.... v] to [0]\nset [number value v] to []\nrepeat (length of (numbers))\n change [.... v] by (1)\n switch costume to (letter (....) of (numbers))\n if <(length of (costume [number v])) = [1]> then\n set [number value v] to (join (number value) (join (costume [number v]) [00]))\n else\n if <(length of (costume [number v])) = [2]> then\n set [number value v] to (join (number value) (join (costume [number v]) [0]))\n else\n if <(length of (costume [number v])) = [3]> then\n set [number value v] to (join (number value) (costume [number v]))\n end\n end\n end\nend\n\ndefine convert l: (letters)\ndelete all of [letters v]\nswitch costume to (q v)\nrepeat (123)\n add (costume [name v]) to [letters v]\n next costume\nend\nset [..... v] to [0]\nset [3 v] to []\nset [letter value v] to []\nrepeat ((length of (letters)) / (3))\n repeat (3)\n change [..... v] by (1)\n if <not <(letter (.....) of (letters)) = [0]>> then\n set [3 v] to (join (3) (letter (.....) of (letters)))\n end\n end\n switch costume to (item (3) of [letters v])\n set [letter value v] to (join (letter value) (costume [name v]))\n set [3 v] to []\nend\n\nwhen flag clicked\nid\nbroadcast (cloud v)\nbroadcast (online v)\n\ndefine id\nset [online v] to [0]\nset [old cloud v] to (id)\nset [id v] to ((pick random (100) to (400)) * (10))\nrepeat (99999)\n if <not <(cloud id) = (old cloud)>> then\n if <(cloud id) = (id)> then\n set [old cloud v] to (id)\n set [id v] to ((pick random (100) to (400)) * (10))\n id\n stop [this script v]\n end\n end\nend\n\nwhen I receive [cloud v]\nforever\n send cloud\n if <(fg?) = [1]> then\n if <(time) < (☁ best)> then\n wait (0.1) seconds\n set [☁ best v] to (time)\n end\n end\nend\n\nwhen I receive [online v]\nforever\n if <not <[fast id v] contains (cloud id)?>> then\n add (cloud name) to [fast name v]\n add (cloud id) to [fast id v]\n end\nend\n\nwhen flag clicked\nforever\n wait (3) seconds\n set [online v] to (length of [fast id v])\n online\n delete all of [fast name v]\n delete all of [fast id v]\nend\n\ndefine online\nset [o v] to [0]\ndelete all of [online ids v]\ndelete all of [online name v]\nrepeat (length of [fast name v])\n change [o v] by (1)\n add (item (o) of [fast name v]) to [online name v]\n add (item (o) of [fast id v]) to [online ids v]\nend\n\nwhen flag clicked\nforever\n cloud translate\nend\n\ndefine separate (leave) (letter)\nset [.. v] to [0]\ndelete all of [departed v]\nset [leave v] to []\nrepeat (length of (leave))\n change [.. v] by (1)\n if <(letter (..) of (leave)) = (letter)> then\n if <not <(leave) = []>> then\n add (leave) to [departed v]\n set [leave v] to []\n end\n else\n set [leave v] to (join (leave) (letter (..) of (leave)))\n end\nend\nif <not <(leave) = []>> then\n add (leave) to [departed v]\n set [leave v] to []\nend\n\ndefine cloud (add)\nset [cloud v] to (join (cloud) (join [|] (add)))\n\ndefine send cloud\nset [cloud v] to []\ncloud (id)\ncloud (username)\ncloud (sx)\ncloud (sy)\ncloud ([costume name v] of [me v])\ncloud ([direction v] of [me v])\ncloud (c)\ncloud (b)\ncloud (g)\ncloud (time)\nconvert n: (cloud)\nsend cloud (id) (number value)\n\ndefine cloud translate\nconvert l: (☁ cloud)\nseparate (letter value) [|]\nset [cloud id v] to (item (1) of [departed v])\nset [cloud name v] to (item (2) of [departed v])\nset [cloud x v] to (item (3) of [departed v])\nset [cloud y v] to (item (4) of [departed v])\nset [cloud costume v] to (item (5) of [departed v])\nset [cloud d v] to (item (6) of [departed v])\nset [cloud c v] to (item (7) of [departed v])\nset [cloud b v] to (item (8) of [departed v])\nset [cloud g v] to (item (9) of [departed v])\nset [cloud time v] to (item (10) of [departed v])\n\ndefine send cloud (id) (number value)\nset [☁ cloud v] to (number value)\n\n@me\n\ndefine platforms (jump hight) (gravity) (friction) (running speed)\nset rotation style [left-right v]\nswitch costume to (hitbox v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [xv v] by (running speed)\n set [d v] to [90]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> then\n change [xv v] by ((running speed) * (-1))\n set [d v] to [-90]\nend\npoint in direction (d)\nset [xv v] to ((xv) * (friction))\nchange x by (xv)\nif <touching (map hitbox v)?> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (map hitbox v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (map hitbox v)?> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (xv) ) )\n if <touching (map hitbox v)?> then\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\n end\n set [xv v] to [0]\n end\nend\nchange y by (yv)\nif <touching (map hitbox v)?> then\n repeat ([ceiling v] of ([abs v] of (yv) ) )\n if <touching (map hitbox v)?> then\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n end\n if <<(([abs v] of (yv) ) / (yv)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [yv v] to (jump hight)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (-1)\nend\nswitch costume to (idle v)\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>>> then\n switch costume to (join [Walk ] (walk))\nend\nif <(yv) > [3]> then\n switch costume to (jump v)\nend\nif <(yv) < [-6]> then\n switch costume to (fall v)\nend\nchange [sx v] by (round ((x position) * (-1)))\nchange [sy v] by (round ((y position) * (-1)))\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [hat v] to []\nreset x and y\nforever\n switch costume to (hitbox v)\n if <touching (killers v)?> then\n kill effect\n reset x and y\n end\n platforms [10] [-1] [0.7] [3]\nend\n\nwhen flag clicked\nforever\n set [walk v] to [1]\n repeat (3)\n change [walk v] by (1)\n wait (0.01) seconds\n end\nend\n\ndefine reset x and y\nset [g v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\n\ndefine kill effect\nswitch costume to (fall v)\nset [g v] to [0]\nrepeat (20)\n change [g v] by (5)\n change [sy v] by (round ((1) * (-1)))\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (g)\n set [color v] effect to (c)\nend\n\nwhen flag clicked\nset [fg? v] to [0]\nset [c v] to (pick random (1) to (200))\nforever\n if <(fg?) = [1]> then\n change [c v] by (1)\n if <[199] < (c)> then\n set [c v] to [1]\n end\n end\n if <[-2650] > (sx)> then\n set [fg? v] to [1]\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <[-2650] > (sx)>\n wait (0.1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nif <(scratcher?) = [0]> then\n if <(☁ best) = [0]> then\n set [scratcher? v] to [s0]\n else\n set [scratcher? v] to [s1]\n end\nend\n\nwhen flag clicked\nforever\n play sound [running v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (map hitbox v)?> then\n wait (0.1) seconds\n if <not <touching (map hitbox v)?>> then\n set volume to (50) %\n wait (0.1) seconds\n set volume to (0) %\n end\n else\n if <not <touching (map hitbox v)?>> then\n wait (0.1) seconds\n if <touching (map hitbox v)?> then\n set volume to (50) %\n wait (0.1) seconds\n set volume to (0) %\n end\n end\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>>> then\n if <touching (map hitbox v)?> then\n set volume to (50) %\n else\n wait (0.1) seconds\n set volume to (0) %\n end\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n set [costume v] to (costume [name v])\nend\n\n@others\n\ndefine create twins (twin?)\nset [twin id v] to [99]\nrepeat (twin?)\n change [twin id v] by (1)\n if <<[online ids v] contains ((twin id) * (10))?> and <not <(id) = ((twin id) * (10))>>> then\n repeat (online)\n if <(cloud id) = ((twin id) * (10))> then\n set [color v] effect to (cloud c)\n set [brightness v] effect to (cloud b)\n go to x: ((cloud x) - (sx)) y: ((cloud y) - (sy))\n if <<((cloud x) - (sx)) = (x position)> and <((cloud y) - (sy)) = (y position)>> then\n if <(item ((twin id) + (-99)) of [twins v]) = [0]> then\n replace item ((twin id) + (-99)) of [twins v] with [1]\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ntwl [300]\nforever\n create twins [300]\nend\n\ndefine twin\nset rotation style [left-right v]\nif <<[online ids v] contains ((twin id) * (10))?> and <not <((twin id) * (10)) = (id)>>> then\n if <(cloud id) = ((twin id) * (10))> then\n set [twin x v] to (cloud x)\n set [twin y v] to (cloud y)\n end\n go to x: ((sx) - (twin x)) y: ((sy) - (twin y))\n if <<((sx) - (twin x)) = (x position)> and <((sy) - (twin y)) = (y position)>> then\n show\n if <(cloud id) = ((twin id) * (10))> then\n point in direction (cloud d)\n set [color v] effect to (cloud c)\n set [brightness v] effect to (cloud b)\n set [ghost v] effect to (cloud g)\n switch costume to (cloud costume)\n say (join (cloud name) (join [ | ] (cloud time)))\n end\n else\n hide\n replace item ((twin id) + (-99)) of [twins v] with [0]\n delete this clone\n end\nelse\n hide\n replace item ((twin id) + (-99)) of [twins v] with [0]\n delete this clone\nend\n\ndefine twl (?)\ndelete all of [twins v]\nrepeat (?)\n add [0] to [twins v]\nend\n\nwhen I start as a clone\nforever\n twin\nend\n\nwhen [h v] key pressed\nif <(username) = [lotofgame]> then\n set [fg? v] to [1]\nend\n\n@map\n\nwhen flag clicked\ncreate map\n\ndefine create map\nset [m. v] to [0]\nrepeat (length of [map x v])\n change [m. v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n switch costume to (xy v)\n go to x: ((sx) - (item (m.) of [map x v])) y: ((sy) - (item (m.) of [map y v]))\n if <<((sx) - (item (m.) of [map x v])) = (x position)> and <((sy) - (item (m.) of [map y v])) = (y position)>> then\n show\n else\n hide\n end\n switch costume to (join [m] (m.))\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@map hitbox\n\nwhen flag clicked\ncreate map\n\ndefine create map\nset [m. v] to [0]\nrepeat (length of [map x v])\n change [m. v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n switch costume to (xy v)\n go to x: ((sx) - (item (m.) of [map x v])) y: ((sy) - (item (m.) of [map y v]))\n if <<((sx) - (item (m.) of [map x v])) = (x position)> and <((sy) - (item (m.) of [map y v])) = (y position)>> then\n show\n else\n hide\n end\n switch costume to (join [m] (m.))\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\n\n@backgraund\n\nwhen flag clicked\nforever\n backgraund\nend\n\nif <<(([cos v] of ([abs v] of ((sx) - (0)) ) ) * (25)) = (x position)> and <((sy) - (50)) = (y position)>> then\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\ndefine backgraund\nset size to (100) %\nswitch costume to (xy v)\ngo to x: (([cos v] of ([abs v] of ((sx) - (0)) ) ) * (25)) y: ((sy) - (65))\nshow\nswitch costume to (backgarund v)\n\n@backobjects\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\ndefine create map\nset [m. v] to [0]\nrepeat (length of [map x v])\n change [m. v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n switch costume to (xy v)\n go to x: ((sx) - (item (m.) of [map x v])) y: ((sy) - (item (m.) of [map y v]))\n if <<((sx) - (item (m.) of [map x v])) = (x position)> and <((sy) - (item (m.) of [map y v])) = (y position)>> then\n show\n else\n hide\n end\n switch costume to (join [m] (m.))\nend\n\nwhen flag clicked\ncreate map\n\n@killers\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (1) layers\nend\n\ndefine create map\nset [m. v] to [0]\nrepeat (length of [map x v])\n change [m. v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nforever\n switch costume to (xy v)\n go to x: ((sx) - (item (m.) of [map x v])) y: ((sy) - (item (m.) of [map y v]))\n if <<((sx) - (item (m.) of [map x v])) = (x position)> and <((sy) - (item (m.) of [map y v])) = (y position)>> then\n show\n else\n hide\n end\n switch costume to (join [m] (m.))\nend\n\nwhen flag clicked\ncreate map\n\nset [sx v] to [-2500]\n\n@cover\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n hide\n reset timer\nend\n\nwhen [timer v] > (0)\nforever\n go to [front v] layer\n show\nend\n\n@writer\n\ndefine write x: (x) y: (y) b: (b) w (wh) o: (o)\nset size to (b) %\nset y to (y)\nset [writer: . v] to [0]\nif <(o) = [o]> then\n set x to (round ((((length of (wh)) * ((b) / (10))) / (2)) * (-1)))\nelse\n set x to (x)\nend\nrepeat (length of (wh))\n change [writer: . v] by (1)\n switch costume to (letter (writer: .) of (wh))\n create clone of (_myself_ v)\n change x by (round ((b) / (10)))\nend\n\nwhen flag clicked\nrepeat until <not <(online) = [0]>>\n write x: [-160] y: [156] b: [150] w [l] o: [n]\nend\nrepeat (200)\n write x: [-160] y: [156] b: [150] w [l] o: [n]\nend\nstart sound [Connect v]\nforever\n if <(scratcher?) = [s1]> then\n write x: [-205] y: [156] b: [150] w (online) o: [n]\n end\nend\n\nwhen I start as a clone\nshow\nwait (0.0001) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n write x: [-60] y: [156] b: [150] w (time) o: [n]\n if <(scratcher?) = [s1]> then\n write x: [125] y: [156] b: [150] w (☁ best) o: [n]\n end\n if <(scratcher?) = [s0]> then\n write x: [0] y: [-150] b: [150] w [n] o: [n]\n end\nend\n\n
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| ☁️ Forest - MMO platformer |\n__________________________________________\n ❤️ + ⭐ + follow + don't ad pls\n__________________________________________\nif there is a laggy or you are not a scratcher, play here\nhttps://turbowarp.org/647648455\n__________________________________________\n | controls |\n\nmove with WASD or arrow keys\n\ndo not touch the thorns, stakes, axe, arrows and campfire, if you touch them the game starts again\n\nif you finish the game, you will be colourful\n__________________________________________
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platformer
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@Stage\n\n@スプライト2\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\nwhen flag clicked\nset [使った v] to [0]\nforever\n wait (0.001) seconds\n set [ターボ対策 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[10000] < (ターボ対策)> then\n set [使った v] to [1]\n end\nend\n\ndefine ブロック名\nplay sound [Syn Cole - Feel Good \[NCS Release\] - from YouTube v] until done\nブロック名\n\nwhen flag clicked\nブロック名\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to x: (-184) y: (-65)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\ngo [forward v] (2) layers\nset rotation style [left-right v]\npoint in direction (90)\nset size to (40) %\nshow\nset [動いていい? v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(動いていい?) = [1]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n change [x2 v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<[0] < (mouse x)> and <mouse down?>>> then\n change [x2 v] by (1)\n point in direction (90)\n end\n set [x2 v] to ((x2) * (0.9))\n change x by (x2)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (動くステージ v)?>> then\n change x by ((x2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n if <(x2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0]\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)?> or <touching (動くステージ v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n start sound [ニュッ2 \(1\) 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)?> or <touching (動くステージ v)?>> then\n change y by ((y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [219]> then\n if <not <(ステージ) = [19]>> then\n hide\n broadcast (次のステージ v)\n set [動いていい? v] to [0]\n go to x: (-184) y: (-65)\n end\n end\n if <<touching (障害物 v)?> or <<touching (障害物2 v)?> or <<(y position) < [-176]> or <touching (マグマ v)?>>>> then\n broadcast (残念! v)\n set [x2 v] to [0]\n set [y2 v] to [0]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-184) y: (-77)\n repeat (12)\n change [ghost v] effect by (-8)\n end\n end\n end\nend\n\nwhen I receive [next v]\ngo to x: (-183) y: (-65)\nset [ghost v] effect to (0)\nset [動いていい? v] to [1]\nshow\n\nwhen I receive [次のステージ v]\nset [x2 v] to [0]\nset [y2 v] to [0]\n\nwhen I receive [残念! v]\nstart sound [間抜け1 v]\n\nwhen flag clicked\nstart sound [魔王魂 民族13 v]\nstart sound [魔王魂 民族13 v]\nstart sound [魔王魂 民族13 v]\nstart sound [魔王魂 民族13 v]\nstart sound [魔王魂 民族13 v]\nstart sound [魔王魂 民族13 v]\nstart sound [魔王魂 民族13 v]\nstart sound [魔王魂 民族13 v]\n\n@Next!\n\nwhen I receive [次のステージ v]\nset [color v] effect to (pick random (-250) to (250))\ngo to [front v] layer\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]\nwait (2.5) seconds\nbroadcast (next v)\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 set [move v] to [OK]\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 [次のステージ v]\nchange [ステージ v] by (1)\n\nwhen flag clicked\nset [ステージ v] to [1]\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nshow\n\nwhen I receive [次のステージ v]\nnext costume\nhide\n\n@ステージ2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nshow\n\nwhen I receive [次のステージ v]\nnext costume\nhide\n\n@障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nshow\n\nwhen I receive [次のステージ v]\nnext costume\nhide\n\n@障害物2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nset [ghost v] effect to (0)\nif <(ステージ) = [5]> then\n switch costume to (コスチューム5 v)\n create clone of (_myself_ v)\nelse\n if <(ステージ) = [6]> then\n repeat until <(ステージ) = [7]>\n switch costume to (コスチューム6 v)\n create clone of (_myself_ v)\n wait (0.32) seconds\n end\n else\n if <(ステージ) = [8]> then\n show\n switch costume to (コスチューム8 v)\n else\n if <(ステージ) = [11]> then\n show\n switch costume to (コスチューム9 v)\n repeat until <(ステージ) = [12]>\n set [ghost v] effect to (0)\n go to x: (250) y: (0)\n repeat (48)\n change x by (-8)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n else\n if <(ステージ) = [12]> then\n go to x: (0) y: (0)\n show\n switch costume to (コスチューム10 v)\n else\n if <(ステージ) = [13]> then\n go to x: (0) y: (0)\n show\n switch costume to (コスチューム13 v)\n ブロック名\n else\n if <(ステージ) = [13]> then\n go to x: (0) y: (0)\n show\n else\n if <(ステージ) = [18]> then\n go to x: (170) y: (-93)\n hide\n repeat until <(ステージ) = [19]>\n wait (1) seconds\n hide\n create clone of (_myself_ v)\n end\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [次のステージ v]\ngo to x: (0) y: (0)\nnext costume\nhide\n\nwhen I start as a clone\nif <(ステージ) = [5]> then\n show\n go to x: (20) y: (0)\n repeat until <(ステージ) = [6]>\n repeat (15)\n change x by (10)\n end\n repeat (30)\n change x by (-10)\n end\n repeat (15)\n change x by (10)\n end\n end\nend\n\nwhen I receive [次のステージ v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <(ステージ) = [6]> then\n go to x: (pick random (-150) to (210)) y: (149)\n repeat (40)\n change y by (-9)\n end\n delete this clone\nend\n\nwhen I receive [解除 v]\nhide\n\ndefine ブロック名\nshow\nrepeat (5)\n switch costume to (pick random (11) to (13))\n set y to (185)\n repeat (55)\n change y by (-5)\n if <touching (スプライト1 v)?> then\n wait (0.1) seconds\n hide\n wait (2) seconds\n ブロック名\n if <(ステージ) = [14]> then\n hide\n stop [this script v]\n end\n end\n end\nend\nhide\n\nwhen I start as a clone\nif <(ステージ) = [18]> then\n switch costume to (コスチューム14 v)\n go to x: (170) y: (-93)\n repeat (47)\n change x by (-6)\n end\n delete this clone\nend\n\nshow\n\n@丸\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nhide\n\nwhen I receive [next v]\nset size to (100) %\nset [ghost v] effect to (0)\nif <(ステージ) = [8]> then\n go to x: (-203) y: (105)\n show\n repeat until <(ステージ) = [9]>\n if <touching (スプライト1 v)?> then\n repeat (25)\n change size by (4)\n set [ghost v] effect to (4)\n end\n broadcast (解除 v)\n hide\n else\n go to x: (-203) y: (105)\n end\n end\nelse\n if <(ステージ) = [12]> then\n go to x: (-203) y: (105)\n show\n repeat until <(ステージ) = [13]>\n if <touching (スプライト1 v)?> then\n repeat (25)\n change size by (4)\n set [ghost v] effect to (4)\n end\n broadcast (解除 v)\n hide\n else\n go to x: (-203) y: (105)\n end\n end\n else\n hide\n end\nend\n\nhide\n\n@スプライト3\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ステージ v]) = [17]> then\n broadcast (クリア! v)\n stop [this script v]\n end\nend\n\nwhen I receive [クリア! v]\nwait (1) seconds\nshow\n\n@スプライト5\n\nwhen flag clicked\nset [クリア v] to [0]\nset [タイム v] to [0]\nhide\n\nwhen I receive [クリア! v]\nset [クリア v] to [1]\nset [分 v] to ([floor v] of ((タイム) / (60)) )\nset [秒 v] to ((タイム) mod (60))\nif <[999] < (分)> then\n go to x: (-100) y: (145)\n switch costume to ((letter (1) of (分)) + (1))\n create clone of (_myself_ v)\n go to x: (-60) y: (145)\n switch costume to ((letter (2) of (分)) + (1))\n create clone of (_myself_ v)\n go to x: (-20) y: (145)\n switch costume to ((letter (3) of (分)) + (1))\n create clone of (_myself_ v)\n go to x: (20) y: (145)\n switch costume to ((letter (4) of (分)) + (1))\n create clone of (_myself_ v)\nelse\n if <[99] < (分)> then\n go to x: (-60) y: (145)\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n go to x: (-20) y: (145)\n switch costume to ((letter (2) of (分)) + (1))\n create clone of (_myself_ v)\n go to x: (20) y: (145)\n switch costume to ((letter (3) of (分)) + (1))\n create clone of (_myself_ v)\n else\n if <[9] < (分)> then\n go to x: (-20) y: (145)\n switch costume to (コスチューム2 v)\n create clone of (_myself_ v)\n go to x: (20) y: (145)\n switch costume to ((letter (1) of (分)) + (1))\n create clone of (_myself_ v)\n go to x: (60) y: (145)\n switch costume to ((letter (2) of (分)) + (1))\n create clone of (_myself_ v)\n else\n go to x: (-60) y: (145)\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n go to x: (-20) y: (145)\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n go to x: (20) y: (145)\n switch costume to ((letter (1) of (分)) + (1))\n create clone of (_myself_ v)\n end\n end\nend\nif <[9] < (秒)> then\n go to x: (105) y: (145)\n switch costume to ((letter (1) of (秒)) + (1))\n create clone of (_myself_ v)\n go to x: (145) y: (145)\n switch costume to ((letter (2) of (秒)) + (1))\n create clone of (_myself_ v)\nelse\n go to x: (105) y: (145)\n switch costume to (コスチューム1 v)\n create clone of (_myself_ v)\n go to x: (145) y: (145)\n switch costume to ((letter (1) of (秒)) + (1))\n create clone of (_myself_ v)\nend\nif <(使った) = [0]> then\n if <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\n end\nend\n\nwhen flag clicked\nrepeat until <(クリア) = [1]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\nwhen I start as a clone\nshow\n\n
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傾向2Pありがとう!!!\n\n旗2回押し推奨\n日本語は下です!\n=================English===================\nCross key or tap\nThose red circle-like things that appear along the way are not obstacles!\nYou have to take them out to proceed to the next stage!\n\nThere are 17 stages!\n\n\n================日本語====================\n[操作方法]\n十字キーまたはタップ\n途中で出てくる赤い丸みたいなものは障害物ではありません!\nそれを取らないと次のステージに進めません!\n\n17ステージあります!\nなんか途中でミニゲーム始まりますw\nぜひ最後まで遊んでください!\n\n世界記録もあります!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n裏ステージあります!\n\n
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☁︎Scratch cat platformer part 2☁︎
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@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\nhide\n\nshow\n\ndefine move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n Collide X-Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n Collide Y- Celling or Floor\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-150) y: (50)\n\ndefine Check Touching Solid\nif <<<touching (level v)?> or <touching (doors v)?>> or <touching (platforms v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick-player v]\nMoved by moving platform\nswitch backdrop to <touching (level v)?>\nControls-Up and Down\nControls-Left and Right\nmove - in steps (([abs v] of (speed y) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls-Up and Down\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK Y) > [0.5]>> then\n if <<(Wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(Falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(Wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls-Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(STICK X) > [0.5]>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(STICK X) < [-0.5]>>)\nif <(KEY X) = [0]> then\n if <<(Falling) > [2]> and <(Wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.9))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\nchange [speed x v] by ((KEY X) * (ACCELERATION))\npoint in direction ((KEY X) * (90))\nchange [frame v] by (1)\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\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) Go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) Go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) Go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) Go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) Go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) Go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collisions in Direction [0]\nelse\n Fix Collisions in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collisions in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nset [jump force v] to [15]\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(Falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(Touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X-Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(Touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(Touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y- Celling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(Falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(Falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (Touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen flag clicked\nset size to (40) %\n\nwhen I receive [lose life v]\nswitch costume to (die v)\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nwait (1) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\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]\n if <(Touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (Distance) steps\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temp)\n\nFind Closest Space to (x position) (y position) max [360]\n\nwhen flag clicked\nshow list [collected v]\n\nwhen I receive [start now! v]\nshow\nset [gravity v] to [-1.5]\nset [acceleration v] to [1.5]\nset [jump duration v] to [6]\nset [resistance v] to [0.8]\nset [jump force v] to [12]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v)\nset [lives v] to [5]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nReset and Begin Level\n\nset [lives v] to [100]\n\nwhen I receive [player - bounce v]\nset [speed y v] to [15]\n\nset [lives v] to [5]\n\nadd [Key 1] to [collected v]\n\nset [lives v] to [4]\n\nwhen flag clicked\n\nbroadcast (Start NOW! v)\n\nwhen I receive [trampoline v]\nset [speed y v] to [20]\n\nwhen flag clicked\nforever\n\nset [☁ player x v] to (x position)\nset [☁ player y v] to (y position)\n\ngo to x: (0) y: (0)\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(SCENE #) = (My scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n change [apples v] by (1)\n start sound [Collect v]\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n start sound [Wand v]\n else\n if <(costume [name v]) = [sword]> then\n set [sword? v] to [1]\n set [weapon v] to [sword]\n start sound [Wand v]\n else\n if <(costume [name v]) = [BIG apple]> then\n start sound [Collect v]\n change [apples v] by (10)\n else\n if <(costume [name v]) = [ninja star]> then\n set [ninja star? v] to [1]\n set [weapon v] to [ninja star]\n start sound [Wand v]\n else\n if <(costume [name v]) = [Key 1]> then\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n else\n if <(costume [name v]) = [Key 2]> then\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n else\n if <(costume [name v]) = [Key 3]> then\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n else\n start sound [Collect v]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nstart sound [Collect v]\n\nwhen I receive [reset game v]\ndelete all of [collected v]\nset [apples v] to [0]\nset [frame v] to [0]\nhide\nPlace [Key 1] scene [1] xy [-85] [133]\nPlace [Key 2] scene [5] xy [-41] [83]\nPlace [Key 3] scene [2] xy [44] [55]\nPlace [BIG apple] scene [205] xy [62] [62]\nPlace [apple] scene [1] xy [166] [100]\nPlace [apple] scene [2] xy [89] [-63]\nPlace [Green Flag] scene [2] xy [-70] [-27]\nPlace [sword] scene [2] xy [162] [100]\nPlace [ninja star] scene [3] xy [106] [22]\nPlace [ninja star] scene [102] xy [0] [0]\nPlace [apple] scene [3] xy [104] [-57]\nPlace [Green Flag] scene [4] xy [-8] [89]\nPlace [sword] scene [4] xy [125] [0]\nPlace [apple] scene [5] xy [115] [23]\nPlace [apple] scene [6] xy [15] [118]\nPlace [Green Flag] scene [6] xy [160] [90]\nPlace [Green Flag] scene [106] xy [-179] [-77]\nPlace [heart] scene [105] xy [0] [-25]\nPlace [Green Flag] scene [204] xy [0] [25]\nPlace [heart] scene [206] xy [11] [40]\nPlace [apple] scene [203] xy [117] [-138]\nPlace [Green Flag] scene [202] xy [14] [100]\nPlace [heart] scene [202] xy [40] [100]\nPlace [apple] scene [201] xy [-2] [-108]\nPlace [apple] scene [101] xy [-20] [114]\nPlace [apple] scene [101] xy [-20] [107]\nPlace [apple] scene [101] xy [-20] [100]\nbroadcast (Change Scene v)\n\nPlace [heart] scene [409] xy [-35] [-53]\nPlace [heart] scene [409] xy [-35] [-30]\nPlace [heart] scene [409] xy [-20] [-30]\n\nPlace [apple] scene [206] xy [191] [145]\n\nshow\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I start as a clone\nif <touching (player v)?> then\n\nwhen I receive [start v]\ngo [backward v] (1) layers\n\nwhen flag clicked\n\nwait (5) seconds\n\nbroadcast (Start NOW! v)\n\nwhen I receive [start v]\n\nchange [lives v] by (1)\n\ngo to [front v] layer\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\nchange [apples v] by (10)\n\nset [ninja star? v] to [1]\nset [weapon v] to [ninja star]\nstart sound [Wand v]\n\nstart sound [Collect v]\n\nadd [Key 2] to [collected v]\n\nwait until <not <(costume [name v]) = [heart]>>\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Outline\nStamp Shadow\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nset [lives v] to [1000]\n\nwhen flag clicked\nswitch costume to (scene1 v)\nshow list [scores v]\n\nwhen flag clicked\nset [☁ timer v] to [0]\n\nforever\n\nset [lives v] to [9999999]\n\nwhen I receive [start now! v]\ninsert (join (join (username) [ : ]) (☁ TIMER)) at (1) of [scores v] \n\nforever\nend\n\nif <not <(SCENE #) = [7]>> then\n wait (1) seconds\n change [☁ timer v] by (1)\nend\nif <(SCENE #) = [7]> then\n stop [other scripts in sprite v]\n wait (1.5) seconds\n hide list [scores v]\n stop [all v]\nend\n\nwhen I receive [reset game v]\nset [☁ timer v] to [0]\n\nset [scene # v] to [308]\n\nhide\n\nwhen flag clicked\nshow\n\n@Doors\n\ndefine Door at (x) (y) key (key name)\npoint in direction (90)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (30)\n change y by (4)\n end\n wait (4) seconds\n start sound [Buzz Whir v]\n repeat (30)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nshow\nswitch costume to (platform v)\ngo to x: (-104) y: (-42)\nrepeat until <not <(SCENE #) = [204]>>\n glide (2) secs to x: (174) y: (-42)\n wait (1) seconds\n glide (2) secs to x: (-104) y: (-42)\n wait (1) seconds\nend\nhide\n\ngo to x: (-180) y: (-25)\n\nwait until <not <(SCENE #) = [104]>>\n\nadd [Key 1] to [collected v]\n\nwhen I receive [change scene v]\nswitch costume to (key 1 v)\ngo to [back v] layer\nhide\nif <(SCENE #) = [1]> then\n set size to (100) %\n Door at [231] [129] key [Key 1]\nend\nif <(SCENE #) = [106]> then\n set size to (100) %\n Door at [-100] [-63] key [Key 2]\nend\nif <(SCENE #) = [102]> then\n set size to (100) %\n Door at [131] [-21] key [Key 3]\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (Last y)> then\n change y by (1)\nelse\n set y to ((Last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last x))\n set [platform dy v] to ((new y) - (Last y))\nelse\n go to x: (new x) y: (new y)\nend\n\nwhen flag clicked\nset size to (100) %\n\ngo to [front v] layer\n\nchange x by (4)\n\nchange x by (-4)\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start v]\nhide\n\n@SCORE\n\nwhen flag clicked\nsetup\n\nwhen I start as a clone\n\nshow\nforever\n change costume to (join [Glow-] (letter (index) of (☁ TIMER)))\n set x to (((((index) - (0.5)) - ((length of (☁ TIMER)) / (2))) * ((size) / (2))) - (200))\nend\n\nchange size by ((0.2) * ((100) - (size)))\n\ndefine setup\nhide\n\nswitch costume to (glow-9 v)\nset size to (50) %\ngo to x: (0) y: (140)\nset [index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (50) %\nend\n\nset [lives v] to [200]\n\n@Lives\n\nwhen flag clicked\nshow\ngo to x: (0) y: (160)\nswitch costume to (3 heart v)\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [6]> then\n switch costume to (6 heart v)\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [7]> then\n switch costume to (7 heart v)\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [0]> then\n switch costume to (0 heart v)\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [8]> then\n switch costume to (8 heart v)\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [4]> then\n switch costume to (4 heart v)\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [3]> then\n switch costume to (3 heart v)\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [9]> then\n switch costume to (9 heart v)\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [5]> then\n switch costume to (5 heart v)\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [2]> then\n switch costume to (2 heart v)\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [10]> then\n switch costume to (10heart v)\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [11]> then\n switch costume to (11heart v)\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <(LIVES) = [1]> then\n switch costume to (1 heart v)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\n\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [4 v]\n\nstart sound [pop v]\n\nwhen I receive [loadning v]\n\nshow\nswitch backdrop to (backdrop1 v)\nrepeat (30)\n turn right (15) degrees\n move (5) steps\n create clone of (_myself_ v)\nend\nhide\nswitch backdrop to (pick random (1) to (10))\n\nrepeat (pick random (10) to (50))\nend\n\n@loadning\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset size to (300) %\ngo to [front v] layer\nhide\n\nwhen I receive [1 v]\n\nwait (0.5) seconds\n\nwhen I receive [start v]\n\nwhen flag clicked\n\nwait (8) seconds\nbroadcast (Loadning v)\nswitch costume to (costume1 v)\nshow\nrepeat (3)\n wait (0.3) seconds\n next costume\nend\nhide\n\nbroadcast (Start NOW! v)\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (10) to (15)) %\nset [ghost v] effect to (pick random (60) to (70))\ngo to [back v] layer\nrepeat until <<(x position) < [-220]> or <touching (sprite4 v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n hide\n create clone of (_myself_ v)\nend\n\nif <(y position) < [-18-]> then\n delete this clone\nend\n\n@Detector\n\ndefine Touching love or fav button?\nswitch costume to (love v)\nif <touching (mouse-pointer v)?> then\n if <<(mouse x) < [-88]> and <(mouse x) > [-240]>> then\n switch costume to (fav v)\n if <touching (mouse-pointer v)?> then\n set [touching fav button? v] to [true]\n set [touching love button? v] to [false]\n else\n set [touching fav button? v] to [false]\n set [touching love button? v] to [true]\n end\n else\n set [touching fav button? v] to [false]\n set [touching love button? v] to [false]\n end\nelse\n set [touching fav button? v] to [false]\n set [touching love button? v] to [false]\nend\n\nwhen I receive [start now! v]\nset size to (0) %\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n Touching love or fav button?\nend\n\nwhen I receive [start now! v]\nset [countdown love v] to [20]\nforever\n if <(touching love button?) = [true]> then\n change [countdown love v] by (-1)\n if <(Countdown love) = [0]> then\n broadcast (thx love v)\n stop [this script v]\n end\n else\n if <<(touching love button?) = [false]> and <(Countdown love) < [12]>> then\n broadcast (thx love v)\n stop [this script v]\n end\n set [countdown love v] to [20]\n end\nend\n\nwhen I receive [start now! v]\nset [touching fav button? v] to [20]\nforever\n if <(touching fav button?) = [true]> then\n change [countdown fav v] by (-1)\n if <(Countdown fav) = [0]> then\n broadcast (thx fav v)\n stop [this script v]\n end\n else\n if <<(touching fav button?) = [false]> and <(Countdown fav) < [12]>> then\n broadcast (thx fav v)\n stop [this script v]\n end\n set [countdown fav v] to [20]\n end\nend\n\n@Thanks\n\nwhen flag clicked\nswitch costume to (- v)\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nset size to (0) %\nrepeat until <(size) > [119]>\n change size by (((120) - (size)) / (8))\n change [ghost v] effect by (-25)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [thx fav v]\nif <(costume [name v]) = [-]> then\n go to x: (0) y: (-150)\n switch costume to (fav v)\n create clone of (_myself_ v)\n switch costume to (- v)\nend\n\nwhen I receive [thx love v]\nif <(costume [name v]) = [-]> then\n go to x: (0) y: (-100)\n switch costume to (love v)\n create clone of (_myself_ v)\n switch costume to (- v)\nend\n\n@Trampoline\n\nwhen flag clicked\nset [apples v] to [0]\ngo to x: (0) y: (0)\ngo to [back v] layer\nset size to (75) %\nhide\n\nwhen I receive [change scene v]\ngo to [back v] layer\nswitch costume to (scene1 v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [206]> then\n if <([x position v] of [player v]) < [0]> then\n show\n go to x: (-70) y: (-47)\n else\n show\n go to x: (70) y: (-47)\n if <touching (player v)?> then\n if <([speed y v] of [player v]) < [-3]> then\n start sound [Jump v]\n broadcast (trampoline v)\n repeat (4)\n set costume trampoline\n end\n end\n end\n end\nelse\n hide\nend\n\nhide\n\nset y to (0)\n\ndefine set costume trampoline\nnext costume\n\nwait (0.0001) seconds\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <([speed y v] of [player v]) < [-3]> then\n start sound [Jump v]\n broadcast (trampoline v)\n repeat (4)\n set costume trampoline\n end\n end\n end\nend\n\n@sword\n\nwhen I receive [start now! v]\nset [sword? v] to [0]\nhide\nforever\n if <(sword?) = [1]> then\n go to (player v)\n if <key (space v) pressed?> then\n if <(weapon) = [sword]> then\n start sound [High Whoosh v]\n if <([direction v] of [player v]) = [90]> then\n go to (player v)\n show\n set [ghost v] effect to (0)\n point in direction (0)\n repeat (24)\n turn right (15) degrees\n end\n hide\n else\n go to (player v)\n if <([direction v] of [player v]) = [-90]> then\n go to (player v)\n show\n set [ghost v] effect to (0)\n point in direction (0)\n repeat (24)\n turn left (15) degrees\n end\n hide\n end\n end\n end\n end\n end\nend\n\nchange [ghost v] effect by (2)\n\nchange [ghost v] effect by (2)\n\nturn right (15) degrees\n\nset [sword? v] to [1]\n\nwhen I receive [start now! v]\nforever\n set size to (((APPLES) * (3)) + (100)) %\nend\n\nrepeat (2)\n change [ghost v] effect by (50)\nend\n\nrepeat (2)\n change [ghost v] effect by (50)\nend\n\nwhen I receive [start now! v]\nforever\n go to (player v)\nend\n\nset [lives v] to [11111]\n\nstart sound [High Whoosh v]\n\n@Platforms\n\ndefine Animate platform\nset size to (100) %\nshow\nswitch costume to (costume1 v)\ngo to x: (140) y: (-100)\nforever\n glide (1.5) secs to x: (88) y: (46)\n wait (1) seconds\n glide (1.5) secs to x: (140) y: (-100)\n wait (1) seconds\nend\n\ndefine Animate platform1\nset size to (100) %\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (92) y: (-90)\nforever\n glide (2) secs to x: (-173) y: (-90)\n wait (2) seconds\n glide (2) secs to x: (92) y: (-90)\n wait (2) seconds\nend\n\ndefine Animate platform 2\nset size to (100) %\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (111) y: (0)\nforever\n glide (1.5) secs to x: (-138) y: (0)\n wait (0.3) seconds\n glide (1.5) secs to x: (111) y: (0)\n wait (0.3) seconds\nend\n\ndefine Animate platform3\n\nwhen I start as a clone\nshow\nglide (1.3) secs to x: (-180) y: (140)\ndelete this clone\n\ndefine animate platform 4\n\nset [lives v] to [4]\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [6]> then\n show\n Animate platform\nend\nif <(SCENE #) = [102]> then\n show\n Animate platform1\nend\nif <(SCENE #) = [103]> then\n show\n Animate platform 2\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (Last y)> then\n change y by (1)\nelse\n set y to ((Last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last x))\n set [platform dy v] to ((new y) - (Last y))\nend\ngo to x: (new x) y: (new y)\n\nwhen flag clicked\nset size to (100) %\n\ngo to [front v] layer\n\nset [lives v] to [8]\n\ndefine animate platform 5\n\nwait (1) seconds\nwait (1) seconds\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (135) y: (144)\nhide\n\nset [lives v] to [99]\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to [back v] layer\nset size to (100) %\n\nwhen I receive [change scene v]\nif <(SCENE #) = [105]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [210] [-120] dir [-90]\n Spawn [Red] at [190] [-120] dir [-90]\n Spawn [Red] at [170] [-120] dir [-90]\n else\n Spawn [Red] at [-195] [-120] dir [-90]\n Spawn [Red] at [-175] [-120] dir [-90]\n Spawn [Red] at [-155] [-120] dir [-90]\n end\nend\n\nSpawn [Red] at [-65] [40] dir [-90]\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\n if <<touching (sword v)?> or <touching (sprite7 v)?>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (doors v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [start now! v]\nforever\n\nSpawn [Red] at [45] [-70] dir [-90]\nSpawn [Red] at [-60] [-70] dir [90]\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\n\nswitch costume to (join [Scene] (SCENE #))\n\nset y to (0)\n\nset [ghost v] effect to (0)\n\nwhen I receive [start now! v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Sprite7\n\nwhen flag clicked\n\nwhen I start as a clone\npoint in direction (90)\ngo to (player v)\nclear graphic effects\nshow\nif <([direction v] of [player v]) = [90]> then\n change x by (10)\n repeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n turn right (20) degrees\n change x by (8)\n end\n change x by (10)\nelse\n change x by (-10)\n repeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n turn right (-20) degrees\n change x by (-8)\n end\n change x by (-10)\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n if <not <touching (level v)?>> then\n change y by (-4)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [level change v]\ndelete this clone\n\nif <[] > [0]> then\nend\n\nwhen I receive [start now! v]\nset [weapon v] to [sword]\nset [ninja star? v] to [0]\nforever\n if <key (space v) pressed?> then\n if <(ninja star?) = [1]> then\n if <(weapon) = [ninja star]> then\n create clone of (_myself_ v)\n change [ninja stars v] by (-1)\n wait until <not <key (space v) pressed?>>\n end\n end\n end\nend\n\nwhen [s v] key pressed\n\nwhen I receive [start now! v]\nforever\n if <key (s v) pressed?> then\n if <(weapon) = [ninja star]> then\n set [weapon v] to [sword]\n wait until <not <key (s v) pressed?>>\n else\n set [weapon v] to [ninja star]\n wait until <not <key (s v) pressed?>>\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\n\nwhen [s v] key pressed\n\nnext costume\n\n\n next costume\nend\n\nwait until <not <key (s v) pressed?>>\n\n\nend\n\nwhen flag clicked\n\nwhen I receive [start now! v]\ngo to x: (-124) y: (151)\nhide\nforever\n if <not <<(ninja star?) = [1]> or <(sword?) = [1]>>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start now! v]\nforever\n if <<(ninja star?) = [1]> and <(weapon) = [ninja star]>> then\n switch costume to (ninja star v)\n end\n if <<(sword?) = [1]> and <(weapon) = [sword]>> then\n switch costume to (sword v)\n end\nend\n\n@Safe Zones\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nset [ghost v] effect to (100)\nswitch costume to (blank v)\n\nswitch costume to (join [Scene] (SCENE #))\n\nset y to (0)\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nhide\ngo to x: (0) y: (0)\nif <(SCENE #) = [1]> then\n forever\n show\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [2]> then\n forever\n show\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [202]> then\n forever\n show\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [102]> then\n forever\n show\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [101]> then\n forever\n show\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(SCENE #) = [206]> then\n forever\n show\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\nset y to (0)\n\nforever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\nend\n\nset y to ((5) * ([sin v] of ((timer) * (360)) ))\n\nforever\n show\nend\n\nif <(SCENE #) = [2]> then\n go to [back v] layer\n switch costume to (scene205 v)\n show\n go to x: (0) y: (0)\nend\n\ngo to [back v] layer\nswitch costume to (scene1 v)\n\ngo to x: (0) y: (0)\n\n@Griffpatch?\n\nwhen I receive [start now! v]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (0)\nforever\n if <(username) = [Griffpatch]> then\n change [☁ griffpatch v] by (1)\n broadcast (Griffpatch v)\n wait until <not <(username) = [Griffpatch]>>\n end\nend\n\nwhen I receive [griffpatch v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (0)\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\nset [brightness v] effect to (0)\ngo to [front v] layer\nshow\ngo to x: (0) y: (-120)\nset size to (10) %\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n change size by ((0.2) * ((130) - (size)))\n point in direction ((([sin v] of ((timer) * (250)) ) * (10)) + (90))\n else\n change size by ((0.2) * ((100) - (size)))\n point in direction (((direction) - ((direction) / (10))) + (9))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Start v)\nbroadcast (Start NOW! v)\nbroadcast (Reset Game v)\nhide\n\nwait (5) seconds\n\n@Control stick\n\nwhen flag clicked\ngo to [front v] layer\nset [myself v] to [Control stick]\nset size to (100) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nset [stick power v] to [0]\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\n
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Read all instructions before playing! ⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️⬇️\nPart 2 is out!\nPart 1: \nhttps://scratch.mit.edu/projects/628988104\nPart 3:\nhttps://scratch.mit.edu/projects/670498597\nMobile friendly!\nControls:\nW,A,S,D or arrow keys to move.\nSpace to throw sword and to throw ninja stars\n"S" to change weapon\nyour swords size depends on how many coins you have collected. Please love, fav. and follow for more, this is a AMAZING platform game, with vertical levels, springs, wall jump and moving spikes, ninja stars, lava and platforms, collect coins, collect lives, enemis, animated platform, checkpoints and a very special key to unlock the door. \nCan you beat the highscore???\nWrite in the comments if you have any suggestions.\nI will do the next part when I reach 20 loves.\nThank you so much for 1000 views, 100 loves and 100 fav!\n\nChangelog:\nJan 22 2022,Added springs\nJan 23 2022, Fixed bug with the collectables\nJan 29 2022, Made the platforms slower\nFeb 1 2022, Added a sword\nFeb 1 2022, Added ninja stars\nFeb 4 2022, Changed the levels\nFeb 13 2022, made it mobile friendly
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The Shining Cavern 2.5D platformer
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@Stage\n\nwhen flag clicked\nset volume to (20) %\nset [soundcontroller v] to []\nforever\n set [soundcontroller v] to [more xDD]\n switch backdrop to (Lvl)\nend\n\nif <(Lvl) = [1]> then\n set [soundcontroller v] to [more xDD]\nend\nif <not <(soundController) = (controllerData)>> then\n stop all sounds\n wait until <(soundController) = (controllerData)>\nend\n\ndefine Play sound ( lvl type )\nstop all sounds\nplay sound [cool v] until done\n\nwhen I receive [crosscheck data v]\nset [controllerdata v] to (soundController)\n\nwhen I receive [setup v]\n\n Play sound (soundController)\nend\n\nwhen I receive [game v]\n\n broadcast (crosscheck data v)\nend\n\nset [soundcontroller v] to [overworldNSMB2]\n\nset [soundcontroller v] to [JJD - Adventure \[NCS Release\]]\n\n@player\n\nwhen flag clicked\nbroadcast (Setup v)\nbroadcast (GameSetup v)\n\nwhen I receive [gamesetup v]\nset [keycontrol v] to [1]\nset [playercanmove v] to [1]\nforever\n Setup\n broadcast (deleteAllClones v)\n broadcast (Game v)\n repeat until <key (r v) pressed?>\n set [yp v] to ((<(globalSize) = [0]> * (YP)) + ((((1.055) * (globalSize)) - (74.5)) * <not <(globalSize) = [0]>>))\n set size to ((75) + ((globalSize) * (0.8))) %\n set [xp v] to ((((-74) + (globalSize)) * <not <(globalSize) = [0]>>) + ((XP) * <(globalSize) = [0]>))\n if <(Yv) < [-16]> then\n set [yv v] to [-16]\n end\n set [scrolllocky v] to ((((SCY) * <not <(YP) < ((SCY) - (70))>>) + (((YP) + (70)) * )) + (0))\n set [scrolllockx v] to [0]\n set [scx v] to (SCX)\n Platform Collision min SY (ScrollLockY) max SY ((((((330) * <(Lvl) = [1]>) + (<(Lvl) = [2]> * (500))) + ((250) * <(Lvl) = [3]>)) + ((300) * <(Lvl) = [4]>)) + ((300) * <(Lvl) = [5]>)) min SX (ScrollLockX) max SX (((((230) * <(Lvl) = [1]>) + ((155) * <(Lvl) = [2]>)) + (<(Lvl) = [3]> * (400))) + ((600) * <(Lvl) = [4]>)) Second Area SCY min SY [-300] max SY [-170] controls <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<[-50] > (mouse x)> and <mouse down?>>> <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > [50]> and <mouse down?>>>\n Position Sprites\n broadcast (Refresh v)\n end\nend\n\ndefine Platform Collision min SY (misy) max SY (masy) min SX (misx) max SX (masx) Second Area SCY min SY (misy2) max SY (masy2) controls < left > < up > < right >\nif <(playerCanMove) = [1]> then\n switch costume to ((<not < left >> + (([abs v] of (< right > - < left >) ) * (2))) + (0))\n set [xv v] to ((1) * (((Xv) + (((< left > * (-2.5)) + (< right > * (2.5))) * (keyControl))) * (1)))\n Change Player X by (Xv)\n set [xv v] to ((Xv) * (0.7))\n set [yv v] to (((13) * << up > and <(Airtime) < [4]>>) + ((Yv) * <not << up > and <(Airtime) < [4]>>>))\n change [yv v] by (-1)\n Change Player Y by (Yv)\n Position Sprites\n set [camdelay v] to ((0) + (((XP) - (SCX)) / (5)))\n change [scx v] by (CamDelay)\n set [scx v] to ((((misx) * <(SCX) < (misx)>) + ((masx) * <(masx) < (SCX)>)) + ((SCX) * <not <<(SCX) < (misx)> or <(masx) < (SCX)>>>))\n broadcast (correct SCY v)\n if <((SCY) + (80)) < (YP)> then\n set [scy v] to ((YP) - (80))\n else\n if <<(YP) < ((SCY) - (70))> and <not <<(SCY) < [10]> and <not <touching (scrollzones v)?>>>>> then\n set [scy v] to ((YP) + (70))\n else\n if <<(YP) < ((SCY) - (70))> and <<touching (scrollzones v)?> and <(ScrollLockY) < [10]>>> then\n set [scy v] to ((YP) + (70))\n end\n end\n end\n set [scy v] to (((((misy) * <(SCY) < (misy)>) + ((misy2) * <<not <(SCY) < (misy)>> and <(SCY) < (misy2)>>)) + ((masy) * <(masy) < (SCY)>)) + ((SCY) * <not <<<(SCY) < (misy)> or <(SCY) < (misy2)>> or <(masy) < (SCY)>>>))\n if <(YP) < [-175]> then\n if <not <touching (scrollzones v)?>> then\n broadcast (GameSetup v)\n end\n end\n Position Sprites\n if <(keyControl) < [1]> then\n change [keycontrol v] by (0.05)\n end\n if <[1] < (keyControl)> then\n set [keycontrol v] to [1]\n end\n set [playerxglobal v] to (x position)\n set [playeryglobal v] to (y position)\nend\n\ndefine Change Player Y by ( y )\nchange [yp v] by ( y )\nchange [airtime v] by (1)\nPosition Sprites\nrepeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( y ) > [0]> then\n change [yp v] by (-1)\n else\n change [yp v] by (1)\n set [airtime v] to [0]\n end\n Position Sprites\n set [yv v] to [0]\nend\n\ndefine Position Sprites\ngo to x: ((XP) - (SCX)) y: ((YP) - (SCY))\n\ndefine Setup\nbroadcast (dump clones v)\nClone [10]\nset [xp v] to [-65]\nset [yp v] to [-63]\nset [xv v] to [0]\nset [yv v] to [0]\nset [scx v] to [0]\nset [scy v] to [0]\nset [airtime v] to [0]\nset [scrolllocky v] to [0]\npoint in direction (90)\n\ndefine Change Player X by ( x )\nset [sliding? v] to [0]\nchange [xp v] by (round ( x ))\nPosition Sprites\nif <<touching (ghitbox v)?> or <touching (solidobjs v)?>> then\n repeat (12)\n change [yp v] by (1)\n Position Sprites\n if <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>> then\n stop [this script v]\n end\n end\n change [yp v] by (-12)\n repeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( x ) > [0]> then\n change [xp v] by (-1)\n else\n change [xp v] by (1)\n end\n Position Sprites\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (bg v)\nforever\n set [xp v] to ((playerXGlobal) + (SCX))\n set [yp v] to ((playerYGlobal) + (SCY))\n Position Sprites\n set x to (round (((playerXGlobal) * (((150) + ((zPos) * (-1))) / (150))) * (1)))\n set y to (round (((playerYGlobal) * (((200) + ((zPos) * (-1.5))) / (200))) * (1)))\nend\n\ndefine Clone ( amnt )\nclear graphic effects\nset [zpos v] to [0]\nset [brightness v] effect to (-1)\nrepeat ( amnt )\n create clone of (_myself_ v)\n change [zpos v] by (0.5)\n change [brightness v] effect by (-0.5)\nend\nclear graphic effects\nset [brightness v] effect to (0)\n\nwhen I receive [dump clones v]\ndelete this clone\n\n\n broadcast (GameSetup v)\nend\n\nwhen I start as a clone\nif <<(username) = [-BenGaming-]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\nset [playerxglobal v] to [0]\n\nset [playeryglobal v] to [0]\n\nwhen I receive [dead v]\nset [coins picked up v] to [0]\n\nwhen flag clicked\nforever\n if <[-160] > (y position)> then\n broadcast (dead v)\n end\nend\n\n@ground\n\ndefine Position (CHECK) (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 [setup v]\nif <<(username) = [-BenGaming-]> and <key (2 v) pressed?>> then\n set [lvl v] to [2]\nelse\n if <<(username) = [-BenGaming-]> and <key (3 v) pressed?>> then\n set [lvl v] to [3]\n else\n if <<(username) = [-BenGaming-]> and <key (4 v) pressed?>> then\n set [lvl v] to [4]\n else\n if <<(username) = [-BenGaming-]> and <key (5 v) pressed?>> then\n set [lvl v] to [5]\n else\n set [lvl v] to [1]\n end\n end\n end\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Clone ( amnt )\nhide\nclear graphic effects\nset [zpos v] to [0]\nset [brightness v] effect to (-15)\nswitch costume to (Lvl)\nrepeat ( amnt )\n create clone of (_myself_ v)\n change [zpos v] by (1.5)\n change [brightness v] effect by (0.5)\nend\nset [brightness v] effect to (0)\nhide\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] ((zPos) / (1.5)) layers\nAdjust to large size ((zPos) + (150))\nshow\nforever\n Position (CHECK) (round (((SCX) * (((150) + (zPos)) / (150))) * (-1))) (round (((SCY) * (((150) + (zPos)) / (150))) * (-1)))\n if <(zPos) > [33.75]> then\n go to [front v] layer\n end\n switch costume to (Lvl)\nend\n\nwhen I receive [game v]\nClone [45]\n\nwhen I start as a clone\nif <<(username) = [-BenGaming-]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\nwhen flag clicked\n\nwhen I receive [end intro v]\n\nshow\n\nhide\nbroadcast (deleteAllClones v)\n\nhide\n\nwhen flag clicked\nbroadcast (Game v)\n\n@gHitbox\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (100)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1.15)) * (-1))) (round (((SCY) * (1.15)) * (-1)))\n switch costume to (Lvl)\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Goal\n\nwhen I receive [game v]\nif <(Lvl) = [1]> then\n Goal at [300] [300]\nelse\n if <(Lvl) = [2]> then\n Goal at [0] [460]\n else\n if <(Lvl) = [3]> then\n Goal at [-196] [200]\n else\n if <(Lvl) = [4]> then\n Goal at [550] [186]\n end\n end\n end\nend\n\ndefine Goal at ( xpos ) ( ypos )\nhide\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\ncreate clone of (_myself_ v)\nhide\n\ndefine Position (CHECK) (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (goalred v)\nclear graphic effects\nforever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (5))) + (round (((SCY) * (1.15)) * (-1))))\n set size to ((150) + (([sin v] of ((timer) * (200)) ) * (15))) %\n set [color v] effect to ((-100) + (([sin v] of ((timer) * (100)) ) * (15)))\n turn right (2) degrees\n if <touching (player v)?> then\n if <not <(Lvl) = [5]>> then\n change [lvl v] by (1)\n broadcast (deleteAllClones v)\n broadcast (GameSetup v)\n end\n end\nend\n\nchange [lvl v] by (-1)\nbroadcast (deleteAllClones v)\nbroadcast (GameSetup v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I start as a clone\nif <<(username) = [-Bencoder-]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@solidOBJS\n\ndefine OBJ at ( xpos ) ( ypos ) type ( type )\nhide\nchange [set v] by (1)\nclear graphic effects\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\nset [type v] to ( type )\nset [zpos v] to [0]\nset [brightness v] effect to (0)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\nclear graphic effects\nhide\n\nwhen I receive [game v]\nset [set v] to [0]\nif <(Lvl) = [1]> then\n\nOBJ at [80] [0] type [box2]\n\nwhen I start as a clone\nset [color v] effect to (<(type) = [ball]> * (((1) + (set)) * (10)))\nset [brightness v] effect to (-10)\nshow\nswitch costume to (type)\nforever\n Tick Entities\n set [xpos v] to (xPos)\n set [ypos v] to (yPos)\n Position (CHECK) (round ((xPos) - ((SCX) * (1.15)))) (round ((yPos) - (SCY)))\nend\n\ndefine Change Y by ( y )\nchange [ypos v] by ( y )\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nrepeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <( y ) > [0]> then\n change [ypos v] by (-1)\n else\n change [ypos v] by (1)\n end\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n set [yv v] to [0]\nend\n\ndefine Change X by ( x )\nchange [xpos v] by (round ( x ))\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nif <<touching (ghitbox v)?> or <touching (solidobjs v)?>> then\n repeat (12)\n change [ypos v] by (1)\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n if <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>> then\n stop [this script v]\n end\n end\n change [ypos v] by (-12)\n repeat until <not <<touching (ghitbox v)?> or <touching (solidobjs v)?>>>\n if <<( x ) > [0]> or <([xv v] of [player v]) > [0]>> then\n change [xpos v] by (-2)\n else\n change [xpos v] by (2)\n end\n Position (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n set [xv v] to [0]\n end\nend\n\nif <not <(round ( x )) = [0]>> then\n\ndefine Position (CHECK) (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (round (x position))> and <(y) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine Tick Entities\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\nset [xv v] to (((xv) + ((<<(distance to [player v]) < [55]> and <not >> * ([xv v] of [player v])) * (0.6))) * (0.6))\nchange [yv v] by (-1)\nChange Y by (yv)\nChange X by ((xv) * (0.7))\nPosition (CHECK) (round ((xPos) - (SCX))) (round ((yPos) - (SCY)))\n\nOBJ at [0] [0] type [box2]\nOBJ at [-100] [-50] type [box1]\nOBJ at [0] [0] type [box3]\nOBJ at [80] [0] type [box2]\nOBJ at [50] [50] type [box2]\nOBJ at [0] [-50] type [box1]\nOBJ at [25] [0] type [box2]\nOBJ at [60] [60] type [box2]\n\nset [brightness v] effect to (-1)\nrepeat (10)\n create clone of (_myself_ v)\n change [zpos v] by (0.5)\n change [brightness v] effect by (-0.5)\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nOBJ at [20] [0] type [box3]\n\n@scrollZones\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (100)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1.15)) * (-1))) (round (((SCY) * (1.15)) * (-1)))\n switch costume to (Lvl)\nend\n\n@BG Elements\n\ndefine Position (CHECK) (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 [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\nswitch costume to (Lvl)\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (0)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1)) * (-1))) (round (((SCY) * (1)) * (-1)))\n switch costume to (Lvl)\n go to [back v] layer\nend\n\ngo [forward v] (22) layers\n\nwhen I start as a clone\nif <<(username) = [-BenGaming-]> and <<key (c v) pressed?> and <key (a v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\n@coins\n\ndefine Particles ( xpos ) ( ypos ) class ( id )\nset [subclass v] to [0]\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\nrepeat (((pick random (10) to (20)) * <( id ) = [2]>) + ((pick random (5) to (10)) * <( id ) = [1]>))\n set [subclass v] to [1]\n set [entitytype v] to [1]\n create clone of (_myself_ v)\nend\nset [subclass v] to [0]\n\ndefine Coin at ( xpos ) ( ypos ) type coin/starcoin ( type )\nset [subclass v] to [0]\nif <( type ) = [coin]> then\n set [entitytype v] to [2]\nelse\n if <( type ) = [starcoin]> then\n set [entitytype v] to [3]\n end\nend\nhide\nset size to (150) %\nset [xpos v] to ( xpos )\nset [ypos v] to ( ypos )\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [game v]\nif <(Lvl) = [1]> then\n Coin at [44] [5] type coin/starcoin [coin]\n Coin at [72] [25] type coin/starcoin [coin]\n Coin at [99] [5] type coin/starcoin [coin]\n Coin at [64] [235] type coin/starcoin [coin]\n Coin at [93] [255] type coin/starcoin [coin]\n Coin at [119] [235] type coin/starcoin [coin]\n Coin at [280] [-90] type coin/starcoin [starcoin]\nelse\n if <(Lvl) = [2]> then\n Coin at [0] [0] type coin/starcoin [coin]\n Coin at [50] [0] type coin/starcoin [coin]\n Coin at [25] [20] type coin/starcoin [coin]\n Coin at [20] [210] type coin/starcoin [coin]\n Coin at [70] [210] type coin/starcoin [coin]\n Coin at [45] [235] type coin/starcoin [coin]\n Coin at [-150] [285] type coin/starcoin [starcoin]\n else\n if <(Lvl) = [3]> then\n Coin at [135] [130] type coin/starcoin [starcoin]\n Coin at [400] [-165] type coin/starcoin [starcoin]\n Coin at [300] [20] type coin/starcoin [coin]\n else\n if <(Lvl) = [4]> then\n Coin at [160] [-50] type coin/starcoin [starcoin]\n Coin at [20] [80] type coin/starcoin [coin]\n Coin at [60] [80] type coin/starcoin [coin]\n Coin at [40] [105] type coin/starcoin [coin]\n else\n if <(Lvl) = [5]> then\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(subClass) = [0]> then\n if <(entityTYPE) = [2]> then\n clear graphic effects\n set size to (65) %\n switch costume to (coin v)\n set [collected? v] to [0]\n broadcast (check v)\n forever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (10))) + (round (((SCY) * (1.15)) * (-1))))\n end\n else\n if <(entityTYPE) = [3]> then\n clear graphic effects\n set size to (150) %\n switch costume to (starcoin v)\n set [collected? v] to [0]\n broadcast (check v)\n forever\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (((yPos) + (([sin v] of ((timer) * (150)) ) * (10))) + (round (((SCY) * (1.15)) * (-1))))\n end\n end\n end\nelse\n if <(subClass) = [1]> then\n if <(entityTYPE) = [1]> then\n show\n clear graphic effects\n switch costume to (dust v)\n set size to (65) %\n set [xv v] to (pick random (-3.000) to (3.000))\n set [yv v] to (pick random (3.000) to (6.000))\n \n change [xpos v] by (xv)\n change [ypos v] by (yv)\n change [yv v] by (-0.5)\n change [ghost v] effect by (5)\n Position (CHECK) (round ((xPos) + (((SCX) * (1.15)) * (-1)))) (round ((yPos) + (((SCY) * (1.15)) * (-1))))\n end\n end\n end\nend\n\ndefine Position (CHECK) (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 [check v]\nforever\n if <(subClass) = [0]> then\n if <touching (player v)?> then\n set [collected? v] to [1]\n start sound ((entityTYPE) - (1))\n change [coins picked up v] by (1)\n Particles (xPos) (yPos) class [1]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I start as a clone\nif <<(username) = [Your mom]> and <<key (down arrow v) pressed?> and <key (space v) pressed?>>> then\n set [pixelate v] effect to (25)\nend\n\nbroadcast (coin v)\n\nbroadcast (starcoin v)\n\nCoin at [300] [200] type coin/starcoin [coin]\nCoin at [200] [450] type coin/starcoin [coin]\nCoin at [230] [450] type coin/starcoin [coin]\nCoin at [200] [480] type coin/starcoin [coin]\nCoin at [230] [480] type coin/starcoin [coin]\nCoin at [-60] [620] type coin/starcoin [starcoin]\n\nCoin at [60] [80] type coin/starcoin [starcoin]\nCoin at [0] [120] type coin/starcoin [starcoin]\nCoin at [-60] [80] type coin/starcoin [starcoin]\n\n@Sprite1\n\nwhen flag clicked\nset [coins picked up v] to [0]\nset [star coins picked up v] to [0]\nshow\nforever\n switch costume to ((coins picked up) + (1))\nend\n\ngo to [front v] layer\ngo [forward v] (9999999) layers\n\n
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arrow keys or wasd to move.\n \nTap for mobile\n\nYes it's finally here. It's been like a month.
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Sky - forest | Platformer
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@Stage\n\nwhen I receive [intro - end v]\nswitch backdrop to (backdrop1 v)\nwait (3) seconds\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen I receive [intro - end v]\nforever\n if <(Level) = [10]> then\n broadcast (confetti v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\n@Blank\n\n@Player\n\nwhen I start as a clone\nif <(Level) = [10]> then\n switch costume to (clone v)\n repeat (11)\n change [color v] effect by (20)\n change size by (-7)\n end\nelse\n repeat (0)\n change [ghost v] effect by (2)\n change size by (-9)\n end\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x vel v] to [0]\nset [y vel v] to [0]\nclear graphic effects\nset size to (2) %\npoint in direction (90)\ngo to x: (-216) y: (40)\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\ndefine Other\nif <touching (bounce v)?> then\n set [y vel v] to [20]\nend\nif <touching (forward v)?> then\n set [x vel v] to [24]\nend\nif <touching (backward v)?> then\n set [x vel v] to [-24]\nend\nif <(x position) > [239]> then\n start sound [Ding v]\n broadcast (Next Level v) and wait\n change [level v] by (1)\nend\nif <<<(y position) < [-170]> or <<touching (lava v)?> or <touching (spikes v)?>>> or <touching (saw v)?>> then\n start sound [Crunch v]\n repeat (20)\n change y by (5)\n turn right (10) degrees\n change [ghost v] effect by (5)\n end\n wait (0.2) seconds\n broadcast (Reset v)\nend\n\nwhen I receive [intro - end v]\nshow\nclear graphic effects\nset size to (2) %\npoint in direction (90)\ngo to x: (-216) y: (40)\nset [level v] to [1]\nbroadcast (Next Level v)\nforever\n Platformer Physics [1.6] [0.85] [-1] [15]\n Set Costume\n Other\n change size by (((110) - (size)) / (10))\nend\n\nwhen I receive [intro - end v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\ndefine Set Costume\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Stick X) > [0.5]>> then\n switch costume to (right v)\nelse\n switch costume to (player v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Stick X) < [-0.5]>> then\n switch costume to (left v)\n else\n switch costume to (player v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Reset v)\n\ndefine Platformer Physics (speed) (friction) (gravity) (jump height)\nchange [y vel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Stick X) > [0.5]>> then\n change [x vel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Stick X) < [-0.5]>> then\n change [x vel v] by ((speed) * (-1))\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (-4)\n change x by ((X vel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Stick Y) > [0.5]>> 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 [y vel v] to [13]\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n change y by ((Y vel) - ((Y vel) * (2)))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<touching (level v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Stick Y) > [0.5]>>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [intro - end v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen I receive [intro - end v]\nshow\nforever\n if <(costume [name v]) = [level7]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [intro - end v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Saw\n\nwhen I receive [intro - end v]\nforever\n if <not <<<(Level) = [4]> or <(Level) = [6]>> or <(Level) = [8]>>> then\n hide\n end\nend\n\nwhen I receive [intro - end v]\nshow\nforever\n if <(Level) = [4]> then\n show\n go to [back v] layer\n set size to (100) %\n go to x: (-105) y: (-105)\n repeat (50)\n change x by (1)\n turn right (15) degrees\n end\n wait (0.001) seconds\n repeat (50)\n change x by (-1)\n turn right (15) degrees\n end\n else\n if <(Level) = [6]> then\n show\n go to [back v] layer\n set size to (100) %\n go to x: (-16) y: (-103)\n repeat (50)\n change x by (1)\n turn right (20) degrees\n end\n wait (0.001) seconds\n repeat (50)\n change x by (-1)\n turn right (20) degrees\n end\n else\n if <(Level) = [8]> then\n show\n go to [back v] layer\n set size to (95) %\n go to x: (-15) y: (1)\n repeat (50)\n turn right (19) degrees\n end\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen I receive [intro - end v]\nshow\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\nwhen I receive [intro - end v]\nshow\nforever\n set y to (Magma)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Forward\n\nwhen I receive [intro - end v]\nshow\ngo to [back v] layer\nforever\n if <(Level) = [5]> then\n show\n switch costume to (costume1 v)\n go to x: (79) y: (41)\n else\n if <(Level) = [6]> then\n show\n switch costume to (costume2 v)\n go to x: (-29) y: (-13)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Backward\n\nwhen I receive [intro - end v]\nshow\nforever\n if <(Level) = [6]> then\n show\n go to [back v] layer\n point in direction (90)\n go to x: (158) y: (-82)\n else\n if <(Level) = [8]> then\n show\n go to [back v] layer\n point in direction (90)\n go to x: (160) y: (-82)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Bounce\n\nwhen I receive [intro - end v]\nshow\nforever\n if <(Level) = [8]> then\n show\n go to [back v] layer\n go to x: (-108) y: (-77)\n else\n hide\n end\nend\n\nwhen I receive [intro - end v]\nforever\n switch costume to (1 v)\n if <touching (player v)?> then\n repeat (14)\n next costume\n end\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Clouds\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (40) to (15))\nswitch costume to (pick random (1) to (2))\nset y to (pick random (100) to (150))\nset [cloud speed v] to [1]\nset x to (-250)\nrepeat until <(x position) > [250]>\n go to [back v] layer\n move (cloud speed) steps\nend\ndelete this clone\n\nwhen I receive [intro - end v]\nhide\nforever\n wait (pick random (1) to (4)) seconds\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n@Sun\n\nwhen I receive [intro - end v]\nshow\ngo to [back v] layer\nset size to (100) %\nforever\n repeat (50)\n change size by (((140) - (size)) / (10))\n end\n repeat (50)\n change size by (((size) - (99)) / (-18))\n end\nend\n\nwhen flag clicked\nhide\n\n@Particles\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (60) to (80))\nrepeat until <[175] < (y position)>\n move (pick random (3) to (5)) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [intro - end v]\nhide\ngo to [back v] layer\nforever\n go to x: (pick random (-240) to (240)) y: (-180)\n set size to (pick random (70) to (130)) %\n point in direction (pick random (-30) to (30))\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\n@confetti\n\nwhen flag clicked\nhide\n\nwhen I receive [confetti v]\nstart sound [Firework - Sound Effect \(HD\) v]\nset [screen_max_x v] to [90]\ndelete\nhide\nclone confetti\n\nwhen I start as a clone\nset [color v] to (pick random (0) to (4))\nforever\n switch costume to ((1) + ((color) * (5)))\n repeat (4)\n next costume\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\ndefine delete\ndelete this clone\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nset size to (pick random (40) to (80)) %\nclear graphic effects\ngo to [front v] layer\nshow\nset [particle_y_vel v] to (pick random (7) to (11))\nset [y speed v] to ((pick random (-4) to (-10)) / (10))\nset [particle_x_vel v] to ((pick random (50) to (-50)) / (10))\nif <(x position) < [0]> then\n move with x position* [1.5]\nelse\n move with x position* [-1.5]\nend\ndelete this clone\n\ndefine clone confetti\nrepeat (40)\n go to x: ((screen_max_x) - (10)) y: (pick random (-10) to (20))\n create clone of (_myself_ v)\nend\nrepeat (40)\n go to x: (() - ((screen_max_x) - (10))) y: (pick random (-10) to (20))\n create clone of (_myself_ v)\nend\n\ndefine move with x position* (a)\nrepeat (10)\n change [particle_y_vel v] by (y speed)\n change y by (particle_y_vel)\n change x by ((a) * (particle_x_vel))\nend\nrepeat (40)\n change [particle_y_vel v] by (y speed)\n change y by (particle_y_vel)\n change x by ((a) * (particle_x_vel))\nend\nrepeat (20)\n change y by (particle_y_vel)\n change x by ((a) * (particle_x_vel))\n change [ghost v] effect by (5)\nend\n\nwhen I start as a clone\nwait (0) seconds\nforever\n turn right ((12) * (particle_x_vel)) degrees\n if <(y position) < [-179]> then\n delete this clone\n end\n go to [front v] layer\nend\n\n@Control Stick\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (base sprite)\n end\n if <(distance to [mouse-pointer v]) < [60]> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\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 [intro - end v]\nshow\ngo to [front v] layer\ngo to x: (190) y: (-129)\nset [base sprite v] to [Control Stick]\nset [max stick v] to [25]\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@Words\n\ndefine Next costume\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [intro - end v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro - end v]\nforever\n if <(costume [name v]) = [level10]> then\n change [color v] effect by (2)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (300) y: (300)\n reset timer\n hide\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nrepeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n show\n change x by (((0) - (x position)) / (10))\n change y by (((0) - (y position)) / (10))\nend\nwait (0.1) seconds\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\nbroadcast (Intro - end v)\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n
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|| Instructions ||\n- Use WASD or arrow keys to move,\n- Use the joystick if you are on mobile\n- Avoid danger\n- The Green arrows will help as speed boost\n- Avoid the red arrows as they make you go back!\n- Trampolines make you jump high!
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Massive multiplayer platformer RAGEMODE!!!!!!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume (9)\n else\n set [@player dir v] to [-90]\n Set Costume (9)\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((8) + ([abs v] of (@Slope) )) < ((@walking) mod (9))> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif then\n change [color v] effect by (10)\n change [fisheye v] effect by (25)\n change size by (50)\nelse\n set [color v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n
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Hi if you are a new scratcher, you will not see anyone. \nTHIS IS A TRAINING COURSE TO PREPARE YOU FOR THE RECORD ON @griffpatch ‘s platformer. \n\nLEADERBOARD:\n1Cclthelegend: 1’ 18\n2\n3\n4\n5\n6\n7\n8\n9\n10
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Pen Platformer
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@Stage\n\nwhen flag clicked\nplay sound [Popsicle v] until done\n\n@pen\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n broadcast (NEXT LEVEL v)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nswitch costume to (costume1 v)\ngo to x: (-193) y: (-80)\nhide\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#00ff43)?> then\n change y by (1)\n if <touching color (#00ff43)?> then\n change y by (1)\n if <touching color (#00ff43)?> then\n change y by (1)\n if <touching color (#00ff43)?> then\n change y by (1)\n if <touching color (#00ff43)?> then\n change y by (1)\n if <touching color (#00ff43)?> 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) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#00ff43)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\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\n end\n if <touching color (#ff0000)?> then\n go to x: (-193) y: (-80)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#ffbb00)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-193) y: (-80)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n set pen color to (#000000)\n set pen size to (15)\n pen down\n pen up\nend\n\nwhen I receive [aaaa v]\nset pen color to (#000000)\nset pen size to (15)\npen down\npen up\n\n@level\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n draw ground\n end\n if <(Level) = [2]> then\n draw ground\n line at x: [-110] y: [-100] to x: [-110] y: [50]\n line at x: [22] y: [-22] to x: [170] y: [-100]\n end\n if <(Level) = [3]> then\n draw ground\n lava at x: [-100] y: [-100] to x: [-50] y: [-100]\n lava at x: [0] y: [-100] to x: [50] y: [-100]\n lava at x: [100] y: [-100] to x: [150] y: [-100]\n lava at x: [200] y: [-100] to x: [250] y: [-100]\n end\n if <(Level) = [4]> then\n draw ground\n bouncy at x: [-75] y: [-100] to x: [-25] y: [-100]\n lava at x: [0] y: [-100] to x: [125] y: [-100]\n line at x: [145] y: [-100] to x: [145] y: [130]\n lava at x: [200] y: [-30] to x: [200] y: [250]\n end\n if <(Level) = [5]> then\n draw ground\n lava at x: [-100] y: [-200] to x: [-100] y: ((([sin v] of ((timer) * (100)) ) * (100)) + (-110))\n lava at x: [-45] y: [-200] to x: [-45] y: ((([sin v] of ((timer) * (100)) ) * (100)) + (-110))\n bouncy at x: [15] y: [-200] to x: [15] y: ((([sin v] of ((timer) * (100)) ) * (30)) + (-110))\n lava at x: [50] y: [-100] to x: [50] y: [80]\n bouncy at x: [100] y: [-200] to x: [100] y: ((([sin v] of ((timer) * (100)) ) * (30)) + (-110))\n lava at x: [135] y: [-100] to x: [135] y: [80]\n lava at x: [200] y: [-30] to x: [200] y: [250]\n end\n if <(Level) = [6]> then\n draw ground\n lava at x: [-100] y: [-100] to x: [170] y: [-100]\n line at x: [-110] y: [-100] to x: [-110] y: [50]\n line at x: [-50] y: [65] to x: [-10] y: [65]\n lava at x: [25] y: [-200] to x: [25] y: ((([sin v] of ((timer) * (150)) ) * (250)) + (-110))\n line at x: [75] y: [40] to x: [125] y: [40]\n line at x: [200] y: [-30] to x: [200] y: [250]\n end\n if <(Level) = [7]> then\n draw ground\n lava at x: [-100] y: [-100] to x: [145] y: [-100]\n line at x: [25] y: [-200] to x: [25] y: ((([sin v] of ((timer) * (100)) ) * (250)) + (-110))\n end\n if <(Level) = [8]> then\n draw ground\n line at x: [0] y: [-100] to x: [0] y: [0]\n line at x: [0] y: [0] to x: [-75] y: [0]\n line at x: [-75] y: [-200] to x: [-75] y: ((([sin v] of ((timer) * (150)) ) * (180)) + (-110))\n lava at x: [50] y: [250] to x: [50] y: ((([sin v] of ((timer) * (150)) ) * (200)) + (100))\n bouncy at x: [80] y: [-100] to x: [250] y: [-100]\n line at x: [-250] y: [80] to x: [250] y: [80]\n line at x: [100] y: [-200] to x: [100] y: ((([sin v] of ((timer) * (150)) ) * (180)) + (-110))\n lava at x: [150] y: [250] to x: [150] y: ((([sin v] of ((timer) * (150)) ) * (200)) + (100))\n end\n if <(Level) = [9]> then\n draw ground\n line at x: [0] y: [-100] to x: [0] y: [0]\n line at x: [0] y: [0] to x: [-180] y: [0]\n line at x: [-65] y: [-50] to x: [-250] y: [-50]\n line at x: [-250] y: [80] to x: [0] y: [80]\n lava at x: [50] y: [-100] to x: [50] y: [100]\n line at x: [175] y: [-200] to x: [175] y: ((([sin v] of ((timer) * (150)) ) * (180)) + (-110))\n line at x: [100] y: [-200] to x: [100] y: ((([sin v] of ((timer) * (150)) ) * (180)) + (-110))\n lava at x: [50] y: [-100] to x: [250] y: [-100]\n end\n if <(Level) = [10]> then\n draw ground\n line at x: [220] y: [-100] to x: [220] y: [250]\n set pen size to (10)\n go to x: (-137) y: (153)\n set pen color to (#000000)\n pen down\n change x by (50)\n pen up\n go to x: (-137) y: (153)\n pen down\n change y by (-90)\n change x by (50)\n pen up\n change y by (45)\n change x by (-50)\n pen down\n change x by (50)\n pen up\n go to x: (-60) y: (153)\n pen down\n change y by (-90)\n pen up\n go to x: (-60) y: (153)\n pen down\n change x by (50)\n change y by (-90)\n pen up\n go to x: (10) y: (153)\n pen down\n change y by (-90)\n change x by (50)\n change y by (90)\n change x by (-50)\n end\nend\n\ndefine draw ground\nbroadcast (aaaa v)\nerase all\npen up\ngo to x: (0) y: (0)\nset pen color to (#86c4f5)\nset pen size to (100000)\npen down\nset pen size to (20)\nset pen color to (#00ff43)\npen up\ngo to x: (-300) y: (-100)\npen down\ngo to x: (300) y: (-100)\npen up\nset pen size to (80)\nset pen color to (#f57600)\ngo to x: (-300) y: (-150)\npen down\ngo to x: (300) y: (-150)\npen up\nset pen size to (80)\nset pen color to (#d86800)\ngo to x: (-300) y: (-175)\npen down\ngo to x: (300) y: (-175)\npen up\nset pen size to (40)\nset pen color to (#b95900)\ngo to x: (-300) y: (-200)\npen down\ngo to x: (300) y: (-200)\nset pen size to (10)\nset pen color to (#00ff43)\npen up\ngo to x: (-200) y: (-100)\npen down\ngo to x: (-200) y: (-150)\npen up\nset pen size to (15)\nset pen color to (#00ff43)\npen up\ngo to x: (-150) y: (-100)\npen down\ngo to x: (-150) y: (-180)\npen up\nset pen size to (8)\nset pen color to (#00ff43)\npen up\ngo to x: (-100) y: (-100)\npen down\ngo to x: (-100) y: (-165)\npen up\nset pen size to (12)\nset pen color to (#00ff43)\npen up\ngo to x: (-50) y: (-100)\npen down\ngo to x: (-50) y: (-140)\npen up\nset pen size to (14)\nset pen color to (#00ff43)\npen up\ngo to x: (0) y: (-100)\npen down\ngo to x: (0) y: (-150)\npen up\nset pen size to (10)\nset pen color to (#00ff43)\npen up\ngo to x: (50) y: (-100)\npen down\ngo to x: (50) y: (-150)\npen up\nset pen size to (13)\nset pen color to (#00ff43)\npen up\ngo to x: (100) y: (-100)\npen down\ngo to x: (100) y: (-175)\npen up\nset pen size to (15)\nset pen color to (#00ff43)\npen up\ngo to x: (150) y: (-100)\npen down\ngo to x: (150) y: (-125)\npen up\nset pen size to (11)\nset pen color to (#00ff43)\npen up\ngo to x: (200) y: (-100)\npen down\ngo to x: (200) y: (-160)\npen up\n\ndefine line at x: (x1) y: (y1) to x: (x2) y: (y2)\npen up\nset pen color to (#00ff43)\nset pen size to (15)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine lava at x: (x1) y: (y1) to x: (x2) y: (y2)\npen up\nset pen color to (#ff0000)\nset pen size to (20)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine bouncy at x: (x1) y: (y1) to x: (x2) y: (y2)\npen up\nset pen color to (#ffbb00)\nset pen size to (20)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine tree at x: (x) y: (y) tree height: (height)\npen up\nset pen color to (#d87314)\nset pen size to ((height) / (3))\ngo to x: (x) y: (y)\npen down\ngo to x: (x) y: ((y) + (height))\npen up\nset pen color to (#00e81e)\nset pen size to ((height) / (2.5))\ngo to x: ((x) - ((height) / (2))) y: ((y) + (height))\npen down\ngo to x: ((x) + ((height) / (2))) y: ((y) + (height))\npen up\nset pen color to (#00ff21)\nset pen size to ((height) / (3))\ngo to x: ((x) - ((height) / (3))) y: ((y) + ((height) * (1.35)))\npen down\ngo to x: ((x) + ((height) / (3))) y: ((y) + ((height) * (1.35)))\npen up\nset pen color to (#24ff41)\nset pen size to ((height) / (3.5))\ngo to x: ((x) - ((height) / (4.5))) y: ((y) + ((height) * (1.65)))\npen down\ngo to x: ((x) + ((height) / (4.5))) y: ((y) + ((height) * (1.65)))\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n tree at x: [0] y: [-85] tree height: [60]\n tree at x: [70] y: [-85] tree height: [70]\n tree at x: [-80] y: [-85] tree height: [80]\n tree at x: [176] y: [-85] tree height: [60]\n tree at x: [-150] y: [-85] tree height: [50]\n end\n if <(Level) = [2]> then\n tree at x: [-40] y: [-85] tree height: [60]\n tree at x: [-175] y: [-85] tree height: [50]\n tree at x: [190] y: [-85] tree height: [70]\n end\n if <(Level) = [3]> then\n tree at x: [-25] y: [-85] tree height: [60]\n tree at x: [-175] y: [-85] tree height: [70]\n tree at x: [180] y: [-85] tree height: [65]\n end\n if <(Level) = [4]> then\n tree at x: [-175] y: [-85] tree height: [65]\n tree at x: [-12] y: [-85] tree height: [50]\n end\n if <(Level) = [5]> then\n tree at x: [-165] y: [-85] tree height: [70]\n end\n if <(Level) = [6]> then\n tree at x: [-165] y: [-85] tree height: [70]\n end\n if <(Level) = [7]> then\n tree at x: [-165] y: [-85] tree height: [70]\n tree at x: [190] y: [-85] tree height: [60]\n end\n if <(Level) = [8]> then\n tree at x: [-165] y: [-85] tree height: [50]\n end\n if <(Level) = [10]> then\n tree at x: [0] y: [-85] tree height: [60]\n tree at x: [70] y: [-85] tree height: [70]\n tree at x: [-80] y: [-85] tree height: [80]\n tree at x: [176] y: [-85] tree height: [60]\n tree at x: [-150] y: [-85] tree height: [50]\n end\nend\n\n@sun\n\nwhen flag clicked\nhide\npen up\ngo to x: (-300) y: (300)\nset pen color to (#ffe900)\npen down\nforever\n pen down\n set pen size to ((([sin v] of ((timer) * (100)) ) * (20)) + (120))\nend\n\n@Sprite1\n\n
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Arrow keys/WASD/Mobile to move.\nAvoid red.\nBounce on yellow stuff.
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Roblox platformer
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@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-202) y: (-71)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (0.8)\n end\n if <key (left 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 [10.5]\n if <(X) > [0]> 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 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 [9.5]\n end\n change y by (1)\n if <(x position) < [-246]> then\n go to x: (-202) y: (-71)\n end\n if <(x position) > [246]> then\n go to x: (-202) y: (-71)\n broadcast (Next level v)\n end\n if <touching (laser v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n set [ghost v] effect to (0)\n set size to (90) %\n go to x: (-202) y: (-71)\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Shadow\n\nwhen flag clicked\nforever\n go to (player v)\n set size to ([size v] of [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 (-3)\nend\ndelete this clone\n\n@Laser\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n
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Use arrows to play\nPlease heart and star\nEnjoy!!!
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☁ Rickroll platformer ☁ (ft. Will_Wam)
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@Stage\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\nwhen I receive [fade into play v]\nset volume to (100) %\nrepeat (25)\n change volume by (-4)\nend\nset volume to (0) %\n\nwhen flag clicked\nset [music v] to [1]\nbroadcast (Update Music v)\n\nwhen I receive [begin game! v]\nset volume to (0) %\nrepeat (25)\n change volume by (4)\nend\nset volume to (100) %\n\nwhen I receive [update music v]\nstop all sounds\nset volume to (100) %\nforever\n play sound (Music) until done\nend\n\nshow variable [distance v]\n\nwhen I receive [main menu v]\n\nhide variable [distance v]\n\nwhen flag clicked\nforever\n wait (0.00000000000005) seconds\n next backdrop\nend\n\n@Du\n\nset size to (100) %\nswitch costume to (armen run 1 v)\nchange y by (5)\n\nwhen I receive [begin game! v]\nclear graphic effects\nset [xv v] to [0]\nset [yv v] to [0]\nset [jump status v] to [1]\ngo to x: (-240) y: (-45)\nshow\nforever\n switch costume to (hitbox v)\n change [xv v] by (((x position) + (120)) * (-0.02))\n set [xv v] to ((Xv) * (0.7))\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <(Xv) < [-5]> then\n set [xv v] to [-5]\n end\n change x by (Xv)\n if <touching (getin v)?> then\n change y by (1)\n if <touching (getin v)?> then\n change y by (1)\n if <touching (getin v)?> then\n change y by (1)\n if <touching (getin v)?> then\n change y by (1)\n if <touching (getin v)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n Smooth X Collision\n set [xv v] to [-5]\n change x by (-5)\n end\n end\n end\n end\n end\n if <<(Jump Status) = [2]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n change [jump status v] by (1)\n end\n change [yv v] by (-1.2)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yv v] by (0)\n end\n change y by (Yv)\n if <touching (getin v)?> then\n change y by ((Yv) * (-1))\n Smooth Y Collision\n set [yv v] to [0]\n end\n change y by (-5)\n if <touching (getin v)?> then\n set [grounded? v] to [1]\n if <(Jump Status) = [1]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [16]\n set [jump status v] to [2]\n start sound [Jump v]\n end\n else\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [jump status v] to [1]\n end\n end\n else\n set [grounded? v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [-15]\n else\n if <(Jump Status) = [3]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n set [jump status v] to [0]\n broadcast (Double Jump v)\n start sound [Jump2 v]\n end\n else\n if <(Jump Status) = [1]> then\n set [jump status v] to [2]\n end\n end\n end\n end\n change y by (5)\n Costume\n if <<(x position) < [-240]> or <(y position) < [-180]>> then\n hide\n stop [other scripts in sprite v]\n wait (1) seconds\n broadcast (Lose v)\n stop [this script v]\n end\nend\n\ndefine Smooth X Collision\n\ndefine Smooth Y Collision\nrepeat (10)\n if <not <touching (getin v)?>> then\n change y by ((Yv) * (0.1))\n end\nend\nchange y by ((Yv) * (-0.1))\n\nif <((Xv) - (5)) > [0]> then\n change x by (10)\n repeat (10)\n if <not <touching (getin v)?>> then\n change x by (-1)\n end\n end\nelse\n change x by (-10)\n repeat (10)\n if <not <touching (getin v)?>> then\n change x by (1)\n end\n end\nend\n\nwhen I receive [main menu v]\nstop [other scripts in sprite v]\nhide\n\ndefine Costume\nchange [costume v] by ((0.5) + ((Xv) * (0.03)))\nif <(Costume) > [10]> then\n set [costume v] to [3]\nend\nif <(Grounded?) = [1]> then\n if <(Xv) < [-4.5]> then\n switch costume to (armen v)\n else\n switch costume to (Costume)\n end\nelse\n if <(Yv) < [0]> then\n switch costume to (armen jump down v)\n else\n switch costume to (armen jump up v)\n end\nend\n\nwhen I receive [khpel v]\nchange [xv v] by (-8)\nset [yv v] to [5]\nset [brightness v] effect to (50)\nwait (0.1) seconds\nset [brightness v] effect to (0)\n\nstart sound [Jump v]\n\nforever\n switch costume to (armen run 1 v)\n repeat (7)\n next costume\n wait (0.1) seconds\n end\nend\n\n@Getin\n\nwhen I start as a clone\nshow\nset [indiv. x pos v] to (x position)\nrepeat until <(x position) < [-240]>\n switch costume to (costume1 v)\n change [indiv. x pos v] by ((Speed) * (-1))\n set x to (Indiv. X Pos)\n switch costume to (Indiv. Costume)\n if <touching (nurr v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n change [brightness v] effect by (0)\n change size by (-10)\n end\n delete this clone\n end\nend\ndelete this clone\n\ndefine Make Clones\nset y to (Y Pos)\nswitch costume to (costume1 v)\nset [indiv. costume v] to [2]\ncreate clone of (_myself_ v)\nrepeat (((y position) + (180)) / (40))\n change y by (-45)\n set [indiv. costume v] to [3]\n create clone of (_myself_ v)\nend\n\nset [y pos v] to ((pick random (-4) to (1)) * (40))\n\ndefine Change Ground\nset [change type v] to (pick random (1) to (6))\nif <(Change Type) = [1]> then\n change [y pos v] by ((45) * (pick random (1) to (2)))\nelse\n if <(Change Type) = [2]> then\n change [y pos v] by ((-45) * (pick random (1) to (2)))\n else\n if <(Change Type) = [3]> then\n change [y pos v] by (90)\n wait (0.26) seconds\n change [y pos v] by (-90)\n else\n if <(Change Type) = [4]> then\n change [y pos v] by (-1000)\n wait ((0.26) * (pick random (2) to (3))) seconds\n change [y pos v] by ((1000) + ((pick random (-2) to (2)) * (45)))\n else\n if <(Change Type) = [5]> then\n if <(Y Pos) > [0]> then\n change [y pos v] by (-165)\n wait ((0.26) * (pick random (3) to (6))) seconds\n change [y pos v] by (165)\n end\n else\n if <(Change Type) = [6]> then\n if <(Y Pos) < [-45]> then\n change [y pos v] by (165)\n wait ((0.26) * (pick random (3) to (6))) seconds\n change [y pos v] by (-165)\n end\n end\n end\n end\n end\n end\nend\nif <(Y Pos) < [-165]> then\n set [y pos v] to [-165]\nend\nif <(Y Pos) > [15]> then\n set [y pos v] to [15]\nend\n\ndefine Beginning Generation\nset [distance v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-270) y: (Y Pos)\nrepeat (20)\n Make Clones\n change x by (45)\nend\n\nchange [y pos v] by (45)\n\nwhen I receive [begin game! v]\nset [speed v] to [5]\nset [distance v] to [0]\nset [y pos v] to [-120]\nset [game over? v] to [0]\nhide\nBeginning Generation\nforever\n if <(Game Over?) = [0]> then\n change [distance v] by (1)\n end\n Make Clones\n wait (0.26) seconds\nend\n\nwhen I receive [begin game! v]\nforever\n wait (0.26) seconds\n Change Ground\n wait (((400) - (Distance)) * (0.01)) seconds\nend\n\nwhen I receive [main menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [fade into play v]\nstop [other scripts in sprite v]\nwait (0.5) seconds\ndelete this clone\n\nwhen I receive [lose v]\nset [game over? v] to [1]\nhide variable [distance v]\n\n@Nurr\n\nwhen I receive [main menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set size to (75) %\n switch costume to (pomegranate v)\n show\n go to (du v)\n set [indiv. y pos v] to (y position)\n set [indiv. xv v] to ((28) + (Xv))\n set [indiv. yv v] to ((4) + ((Yv) / (2)))\n point in direction (pick random (1) to (360))\n repeat until <<<touching (nurr v)?> or <touching (getin v)?>> or <<(x position) > [235]> or <(y position) < [-175]>>>\n if <(Indiv. Y Pos) > [180]> then\n set y to (180)\n switch costume to (odi mej v)\n point in direction (90)\n else\n switch costume to (pomegranate v)\n turn right (25) degrees\n set y to (Indiv. Y Pos)\n end\n set [indiv. xv v] to ((Indiv. Xv) * (0.93))\n change x by (Indiv. Xv)\n change [indiv. yv v] by (-0.7)\n change [indiv. y pos v] by (Indiv. Yv)\n end\n if <<touching (nurr v)?> or <touching (getin v)?>> then\n change x by ((Indiv. Xv) * (-1))\n change y by ((Indiv. Yv) * (-1))\n Explode\n end\n delete this clone\nend\n\ndefine Explode\nstart sound [nurr v]\nswitch costume to (explosion v)\nrepeat (pick random (10) to (15))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [7]>> then\n set size to (25) %\n show\n if <(costume [number v]) = [7]> then\n set [indiv. xv v] to (pick random (-7) to (7))\n set [indiv. yv v] to (pick random (-15) to (7))\n else\n set [indiv. xv v] to (pick random (-20) to (20))\n set [indiv. yv v] to (pick random (-20) to (20))\n end\n repeat (5)\n turn right (Indiv. Xv) degrees\n change x by (Indiv. Xv)\n change y by (Indiv. Yv)\n change [indiv. yv v] by (-0.7)\n set [indiv. xv v] to ((Indiv. Xv) * (0.9))\n set [indiv. yv v] to ((Indiv. Yv) * (0.9))\n if <touching (du v)?> then\n broadcast (Khpel v)\n end\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nrepeat (3)\n\nchange x by (-5)\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [begin game! v]\nif <(costume [number v]) = [3]> then\n forever\n if <key (space v) pressed?> then\n switch costume to (pomegranate v)\n create clone of (_myself_ v)\n switch costume to (control v)\n start sound [Throw v]\n wait (0.26) seconds\n end\n end\nend\n\nwhen I receive [lose v]\nif <(costume [number v]) = [3]> then\n stop [other scripts in sprite v]\nend\n\nwhen I receive [begin game! v]\nif <(costume [number v]) = [3]> then\n forever\n wait ((0.26) * (pick random (1) to (4))) seconds\n wait (((400) / ((Distance) + (50))) * (pick random (0.1) to (2))) seconds\n switch costume to (incoming! v)\n create clone of (_myself_ v)\n switch costume to (control v)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n set size to (115) %\n switch costume to (incoming! v)\n show\n go to x: (240) y: (180)\n point in direction (90)\n set [indiv. y pos v] to (y position)\n set [indiv. xv v] to [0]\n set [indiv. yv v] to (pick random (-7) to (-15))\n point in direction (90)\n repeat (pick random (5) to (30))\n change x by (-5)\n end\n repeat until <<touching (nurr v)?> or <<touching (getin v)?> or <<(x position) > [240]> or <(y position) < [-180]>>>>\n switch costume to (odits v)\n turn right (25) degrees\n set y to (Indiv. Y Pos)\n change x by (-5)\n change [indiv. y pos v] by (Indiv. Yv)\n change [indiv. yv v] by (-1)\n end\n if <<touching (nurr v)?> or <touching (getin v)?>> then\n Mini Explode\n end\n delete this clone\nend\n\ndefine Mini Explode\nstart sound [odits v]\nswitch costume to (mini explosion v)\nrepeat (pick random (13) to (15))\n create clone of (_myself_ v)\nend\n\nwait until <not <key (space v) pressed?>>\n\n@Yerkrord Tsatkman Ban@\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to (du v)\n change y by (-45)\n show\n set size to (100) %\n repeat (5)\n change x by (-5)\n change y by (-3)\n change [ghost v] effect by (20)\n change size by (-5)\n end\nend\ndelete this clone\n\nwhen I receive [double jump v]\nif <(costume [number v]) = [1]> then\n switch costume to (ban@2 v)\n create clone of (_myself_ v)\n switch costume to (control v)\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [main menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Menyu\n\nwhen I receive [main menu v]\nif <(costume [number v]) = [1]> then\n stop [other scripts in sprite v]\n go to x: (0) y: (30)\n switch costume to (button1 v)\n create clone of (_myself_ v)\n go to x: (0) y: (-40)\n switch costume to (button2 v)\n create clone of (_myself_ v)\n go to x: (0) y: (-110)\n switch costume to (button3 v)\n create clone of (_myself_ v)\n switch costume to (control v)\n go to x: (200) y: (-140)\n switch costume to (button5 v)\n create clone of (_myself_ v)\n go to x: (-200) y: (-140)\n switch costume to (yay v)\n create clone of (_myself_ v)\n go to x: (0) y: (115)\n switch costume to (armeniarush v)\n create clone of (_myself_ v)\n switch costume to (control v)\n hide\nelse\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I start as a clone\nif <(costume [number v]) > [22]> then\n show\n set size to (90) %\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (1)\n end\nelse\n if <(costume [number v]) > [10]> then\n show\n set size to (50) %\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (5)\n end\n wait (10) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\n else\n if <(costume [number v]) = [10]> then\n show\n forever\n set y to ((([sin v] of ((timer) * (300)) ) * (5)) + (115))\n end\n else\n set [brightness v] effect to (0)\n show\n go to [front v] layer\n forever\n if <touching (mouse-pointer v)?> then\n wait until <not <mouse down?>>\n start sound [Button Hover v]\n repeat until <<not <touching (mouse-pointer v)?>> or <mouse down?>>\n set [brightness v] effect to (15)\n change [indiv. size v v] by (5)\n end\n set [brightness v] effect to (0)\n if <mouse down?> then\n if <(costume [number v]) = [2]> then\n broadcast (Fade into Play v)\n else\n if <(costume [number v]) = [3]> then\n broadcast (Fade into How to Play v)\n else\n if <(costume [number v]) = [4]> then\n broadcast (Fade into About Armenia v)\n else\n if <(costume [number v]) = [5]> then\n broadcast (Fade into Main Menu v)\n else\n if <(costume [number v]) = [6]> then\n change [music v] by (1)\n if <(Music) > [4]> then\n set [music v] to [1]\n end\n broadcast (Update Music v)\n else\n if <(costume [number v]) = [7]> then\n broadcast (Fade into Play v)\n else\n if <(costume [number v]) = [8]> then\n broadcast (Fade into Main Menu v)\n else\n if <(costume [number v]) = [9]> then\n broadcast (Fade into High Scores v)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(costume [number v]) = [6]>> then\n stop [this script v]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) < [10]> then\n set [indiv. size v v] to [0]\n forever\n change size by (Indiv. Size V)\n change [indiv. size v v] by (((size) - (100)) * (-1))\n set [indiv. size v v] to ((Indiv. Size V) * (0.3))\n end\nend\n\nbroadcast (Begin Game! v)\n\nwhen I receive [begin game! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [how to play v]\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (-140)\n switch costume to (button4 v)\n create clone of (_myself_ v)\n switch costume to (control v)\n go to x: (0) y: (0)\n switch costume to (htp1 v)\n create clone of (_myself_ v)\n switch costume to (control v)\nelse\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\n\nwhen I receive [about armenia v]\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n switch costume to (ff wait v)\n create clone of (_myself_ v)\n switch costume to (control v)\n go to x: (0) y: (-140)\n switch costume to (button4 v)\n create clone of (_myself_ v)\n switch costume to (control v)\n forever\n set [indiv. costume v] to [11]\n repeat (4)\n go to x: (0) y: (90)\n repeat (3)\n switch costume to (Indiv. Costume)\n create clone of (_myself_ v)\n switch costume to (control v)\n change [indiv. costume v] by (1)\n change y by (-70)\n wait (0.5) seconds\n end\n wait (9.5) seconds\n end\n end\nelse\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\n\nwhen I receive [lose v]\nif <(costume [number v]) = [1]> then\n go to x: (-140) y: (-140)\n switch costume to (button6 v)\n create clone of (_myself_ v)\n go to x: (140) y: (-140)\n switch costume to (button7 v)\n create clone of (_myself_ v)\n switch costume to (control v)\nelse\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\n\nwhen I start as a clone\n\nwhen I receive [high scores menu v]\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (-140)\n switch costume to (button4 v)\n create clone of (_myself_ v)\n switch costume to (control v)\nelse\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\n\n@Sev Ekran\n\nwhen flag clicked\nhide\n\nwhen I receive [fade into play v]\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (Begin Game! v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [fade into how to play v]\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (How to Play v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [fade into about armenia v]\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (About Armenia v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [fade into main menu v]\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Main Menu v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [lose v]\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-3.5)\nend\n\nwhen I receive [fade into high scores v]\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (High Scores Menu v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Grafiks\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [main menu v]\nif <(costume [number v]) = [1]> then\n stop [other scripts in sprite v]\n go to x: (0) y: (0)\n Quick Create\n forever\n set [indiv. x pos v] to [500]\n switch costume to (blurmountain1 v)\n set size to (pick random (120) to (200)) %\n create clone of (_myself_ v)\n switch costume to (control v)\n wait (pick random (5) to (10)) seconds\n switch costume to (blurmountain2 v)\n set size to (pick random (120) to (200)) %\n create clone of (_myself_ v)\n switch costume to (control v)\n wait (pick random (5) to (10)) seconds\n end\nelse\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\n\nwhen I receive [begin game! v]\nif <(costume [number v]) = [1]> then\n stop [other scripts in sprite v]\n go to x: (0) y: (0)\n Quick Create\n forever\n set [indiv. x pos v] to [500]\n switch costume to (blurmountain1 v)\n set size to (pick random (120) to (200)) %\n create clone of (_myself_ v)\n switch costume to (control v)\n wait (pick random (5) to (10)) seconds\n switch costume to (blurmountain2 v)\n set size to (pick random (120) to (200)) %\n create clone of (_myself_ v)\n switch costume to (control v)\n wait (pick random (5) to (10)) seconds\n end\nelse\n stop [other scripts in sprite v]\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n show\n forever\n set x to (([sin v] of ((timer) * (30)) ) * (50))\n go to [back v] layer\n end\nend\n\nif <(costume [number v]) = [4]> then\n forever\n switch costume to (armenian flag3 v)\n repeat (14)\n next costume\n wait (0) seconds\n end\n end\nend\n\nwhen I start as a clone\nset [indiv. costume v] to (costume [number v])\nif <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n go to [back v] layer\n show\n forever\n change [indiv. x pos v] by (-0.5)\n switch costume to (control v)\n set x to (Indiv. X Pos)\n switch costume to (Indiv. Costume)\n if <(Indiv. X Pos) < [-500]> then\n delete this clone\n end\n end\nend\n\ndefine Quick Create\nswitch costume to (blurmountain1 v)\nset size to (pick random (120) to (200)) %\nset [indiv. x pos v] to [-300]\ncreate clone of (_myself_ v)\nswitch costume to (blurmountain2 v)\nset size to (pick random (120) to (200)) %\nset [indiv. x pos v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (blurmountain1 v)\nset size to (pick random (120) to (200)) %\nset [indiv. x pos v] to [150]\ncreate clone of (_myself_ v)\nswitch costume to (blurmountain2 v)\nset size to (pick random (120) to (200)) %\nset [indiv. x pos v] to [350]\ncreate clone of (_myself_ v)\nswitch costume to (control v)\n\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (blur v)\n create clone of (_myself_ v)\n switch costume to (control v)\nend\n\n@Bardzraguyn Miavor\n\ndefine Encode (username)\nset [encoded v] to []\nset [# v] to [1]\nrepeat (length of (username))\n set [char index # v] to (item # of (letter (#) of (username)) in [characters v])\n if <(length of (Char Index #)) < [2]> then\n set [char index # v] to (join [0] (Char Index #))\n end\n set [encoded v] to (join (Encoded) (Char Index #))\n change [# v] by (1)\nend\n\nwhen I receive [lose v]\nDecode to Local Vars\nif <not <(username) = []>> then\n if <(Distance) > (☁ Daily Highscore)> then\n Encode (username)\n wait (0.1) seconds\n set [☁ daily hs holder v] to (Encoded)\n wait (0.1) seconds\n set [☁ daily highscore v] to (Distance)\n wait (0.1) seconds\n if <(Distance) > (☁ Highscore)> then\n Encode (username)\n set [☁ hs holder v] to (Encoded)\n wait (0.1) seconds\n set [☁ highscore v] to (Distance)\n end\n end\nend\nwait (0.1) seconds\nDecode to Local Vars\n\ndefine Decode (encoded username)\nset [decoded v] to []\nset [# v] to [1]\nrepeat (length of ((encoded username) / (2)))\n set [decoded v] to (join (Decoded) (item (join (letter (#) of (encoded username)) (letter ((#) + (1)) of (encoded username))) of [characters v]))\n change [# v] by (2)\nend\n\nEncode (username)\nset [☁ hs holder v] to (Encoded)\nset [☁ highscore v] to (Distance)\n\ndefine Reset Daily HS\nEncode [None]\nwait (0.1) seconds\nset [☁ daily hs holder v] to (Encoded)\nwait (0.1) seconds\nset [☁ daily highscore v] to [0]\nwait (0.1) seconds\nset [☁ new day? counter v] to [0]\nwait (0.1) seconds\nset [☁ current day v] to ([floor v] of (days since 2000) )\n\ndefine Reset All-Time HS\nEncode [None]\nset [☁ hs holder v] to (Encoded)\nwait (0.1) seconds\nset [☁ highscore v] to [0]\n\ndefine Decode to Local Vars\nDecode (☁ HS Holder)\nset [highscore holder: v] to (Decoded)\nDecode (☁ Daily HS Holder)\nset [daily highscore holder: v] to (Decoded)\n\nwhen flag clicked\nif <(☁ Current Day) = ([floor v] of (days since 2000) )> then\n if <(☁ New Day? Counter) > [0]> then\n change [☁ new day? counter v] by (-1)\n end\nelse\n change [☁ new day? counter v] by (1)\n if <(☁ New Day? Counter) > [4]> then\n Reset Daily HS\n end\nend\n\nset [☁ current day v] to ([floor v] of ((days since 2000) - (1)) )\n\nwhen flag clicked\nDecode to Local Vars\n\nwhen I receive [fade into high scores v]\nDecode to Local Vars\n\nrepeat (4)\n Reset Daily HS\n Reset All-Time HS\n Decode to Local Vars\n wait (0.3) seconds\nend\n\n@Speech/Text Normal Font\n\ndefine Speaker: (speaker) Costume: (costume name) Speech: (speech)\nset [person speaking v] to (speaker)\nswitch costume to (costume name)\ngo to x: (0) y: (0)\nset size to (100) %\ncreate clone of (_myself_ v)\nSay (speech) Right Border (1) X: [] Y: [] SIZE: [] BRIGHT? [] NOT SLOWAPPEAR? []\nwait until <not <key (z v) pressed?>>\nwait until <key (z v) pressed?>\nbroadcast (delete speech letters v)\n\ndefine Say (speech) Right Border (border x) X: (x) Y: (y) SIZE: (size) BRIGHT? (bright) NOT SLOWAPPEAR? (not appear)\nset [person speaking v] to [4]\nswitch costume to (a v)\ngo to x: (x) y: (y)\nhide\nset size to (size) %\nif <(bright) = [1]> then\n set [brightness v] effect to (100)\nelse\n set [brightness v] effect to (0)\nend\nset [speech scroll # v] to [1]\nrepeat ((length of (speech)) / (1))\n switch costume to (join [] (letter (Speech Scroll #) of (speech)))\n create clone of (_myself_ v)\n change [speech scroll # v] by (1)\n change x by ((item (costume [number v]) of [letter spacing \(by costume #\) v]) * ((size) / (70)))\n switch costume to (control v)\n if <(Game Going?) = [1]> then\n switch costume to (join [] (letter (Speech Scroll #) of (speech)))\n create clone of (_myself_ v)\n change [speech scroll # v] by (1)\n change x by ((item (costume [number v]) of [letter spacing \(by costume #\) v]) * ((size) / (70)))\n switch costume to (control v)\n if <(Game Going?) = [1]> then\n switch costume to (join [] (letter (Speech Scroll #) of (speech)))\n create clone of (_myself_ v)\n change [speech scroll # v] by (1)\n change x by ((item (costume [number v]) of [letter spacing \(by costume #\) v]) * ((size) / (70)))\n switch costume to (control v)\n end\n end\nend\n\nwhen I start as a clone\nset [indiv. clone var v] to [100]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nset [indiv y v] to (y position)\nset [indiv x v] to (x position)\npoint in direction (90)\ngo to [front v] layer\nif <(Game Going?) = [1]> then\n set [ghost v] effect to (0)\nelse\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nforever\n change [indiv. clone var v] by ((200) - ((distance to [mouse-pointer v]) * ((2) + <not <mouse down?>>)))\n set [indiv. clone var v] to ((Indiv. Clone var) * (0.5))\n if <(Indiv. Clone var) > [100]> then\n set [indiv. clone var v] to [100]\n end\n set [ghost v] effect to (Indiv. Clone var)\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [56.9]> and <(costume [number v]) < [60.9]>> then\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [lose v]\nif <(costume [number v]) = [54]> then\n set [game going? v] to [0]\n stop [other scripts in sprite v]\n broadcast (#Delete Text Letters v)\n wait (0.5) seconds\n Say [GAME OVER] Right Border (200) X: [-100] Y: [130] SIZE: [150] BRIGHT? [1] NOT SLOWAPPEAR? []\n Say (join [YOUR SCORE: ] (Distance)) Right Border (200) X: [-200] Y: [80] SIZE: [70] BRIGHT? [1] NOT SLOWAPPEAR? []\n Say (join (join [HIGHSCORE: ] (☁ Highscore)) (join [ - ] (Highscore Holder:))) Right Border (200) X: [-200] Y: [50] SIZE: [70] BRIGHT? [1] NOT SLOWAPPEAR? []\n Say (join (join [DAILY HIGHSCORE: ] (☁ Daily Highscore)) (join [ - ] (Daily Highscore Holder:))) Right Border (200) X: [-200] Y: [20] SIZE: [70] BRIGHT? [1] NOT SLOWAPPEAR? []\n Say (join (join (join (current [month v]) [/]) (join (current [date v]) [/])) (current [year v])) Right Border (200) X: [-200] Y: [0] SIZE: [70] BRIGHT? [1] NOT SLOWAPPEAR? []\n if <<(Daily Highscore Holder:) = (username)> or <(Highscore Holder:) = (username)>> then\n Say [CONGRATS! YOU HOLD A HIGHSCORE] Right Border (200) X: [-160] Y: [-50] SIZE: [70] BRIGHT? [1] NOT SLOWAPPEAR? []\n else\n Say [THANKS FOR PLAYING!] Right Border (200) X: [-95] Y: [-50] SIZE: [70] BRIGHT? [1] NOT SLOWAPPEAR? []\n end\nend\n\nwhen I receive [#delete text letters v]\ndelete this clone\n\npoint in direction ((((direction) - (90)) * (0.7)) + (90))\n\nwhen I receive [main menu v]\nstop [other scripts in sprite v]\nbroadcast (#Delete Text Letters v)\n\nwhen I receive [fade into play v]\nstop [other scripts in sprite v]\nbroadcast (#Delete Text Letters v)\n\nwhen I receive [high scores menu v]\nif <(costume [number v]) = [54]> then\n stop [other scripts in sprite v]\n broadcast (#Delete Text Letters v)\n wait (0.1) seconds\n Say [HIGH SCORES] Right Border (200) X: [-115] Y: [110] SIZE: [150] BRIGHT? [0] NOT SLOWAPPEAR? []\n Say (join (join [HIGHSCORE: ] (☁ Highscore)) (join [ - ] (Highscore Holder:))) Right Border (200) X: [-200] Y: [30] SIZE: [70] BRIGHT? [0] NOT SLOWAPPEAR? []\n Say (join (join [DAILY HIGHSCORE: ] (☁ Daily Highscore)) (join [ - ] (Daily Highscore Holder:))) Right Border (200) X: [-200] Y: [0] SIZE: [70] BRIGHT? [0] NOT SLOWAPPEAR? []\n Say (join (join (join (current [month v]) [/]) (join (current [date v]) [/])) (current [year v])) Right Border (200) X: [-200] Y: [-20] SIZE: [70] BRIGHT? [0] NOT SLOWAPPEAR? []\n if <<(Daily Highscore Holder:) = (username)> or <(Highscore Holder:) = (username)>> then\n Say [CONGRATS! YOU HOLD A HIGHSCORE] Right Border (200) X: [-160] Y: [-70] SIZE: [70] BRIGHT? [0] NOT SLOWAPPEAR? []\n else\n end\nend\n\nwhen I receive [begin game! v]\nif <(costume [number v]) = [54]> then\n wait (0.1) seconds\n set [game going? v] to [1]\n forever\n broadcast (#Delete Text Letters v)\n if <(length of (Distance)) < [2]> then\n Say (Distance) Right Border (200) X: [225] Y: [150] SIZE: [125] BRIGHT? [1] NOT SLOWAPPEAR? [1]\n else\n if <(length of (Distance)) < [3]> then\n Say (Distance) Right Border (200) X: [210] Y: [150] SIZE: [125] BRIGHT? [1] NOT SLOWAPPEAR? [1]\n else\n Say (Distance) Right Border (200) X: [195] Y: [150] SIZE: [125] BRIGHT? [1] NOT SLOWAPPEAR? [1]\n end\n end\n wait (0.05) seconds\n end\nend\n\nSay (join (join [HIGHSCORE: ] (☁ Highscore)) (join [ - ] (Highscore Holder:))) Right Border (200) X: [-200] Y: [30] SIZE: [70] BRIGHT? [0] NOT SLOWAPPEAR? []\nSay (join (join [DAILY HIGHSCORE: ] (☁ Daily Highscore)) (join [ - ] (Daily Highscore Holder:))) Right Border (200) X: [-200] Y: [0] SIZE: [70] BRIGHT? [0] NOT SLOWAPPEAR? []\nSay (join (join (join (current [month v]) [/]) (join (current [date v]) [/])) (current [year v])) Right Border (200) X: [-200] Y: [-20] SIZE: [70] BRIGHT? [0] NOT SLOWAPPEAR? []\nif <<(Daily Highscore Holder:) = (username)> or <(Highscore Holder:) = (username)>> then\n Say [CONGRATS! YOU HOLD A HIGHSCORE] Right Border (200) X: [-160] Y: [-70] SIZE: [70] BRIGHT? [0] NOT SLOWAPPEAR? []\nend\n\n@Manrapatker\n\nwhen flag clicked\nhide\n\nshow\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\n\n
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> Move - Arrows / WASD\n> Fast Fall - Down / S\n> Double Jump - Up key\n> Space - Throw explosives to destroy walls\n\njoin the #belugang clan by following this studio! https://scratch.mit.edu/studios/30985794/\n\nWASSUP #BELUGANG!!! this is a remix of will_wam's armenia rush!\nmost credit goes to @will_wam..!\nrickroll designs: @Belugaonline\n> Move - Arrows / WAD\n> Fast Fall - Down / S\n> Double Jump - Up / W\n> Space - Throw an exploding pomegranate!\n\nHow far can you get? :)\nMy personal best is 234 lol
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Puzzle platformer (part 2)
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@Stage\n\nwhen I receive [slowly stealing the code v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [trashcan v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [new platformer v]\nswitch backdrop to (backdrop5 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\nset size to (100) %\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\nwhen I receive [trashcan v]\ngo to x: (-72) y: (-82)\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 (costume 1 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\ngo to [front v] layer\nwait until <(level) = [3]>\nbroadcast (The choice v)\n\nwhen I receive [red v]\nbroadcast (red teleport in process v)\n\nwhen I receive [white v]\nbroadcast (teleport in process v)\n\nwhen I receive [red finish v]\nswitch costume to (red v)\n\nwhen I receive [white finish v]\nnext costume\n\nwhen flag clicked\nwait until <(costume [name v]) = [red]>\nbroadcast (slowly stealing the code v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [red3]>\nbroadcast (slowly stealing the code v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [costume 7]>\nwait (2) seconds\nnext costume\nbroadcast (trashcan v)\nwait (5) seconds\nnext costume\n\nwhen flag clicked\nwait until <(costume [name v]) = [red5]>\nbroadcast (new platformer v)\n\n@Sprite1\n\nwhen I receive [the choice v]\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen this sprite clicked\nbroadcast (red v)\n\nwhen I receive [red v]\nhide\n\nwhen I receive [white v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [the choice v]\nshow\n\nwhen I receive [red v]\nhide\n\nwhen this sprite clicked\nbroadcast (white v)\n\nwhen I receive [white v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [teleport in process v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (50)\nrepeat (5)\n change [ghost v] effect by (-10)\n wait (.1) seconds\nend\nbroadcast (white finish v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [red teleport in process v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (50)\nrepeat (5)\n change [ghost v] effect by (-10)\n wait (.1) seconds\nend\nbroadcast (red finish v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\n@Sprite5\n\nwhen I receive [the end \(white ending\) v]\nshow\ngo to [front v] layer\nwait (9) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n@Sprite6\n\nwhen flag clicked\nforever\n play sound [No Money v] until done\nend\n\n@Sprite7\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
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-arrow keys\n-all levels are possible\n-Part 1: https://scratch.mit.edu/projects/634678073/\n-hey guys!! You liked part 1 so much here is part 2! \n-200 likes for part 3!\n-I decided to release this early because: 1 I made it and I didn't wanna wait to release it xD and 2 I think 100 hearts and 1000 views is good enough for a part 2 like... 1000 views!?!?!??!?!?!?!?\n-this once again took me about 5 hours of work so I would really appreciate it if you heart and star!
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Survival platformer!!
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@Stage\n\nwhen I receive [start v]\nhide variable [凄くてえらいやつ v]\nhide variable [☁ セカイ v]\nset [凄くてえらいやつ v] to [0]\nhide variable [time v]\nset [time v] to [0]\nwait (1) seconds\nforever\n if <(凄くてえらいやつ) = [0]> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [リザルト v]\nset [凄くてえらいやつ v] to [1]\n\nwhen I receive [start v]\nset volume to (50) %\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\nwhen I receive [リザルト v]\nif <(☁ セカイ) < (Time)> then\n set [☁ セカイ v] to (Time)\nend\n\nwhen I receive [off v]\nset volume to (0) %\n\nwhen I receive [on v]\nset volume to (50) %\n\n@pl\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <not <(LEVEL) = [1]>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set rotation style [left-right v]\n point in direction (90)\n change [xvel 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 set rotation style [left-right v]\n point in direction (-90)\n change [xvel v] by ((1) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<touching (地面 v)?> or <<touching (coming soon v)?> or <touching (地面3 v)?>>> then\n start sound [ジャンプ v]\n set [yvel v] to [13]\n end\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)\n end\n change y by (1)\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <<touching (地面 v)?> or <<touching (coming soon v)?> or <touching (地面3 v)?>>> then\n change y by (1)\nend\nif <<touching (地面 v)?> or <<touching (coming soon v)?> or <touching (地面3 v)?>>> then\n change y by (1)\nend\nif <<touching (地面 v)?> or <<touching (coming soon v)?> or <touching (地面3 v)?>>> then\n change y by (1)\nend\nif <<touching (地面 v)?> or <<touching (coming soon v)?> or <touching (地面3 v)?>>> then\n change y by (1)\nend\nif <<touching (地面 v)?> or <<touching (coming soon v)?> or <touching (地面3 v)?>>> then\n change y by (-4)\n change x by ((Xvel) * (-1))\nend\nchange y by (Yvel)\nif <<touching (地面 v)?> or <<touching (coming soon v)?> or <touching (地面3 v)?>>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (70)\n\nwhen I receive [respawn v]\ngo to x: (-200) y: (70)\nset [ghost v] effect to (0)\npoint in direction (-90)\n\nwhen I receive [ded2 v]\nbroadcast (リザルト v) and wait\n\nchange x by (-2)\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 (上 v)\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (右 v)\n else\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (下 v)\n else\n switch costume to (通常 v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nrepeat until <(Level) = [22]>\n if <<touching (針 v)?> or <<touching (アブナイヨ v)?> or <touching (スプライト1 v)?>>> then\n start sound [Crunch v]\n broadcast (Ded2 v) and wait\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen I receive [start v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\nset size to (45) %\npoint in direction (90)\ngo to x: (-150) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <not <(LEVEL) = [1]>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nforever\n change y by (-1)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0.05) seconds\ngo to x: (-150) y: (-50)\nset [xvel v] to [0]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [リザルト v]\nwait (1) seconds\n\nwhen I receive [リザルト v]\nhide\n\nwhen I receive [え〜 v]\nshow\ngo to x: (-200) y: (-50)\nset size to (150) %\nsay [Thank you for playing!!] for (1.5) seconds\n\nwhen I receive [on2 v]\nset volume to (100) %\n\nwhen I receive [off2 v]\nset volume to (0) %\n\n@地面\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (2) to (3))\ngo to [front v] layer\ngo [backward v] (10) layers\nset size to (75) %\ngo to x: (240) y: (pick random (0) to (115))\nrepeat until <touching (スプライト6 v)?>\n change x by (-1.5)\n if <(凄くてえらいやつ) = [1]> then\n delete this clone\n end\nend\nrepeat (40)\n change x by (-1.5)\n if <(凄くてえらいやつ) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nforever\n if <(凄くてえらいやつ) = [0]> then\n wait (pick random (2) to (4)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [リザルト v]\nhide\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\n\nwhen I receive [リザルト v]\nhide\n\nwhen I receive [え〜 v]\nshow\nswitch costume to (コスチューム3 v)\ngo to x: (0) y: (0)\n\n@針\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (10) layers\nset size to (75) %\ngo to x: (240) y: (-125)\nrepeat until <touching (スプライト6 v)?>\n change x by (-2)\n if <(凄くてえらいやつ) = [1]> then\n hide\n end\nend\nrepeat (10)\n change x by (-2)\n if <(凄くてえらいやつ) = [1]> then\n hide\n end\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\nswitch costume to (1 v)\nset size to (1) %\nset x to (220)\nwait (2) seconds\nforever\n create clone of (_myself_ v)\n wait (0.4) seconds\nend\n\nwhen flag clicked\nhide\n\n@ThumbNail\n\nhide variable [time v]\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (100)\nplay sound [Dance Chill Out v] until done\nhide\n\nwhen I receive [start v]\nset volume to (0) %\n\nwhen I receive [off v]\nset volume to (0) %\n\nforever\n show\n set size to (100) %\nend\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [リザルト v]\nhide\n\n@地面3\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (2))\ngo to [front v] layer\ngo [backward v] (10) layers\nset size to (75) %\ngo to x: (240) y: (pick random (0) to (-115))\nrepeat until <touching (スプライト6 v)?>\n change x by (-1.5)\n if <(凄くてえらいやつ) = [1]> then\n delete this clone\n end\nend\nrepeat (40)\n change x by (-1.5)\n if <(凄くてえらいやつ) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\nforever\n if <(凄くてえらいやつ) = [0]> then\n repeat until <(凄くてえらいやつ) = [1]>\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\n end\n end\nend\n\n@アブナイヨ\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (10) layers\nset size to (pick random (10) to (25)) %\ngo to x: (240) y: (pick random (150) to (-150))\nturn right (pick random (0) to (30)) degrees\nturn left (pick random (0) to (30)) degrees\nrepeat until <touching (スプライト6 v)?>\n move (-3) steps\n if <(凄くてえらいやつ) = [1]> then\n delete this clone\n end\nend\nrepeat (10)\n move (-3) steps\n if <(凄くてえらいやつ) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [start v]\nwait (2) seconds\nforever\n wait (pick random (0.25) to (1.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@2\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (10) layers\nset size to (25) %\ngo to x: (240) y: (pick random (150) to (-150))\nturn right (pick random (0) to (30)) degrees\nturn left (pick random (0) to (30)) degrees\nrepeat until <touching (スプライト6 v)?>\n if <not <touching (pl v)?>> then\n move (-3) steps\n if <(凄くてえらいやつ) = [1]> then\n delete this clone\n end\n else\n if <(凄くてえらいやつ) = [1]> then\n end\nend\nrepeat (10)\n move (-3) steps\n if <(凄くてえらいやつ) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [start v]\nwait (2) seconds\nforever\n create clone of (_myself_ v)\n wait (pick random (0.25) to (1.5)) seconds\nend\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [リザルト v]\nhide\n\n@スプライト3\n\nwhen I receive [リザルト v]\nhide\n\nwhen I receive [start v]\ngo to x: (172) y: (145)\nshow\n\n@スプライト4\n\nwhen flag clicked\nset [凄くてえらいやつ v] to [1]\nshow\ngo to x: (0) y: (-105)\npoint in direction (90)\nset size to (100) %\ngo to [front v] layer\n\nwhen this sprite clicked\nturn right (15) degrees\nrepeat (3)\n turn left (5) degrees\nend\nhide\nbroadcast (start v)\nstart sound [決定音 v]\n\nwhen I receive [on2 v]\nset volume to (100) %\n\nwhen I receive [off2 v]\nset volume to (0) %\n\n@スプライト2\n\nwhen I receive [リザルト v]\nswitch costume to (コスチューム1 v)\nhide\nwait (1) seconds\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (え〜 v)\nbroadcast (Waxao v)\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\n\n@スコア\n\nwhen I start as a clone\nset [brightness v] effect to (100)\nswitch costume to (null v)\nset size to (100) %\ngo to x: ((200) - ((クローン番号) * (15))) y: (157)\nforever\n go to [front v] layer\n show\n if <(クローン番号) > [0]> then\n if <(length of (Time)) < (クローン番号)> then\n switch costume to (0 v)\n else\n switch costume to ((letter (((length of (Time)) - (クローン番号)) + (1)) of (Time)) + (1))\n end\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nset size to (100) %\nchange x by (-160)\nchange y by (-80)\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen I receive [start v]\nset [time v] to [0]\nhide\nset size to (100) %\nset [クローン番号 v] to [0]\nrepeat (6)\n change [クローン番号 v] by (1)\n create clone of (_myself_ v)\nend\n\n@スコア2\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nswitch costume to (null v)\nset size to (100) %\ngo to x: ((45) - ((クローン番号) * (15))) y: (55)\nforever\n go to [front v] layer\n show\n if <(クローン番号) > [0]> then\n if <(length of (Time)) < (クローン番号)> then\n switch costume to (0 v)\n else\n switch costume to ((letter (((length of (Time)) - (クローン番号)) + (1)) of (Time)) + (1))\n end\n end\nend\n\nwhen I receive [え〜 v]\nhide\nset size to (100) %\nset [クローン番号 v] to [0]\nrepeat (6)\n change [クローン番号 v] by (1)\n create clone of (_myself_ v)\nend\n\n@世界\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nswitch costume to (null v)\nset size to (100) %\ngo to x: ((45) - ((クローン番号) * (15))) y: (-30)\nforever\n go to [front v] layer\n show\n if <(クローン番号) > [0]> then\n if <(length of (☁ セカイ)) < (クローン番号)> then\n switch costume to (0 v)\n else\n switch costume to ((letter (((length of (☁ セカイ)) - (クローン番号)) + (1)) of (☁ セカイ)) + (1))\n end\n end\nend\n\nwhen I receive [え〜 v]\nhide\nset size to (100) %\nset [クローン番号 v] to [0]\nrepeat (6)\n change [クローン番号 v] by (1)\n create clone of (_myself_ v)\nend\n\n@スプライト5\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [1]> then\n broadcast (On v)\n else\n broadcast (Off v)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nhide\n\n@スプライト8\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [1]> then\n broadcast (On2 v)\n else\n broadcast (Off2 v)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nhide\n\n@あ\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n
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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.\nDo not touch needles or floating thorns\nIf you touch a fluffy black object, you will get 5 bonus points.\n\n【日本語】\n→キーまたはdキーを押して右に移動します。\n←キーまたはキーを押して右に移動します。\n↑キーまたはwキーを使用してジャンプします。\n針や浮いているトゲトゲに触れないでください\nふわふわした黒いものに触れるとボーナスポイントが5点もらえます。\n↓キーまたはsキーを押すと急降下できます。それを使うと低いジャンプをすることもできます。\n【中文】\n→ 按 键或 d 键向右移动。\n← 按 键 或 键向右。\n使用 ↑ 键或 w 键跳跃。\n请勿触摸针头或浮刺\n如果您触摸一个蓬松的黑色物体,您将获得 5 分奖励积分。
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#1 Minecraft -adventure- platformer || in over world
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@Stage\n\nwhen I receive [game start v]\nforever\n play sound [BGM v] until done\nend\n\n@stave\n\nwhen I receive [game start v]\n初期化\nrepeat until <(game) = [game clear]>\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 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) * (0.875))\n change x by (x)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <not > 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 [10]\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 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 (stage v)?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (stage v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (next v)\n end\n if <<(y position) < [-185]> or <touching (magma v)?>> then\n 初期化\n end\nend\n\nwhen I receive [game start v]\nrepeat until <(game) = [game clear]>\n if <<mouse down?> or <key (any v) pressed?>> then\n repeat until <not <<mouse down?> or <key (any v) pressed?>>>\n next costume\n wait (0.2) seconds\n end\n else\n switch costume to (stave v)\n end\nend\n\ndefine 初期化\nswitch costume to (stave v)\ngo to x: (-180) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen I receive [next v]\n初期化\n\n@stage\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record v]\nset [game v] to [0]\nswitch costume to (ステージ1 v)\n\nwhen I receive [game start v]\nset [time v] to [0]\nrepeat until <(costume [number v]) = [12]>\n wait (1) seconds\n change [time v] by (1)\nend\nif <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\nend\nshow variable [time v]\nshow variable [☁ world record v]\n\nwhen I receive [game start v]\nshow\nforever\n if <(costume [number v]) = [13]> then\n set [game v] to [game clear]\n hide variable [time v]\n hide variable [☁ world record v]\n end\nend\n\n@magma\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\nwait (0.2) seconds\nhide\nbroadcast (game start v)\nwait (1) seconds\nforever\n if <(game) = [game clear]> then\n switch costume to (samune2 v)\n show\n set size to (0) %\n repeat (12)\n change size by (10)\n end\n repeat (2)\n change size by (-10)\n end\n forever\n point in direction (([cos v] of ((timer) * (280)) ) + (90))\n end\n end\nend\n\nwhen [timer v] > (0.1)\nshow\n\nwhen flag clicked\nswitch costume to (samune2 v)\nforever\n change [ターボ対策 v] by (1)\nend\n\nwhen flag clicked\nforever\n set [ターボ対策 v] to [0]\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <(ターボ対策) > [10]> then\n set [game v] to [game clear]\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@sun\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n change size by ([cos v] of ((timer) * (200)) )\nend\n\n
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------Minecraft -adventure- platformer || in over world----\n\n||English||------------------------------------------------------------\n\n・Operate or tap with the arrow keys or wasd key.\n・The fastest time will be the world record.\n\n||日本語||-------------------------------------------------------------\n\n・矢印キーまたはwasdキー、またはタップで操作します。\n・一番速いタイムは世界記録になります。\n\n||難易度/difficulty||-------------------------------------------------\n ★★★☆☆\n
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a poetic Platformer
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@Stage\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Pen Platformer \n\ndefine end\ncreate platform [-240] [-150] [10] [90] [480] [1] [33]\ncoin [200] [-60]\ncoin [150] [-60]\ncoin [100] [-60]\ncoin [-200] [-60]\ncoin [-150] [-60]\ncoin [-100] [-60]\ncoin [-50] [-60]\ncoin [0] [-60]\ncoin [50] [-60]\ncoin [200] []\ncoin [150] []\ncoin [100] []\ncoin [-200] []\ncoin [-150] []\ncoin [-100] []\ncoin [-50] []\ncoin [0] []\ncoin [50] []\n\ndefine level3\ncoin [720] [150]\ncoin [720] [50]\ncoin [720] [250]\ncoin [1350] [30]\ncoin [1150] [-150]\ncoin [1450] [-160]\ncreate platform [-240] [-100] [10] [90] [300] [1] [10]\ncreate platform [60] [-100] [10] [70] [230] [1] [15]\ncreate platform [280] [-60] [10] [80] [230] [1] [20]\ncreate platform [520] [-20] [10] [50] [230] [1] [25]\ncreate platform [700] [-100] [10] [90] [100] [2] [16]\ncreate platform [1000] [-100] [10] [90] [100] [1] [60]\ncreate platform [1100] [-100] [10] [0] [100] [1] [70]\ncreate platform [1100] [0] [10] [90] [100] [1] [80]\ncreate platform [1100] [-200] [10] [90] [200] [1] [90]\ncreate platform [1300] [-200] [10] [0] [100] [1] [10]\ncreate platform [1400] [-200] [10] [90] [100] [1] [10]\ncreate platform [1300] [0] [10] [0] [100] [1] [20]\ncreate platform [1300] [-100] [10] [90] [100] [1] [30]\ncreate platform [1300] [0] [10] [90] [100] [1] [40]\ncreate platform [1300] [100] [10] [90] [300] [1] [50]\ncreate platform [1600] [0] [10] [90] [100] [1] [60]\ncreate platform [1700] [100] [10] [90] [100] [1] [70]\ncreate platform [1900] [200] [10] [180] [100] [1] [10]\ncreate platform [1800] [100] [10] [0] [100] [1] [80]\ncreate platform [1800] [200] [10] [90] [100] [1] [90]\ncreate platform [1900] [100] [10] [90] [100] [1] [20]\ncreate platform [2000] [100] [10] [0] [100] [4] [30]\n\ndefine draw light\ngo to x: ((x) - (camx)) y: ((y) - (camy))\nset pen size to ((185) + ((18) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\nset pen color to (#2a00ff)\npen down\npen up\nset pen size to ((150) + ((16) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\nset pen color to (#ff5c5c)\npen down\npen up\nset pen size to ((100) + ((10) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\nset pen color to (#ffc3c3)\npen down\npen up\nset pen size to ((80) + ((8) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\nset pen color to (#ff8500)\npen down\npen up\n\ndefine draw coins\nset [loops v] to [1]\nrepeat (length of [coin x v])\n go to x: ((item (loops) of [coin x v]) - (camx)) y: ((item (loops) of [coin y v]) - (camy))\n set pen size to ((35) + ((5) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\n set pen color to (#000000)\n pen down\n pen up\n set pen size to ((28) + ((5) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\n set pen color to (#ffe900)\n pen down\n pen up\n set pen size to ((15) + ((3) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\n set pen color to (#000000)\n pen down\n pen up\n set pen size to ((10) + ((3) * ([sin v] of (((timer) * (100)) + ((loops) * (30))) )))\n set pen color to (#ff5151)\n pen down\n pen up\n if <<([abs v] of ((item (loops) of [coin x v]) - (x)) ) < [20]> and <([abs v] of ((item (loops) of [coin y v]) - (y)) ) < [35]>> then\n if <(level) < [4]> then\n change [coin v] by (1)\n end\n delete (loops) of [coin x v]\n delete (loops) of [coin y v]\n repeat (10)\n create clone of (_myself_ v)\n end\n end\n change [loops v] by (1)\nend\n\nif <(level) = [1]> then\n set [clouds - y v] to [120]\nelse\n set [clouds - y v] to [180]\nend\ncloud ((60) + (clouds - x)) (clouds - y)\ncloud ((600) + (clouds - x)) (clouds - y)\ncloud ((1000) + (clouds - x)) (clouds - y)\ncloud ((2000) + (clouds - x)) (clouds - y)\nchange [clouds - x v] by (-1)\n\ndefine create platform (x) (y) (size) (dir) (length) (type) (colors)\nadd (x) to [x v]\nadd (y) to [y v]\nadd (type) to [type v]\nadd (length) to [length v]\nadd (dir) to [dir v]\nadd (colors) to [color v]\nadd (size) to [size v]\nif <(type) = [6]> then\n add (length of [x v]) to [moving platform v]\nend\n\ndefine flag (y) (x) (type)\ncreate platform (x) ((y) + (100)) [12] [135] [40] (type) []\ncreate platform (x) (((y) + (100)) - ((80) / ([sqrt v] of (2) ))) [12] [45] [40] (type) []\ncreate platform (x) (y) [12] [0] [100] (type) []\n\ndefine load level\ndelete all of [coin x v]\ndelete all of [coin y v]\ndelete all of [color v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [length v]\ndelete all of [dir v]\ndelete all of [type v]\ndelete all of [size v]\nif <(level) = [1]> then\n level1\nelse\n if <(level) = [2]> then\n level2\n else\n if <(level) = [3]> then\n level3\n else\n end\n end\n end\nend\n\ndefine special detections\nupdate\nif <[touching v] contains [2]?> then\n set [xv v] to (() - (([cos v] of (touching_dir) ) * (40)))\n if <([sin v] of (touching_dir) ) > [0]> then\n if <(yv) < [0]> then\n set [yv v] to [0]\n end\n change [yv v] by (23)\n change [y v] by (20)\n else\n if <[0] > ([sin v] of (touching_dir) )> then\n set [yv v] to [-40]\n end\n end\nend\nif <<[touching v] contains [3]?> or <(y) < [-300]>> then\n set [clouds - x v] to [0]\n set [x v] to [-100]\n set [y v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n set [loops v] to [1]\n repeat (length of [moving platform v])\n replace item (item (loops) of [moving platform v]) of [x v] with ((item (item (loops) of [moving platform v]) of [x v]) - (move - x))\n change [loops v] by (1)\n end\n set [move - x v] to [0]\n set [move - xv v] to [4]\n delete all of [px v]\n delete all of [py v]\nend\nif <[touching v] contains [4]?> then\n win\nend\n\ndefine Hill detection\nupdate\nrepeat (10)\n if <[touching v] contains [1]?> then\n change [y v] by (1)\n update\n end\nend\nif <[touching v] contains [1]?> then\n change [y v] by (-10)\n change [x v] by ((xv) * (-1))\nend\n\nwhen I start as a clone\nset pen size to (14)\nset [clone-x v] to ((camx) + (x position))\nset [clone-y v] to ((camy) + (y position))\nset [clone - xv v] to (pick random (-7) to (7))\nset [clone - yv v] to (pick random (8) to (14))\nset pen color to (#ff0000)\nforever\n go to x: ((clone-x) - (camx)) y: ((clone-y) - (camy))\n change [clone-x v] by (clone - xv)\n change [clone-y v] by (clone - yv)\n change [clone - yv v] by (-1)\n pen down\n pen up\n if <(clone-y) < [-180]> then\n delete this clone\n end\nend\n\ndefine coin (x) (y)\nadd (x) to [coin x v]\nadd (y) to [coin y v]\n\ndefine update moving platform position \nchange [move - x v] by (move - xv)\nif <(move - x) < [0]> then\n set [move - xv v] to [4]\nend\nif <[240] < (move - x)> then\n set [move - xv v] to [-4]\nend\nset [loops v] to [1]\nrepeat (length of [moving platform v])\n replace item (item (loops) of [moving platform v]) of [x v] with ((item (item (loops) of [moving platform v]) of [x v]) + (move - xv))\n change [loops v] by (1)\nend\n\ndefine cloud (x) (y)\nset pen size to (15)\ngo to x: ((x) - (camx)) y: ((y) - (camy))\nset pen color to (#ff0000)\npen down\nchange x by (100)\npen up\nchange x by (-25)\npen down\nchange y by (30)\npen up\nchange x by (-30)\npen down\nchange x by (80)\npen up\n\ndefine clouds\n\ncreate platform [140] [-100] [10] [0] [200] [1] []\ncreate platform [240] [-88] [10] [90] [36] [2] []\ncreate platform [300] [-88] [10] [90] [200] [3] []\ncreate platform [600] [-100] [10] [0] [120] [1] []\ncreate platform [740] [-100] [10] [0] [120] [1] []\ncreate platform [600] [20] [10] [90] [140] [1] []\ncreate platform [800] [130] [8] [90] [100] [6] []\ncreate platform [800] [130] [8] [180] [30] [6] []\ncreate platform [800] [100] [8] [90] [100] [6] []\ncreate platform [900] [130] [8] [180] [30] [6] []\n\ndefine level2\ncoin [230] [-50]\ncoin [1065] [-45]\ncreate platform [-240] [-100] [10] [90] [940] [1] []\ncreate platform [160] [-100] [10] [0] [100] [1] []\ncreate platform [300] [-100] [10] [0] [100] [1] []\ncreate platform [800] [-40] [10] [90] [50] [1] []\ncreate platform [950] [0] [10] [90] [30] [1] []\ncreate platform [1100] [-90] [10] [90] [45] [1] []\ncreate platform [1260] [-160] [10] [90] [200] [1] []\ncreate platform [1500] [-100] [40] [90] [0] [4] []\n\ndefine level1\ncoin [2020] [50]\ncoin [2220] [50]\ncoin [-100] [100]\ncoin [223] [-100]\ncoin [323] [-20]\ncoin [423] [-100]\ncreate platform [-240] [-150] [10] [90] [800] [1] [33]\ncreate platform [-240] [-150] [10] [0] [600] [1] [33]\ncreate platform [160] [-150] [10] [0] [400] [1] [33]\ncreate platform [160] [-50] [10] [-90] [100] [1] [33]\ncreate platform [60] [50] [10] [-90] [100] [1] [33]\ncreate platform [160] [150] [10] [-90] [100] [1] [33]\ncreate platform [620] [-40] [80] [] [] [1] [9]\ncreate platform [770] [0] [60] [] [] [1] [9]\ncreate platform [900] [-70] [70] [] [] [1] [9]\ncreate platform [1060] [-140] [10] [90] [200] [1] [33]\ncreate platform [1260] [-140] [10] [60] [200] [1] [33]\ncreate platform [1460] [10] [10] [90] [200] [1] [33]\ncreate platform [1660] [10] [10] [90] [100] [3] [0]\ncreate platform [1770] [10] [10] [90] [100] [1] [33]\ncreate platform [1870] [10] [10] [0] [100] [1] [33]\ncreate platform [1970] [10] [10] [90] [100] [1] [33]\ncreate platform [1970] [10] [10] [0] [100] [1] [33]\ncreate platform [1870] [110] [10] [90] [100] [1] [33]\ncreate platform [2070] [10] [10] [0] [200] [1] [33]\ncreate platform [2170] [10] [10] [0] [200] [1] [33]\ncreate platform [2070] [210] [10] [90] [100] [1] [33]\ncreate platform [2170] [10] [10] [90] [100] [1] [33]\ncreate platform [2270] [10] [10] [0] [100] [1] [33]\ncreate platform [2370] [10] [10] [0] [100] [1] [33]\ncreate platform [2370] [10] [10] [90] [100] [1] [33]\ncreate platform [2270] [110] [10] [90] [100] [1] [33]\ncreate platform [2470] [10] [10] [0] [100] [4] [80]\n\ndefine win\nset [move - x v] to [0]\nset [move - xv v] to [4]\nset [clouds - x v] to [0]\nchange [level v] by (1)\nload level\nset [x v] to [-100]\nset [y v] to [0]\ndelete all of [px v]\ndelete all of [py v]\n\nwhen [s v] key pressed\nif <(level) < [4]> then\n win\nend\n\ndefine camera \nchange [camx v] by (((x) - (camx)) / (5))\nchange [camy v] by ((((y) - (camy)) - (-50)) / (5))\nif <(camy) < [-40]> then\n set [camy v] to [-40]\nend\nif <(camx) < [0]> then\n set [camx v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (5000) %\nswitch costume to (costume2 v)\n\nwhen flag clicked\nshow variable [- v]\ndelete all of [color v]\ndelete all of [type v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [length v]\ndelete all of [dir v]\ndelete all of [size v]\ndelete all of [moving platform v]\nset [coin v] to [0]\nset [camx v] to [0]\nset [camy v] to [0]\nset [level v] to [1]\nset [x v] to [-100]\nset [y v] to [0]\nset [yv v] to [0]\nset [done_create_line v] to [0]\nset [level v] to [0]\nwin\nforever\n clouds\n up-down movement\n Left-right movement\n special detections\n Hill detection\n camera \n draw player\n Make list\n update moving platform position \n if <(level) = [4]> then\n set [- v] to (join (coin) [/14 \(the end\)])\n else\n set [- v] to (join (coin) [/14])\n end\nend\n\ndefine draw player\nerase all\nif <(level) = [2]> then\n draw light\nend\nset [loops v] to [0]\nrepeat (length of [dir v])\n change [loops v] by (1)\n draw line (item (loops) of [x v]) (item (loops) of [y v]) (item (loops) of [length v]) (item (loops) of [dir v]) (item (loops) of [size v]) (item (loops) of [type v]) (item (loops) of [color v])\nend\nset pen color to (#d4ff00)\nset pen size to (23)\nset [trail-pos v] to [1]\nset pen (saturation v) to (50)\nset pen (saturation v) to (50)\nrepeat (length of [px v])\n go to x: ((item (Trail-pos) of [px v]) - (camx)) y: ((item (Trail-pos) of [py v]) - (camy))\n change y by (4)\n pen down\n pen up\n change [trail-pos v] by (1)\n change pen (saturation v) by ((50) / (length of [px v]))\nend\ngo to x: ((x) - (camx)) y: ((y) - (camy))\nchange y by (4)\npen down\npen up\nchange x by ((5) + ((xv) / (2)))\nchange y by (5)\nset pen size to (8)\nset pen color to (#ff0000)\npen down\npen up\nset pen size to (4)\nset pen color to (#ff0000)\npen down\npen up\nchange x by (-10)\nset pen size to (8)\nset pen color to (#ff0000)\npen down\npen up\nset pen size to (4)\nset pen color to (#ff0000)\npen down\npen up\ndraw coins\n\ndefine update\ndelete all of [touching v]\nset [loops v] to [0]\nrepeat (length of [dir v])\n change [loops v] by (1)\n set [x2 v] to ((item (loops) of [x v]) + (([sin v] of (item (loops) of [dir v]) ) * (item (loops) of [length v])))\n set [y2 v] to ((item (loops) of [y v]) + (([cos v] of (item (loops) of [dir v]) ) * (item (loops) of [length v])))\n set [dot v] to (((((x) - (item (loops) of [x v])) * ((x2) - (item (loops) of [x v]))) + (((y) - (item (loops) of [y v])) * ((y2) - (item (loops) of [y v])))) / ((item (loops) of [length v]) * (item (loops) of [length v])))\n set [closestx v] to ((item (loops) of [x v]) + ((dot) * ((x2) - (item (loops) of [x v]))))\n set [closesty v] to ((item (loops) of [y v]) + ((dot) * ([abs v] of ((y2) - (item (loops) of [y v])) )))\n set [distx v] to ((x) - (closestx))\n set [disty v] to ((y) - (closesty))\n set [dotdist1 v] to ([sqrt v] of ((((closestx) - (item (loops) of [x v])) * ((closestx) - (item (loops) of [x v]))) + ([abs v] of (((closesty) - (item (loops) of [y v])) * ((closesty) - (item (loops) of [y v]))) )) )\n set [dotdist2 v] to ([sqrt v] of ((((closestx) - (x2)) * ((closestx) - (x2))) + (((closesty) - (y2)) * ((closesty) - (y2)))) )\n set [dotdist v] to ((dotdist1) + (dotdist2))\n if <<([sqrt v] of (((distx) * (distx)) + ((disty) * (disty))) ) < (((item (loops) of [size v]) * (0.3)) + (16))> and <([abs v] of ((dotdist) - (item (loops) of [length v])) ) < ((item (loops) of [size v]) * (2))>> then\n add (item (loops) of [type v]) to [touching v]\n if <(item (loops) of [type v]) = [2]> then\n set [touching_dir v] to (item (loops) of [dir v])\n end\n end\nend\n\ndefine Make list\nadd (x) to [px v]\nadd (y) to [py v]\nif <(length of [px v]) > [5]> then\n delete (1) of [px v]\nend\nif <(length of [py v]) > [5]> then\n delete (1) of [py v]\nend\n\ndefine up-down movement\nchange [y v] by (-0.8)\nupdate\nif <not <<[touching v] contains [1]?> or <[touching v] contains [6]?>>> then\n change [yv v] by (-1)\nend\nif <<[touching v] contains [1]?> or <[touching v] contains [6]?>> then\n change [y v] by (1)\n update\n if <<(yv) < [0]> or <(yv) = [0]>> then\n repeat until <not <<[touching v] contains [1]?> or <[touching v] contains [6]?>>>\n change [y v] by (1)\n update\n end\n set [yv v] to [0]\n change [y v] by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [50]>>> then\n set [yv v] to [15]\n change [y v] by (5)\n end\n else\n change [y v] by (-1)\n change [y v] by ((yv) * (-1))\n set [yv v] to [0]\n end\nend\nchange [y v] by (yv)\nupdate\n\ndefine draw line (x) (y) (len) (dir) (size) (type) (color)\nset pen (transparency v) to (0)\nset pen (brightness v) to (50)\nif <(level) = [2]> then\n set pen (brightness v) to (-100)\nend\nset pen (saturation v) to (100)\nset pen (color v) to (color)\nset [draw-y v] to [0.8]\nrepeat (10)\n go to x: (((x) - (camx)) * (draw-y)) y: (((y) - (camy)) * (draw-y))\n set pen size to (size)\n point in direction (dir)\n pen down\n move ((len) * (draw-y)) steps\n pen up\n change [draw-y v] by (0.02)\n change pen (brightness v) by (1)\n if <(level) = [2]> then\n change pen (brightness v) by (-2)\n end\nend\n\ndefine Left-right movement\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>> then\n change [xv v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [50]>>> then\n change [xv v] by (2)\nend\nset [xv v] to ((xv) * (0.9))\nchange [x v] by (xv)\nupdate\n\nwhen flag clicked\nset [time: v] to [0]\nforever\n wait (0.1) seconds\n change [time: v] by (0.1)\nend\n\nwhen I receive [message1 v]\n\n@Sprite1\n\nwhen flag clicked\nshow\nwait (1) seconds\nnext costume\nwait (1) seconds\nhide\n\n
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PLEASE READ ALL OF THIS BEFORE PLAYING\n\nCredit to -RISEN-, he is a coding genius, check out his things right now and follow him\n\ncontest: remix this, just add as many platforms/levels/Add ons etc and 1st will get 10 followers, 2nd will get 7 followers and 3rd will get 5 followers!!! looking forward to seeing what you make!!!!!! also, i will need some prize givers, tell me in comments if you want to be one, let me know in comments and if you do, i will follow you.\n arrow keys or mouse to move, s to skip level\nshout outs\n@nathantim,@inkycreator41, @kuypernorah, @Dheerajs1673, @bloxfruitsdude, @malmalmal, @overlord67, @programmer_boi123, @shnbpt690, @mr_potato132, @troop0, @VPvappidayo thank you all so much!!! also shout out to \n@tyedye1234, who made the AWESOME shrek thumbnail for me, check out the studio, it's called @https://scratch.mit.edu/studios/31006491/comments/#comments-178101464\n\nMEGA SHOUT OUT::::\n@Chloe_Kola_Roscoe this is the nicest person i have ever met, and will be famous author some day, follow them, and then tell me and i will follow you. :)\n\nif YOU want to be shouted out, give me a follow and i will give you a shout out\n\nfind me on Fortnite: Pickle-proシ
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Platformer 6.0| Mobile Friendly
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@Stage\n\nwhen I receive [end v]\nswitch backdrop to (finish-25-2-2022 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (nada v)\n\n@player\n\nwhen flag clicked\ngo to x: (212) y: (131)\nforever\n if <touching (pasar a 2 v)?> then\n broadcast (pasar a level 2 v)\n go to x: (-193) y: (-83)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pasar a 3 v)?> then\n broadcast (pasar a 3 v)\n go to x: (-193) y: (-83)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pasar a 4 v)?> then\n broadcast (pasar 4 v)\n go to x: (-193) y: (-83)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pasar a 5 v)?> then\n broadcast (pasar a 5 v)\n go to x: (-193) y: (-83)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pasar a 6 v)?> then\n broadcast (pasar a 6 v)\n go to x: (-193) y: (-83)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pasar a 7 v)?> then\n broadcast (pasar a 7 v)\n go to x: (-193) y: (-83)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pasar a 8 v)?> then\n broadcast (pasar a 8 v)\n go to x: (-193) y: (-83)\n end\nend\n\nwhen I receive [end v]\nset [ghost v] effect to (-11)\nstart sound [pop v]\nstart sound [pop v]\nforever\n go to x: (0) y: (0)\n change [ghost v] effect by (1)\nend\n\nwhen I receive [start v]\npoint in direction (90)\nswitch costume to (left v)\nset [color v] effect to (-10000000000000000000000000000)\ngo to x: (-192) y: (--83)\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change [x v] by (1.1)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x v] by (-1.1)\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.89))\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 (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 (-6)\n change x by ((X) * (-1))\n set [x v] to [0]\n end\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to ((10) + (5))\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (-100000000000000)\n change [ghost v] effect by (25)\nend\n\nwhen flag clicked\nset volume to (100) %\nset volume to ((volume) - (75)) %\nforever\n play sound [X2Download v] until done\nend\n\nwhen I receive [restart player movement v]\ngo to x: (-192) y: (-38)\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <touching (spikes v)?> then\n broadcast (restart player movement v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pasar a fin v)?> then\n broadcast (end v)\n go to x: (-193) y: (-83)\n end\nend\n\nwhen flag clicked\ngo to x: (212) y: (131)\nforever\n if <touching (pasar a 9 v)?> then\n broadcast (pasar a 9 v)\n go to x: (-193) y: (-83)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pasar a 10 v)?> then\n broadcast (pasar a 10 v)\n go to x: (-193) y: (-83)\n end\nend\n\nwhen I receive [right move v]\nswitch costume to (right v)\nchange [x v] by (6.6)\ncreate clone of (_myself_ v)\n\nwhen I receive [left move v]\nswitch costume to (left v)\nchange [x v] by (-6.6)\ncreate clone of (_myself_ v)\n\nwhen I receive [up move v]\nchange y by (Y)\nif <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching (ground v)?> then\n set [y v] to ((10) + (5))\nend\nchange y by (1)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-193) y: (-83)\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [pasar a level 2 v]\nswitch costume to (level 2 v)\n\nwhen I receive [pasar a 3 v]\nswitch costume to (level 3 v)\n\nwhen I receive [pasar 4 v]\nswitch costume to (level 4 v)\n\nwhen I receive [pasar a 5 v]\nswitch costume to (level 5 v)\n\nwhen I receive [pasar a 6 v]\nswitch costume to (level 6 v)\n\nwhen I receive [pasar a 7 v]\nswitch costume to (level 7 v)\n\nwhen I receive [pasar a 8 v]\nswitch costume to (level 8 v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nswitch costume to (level 1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [pasar a 9 v]\nswitch costume to (level 9 v)\n\nwhen I receive [pasar a 10 v]\nswitch costume to (level 10 v)\n\n@Spikes\n\nwhen I receive [start v]\nswitch costume to (disfraz1 v)\nshow\n\nwhen I receive [pasar a level 2 v]\nswitch costume to (disfraz2 v)\nforever\n glide (1) secs to x: (52) y: (-88)\n glide (1) secs to x: (82) y: (-88)\nend\n\nwhen I receive [pasar a 3 v]\nswitch costume to (disfraz3 v)\n\nwhen I receive [pasar 4 v]\nswitch costume to (disfraz4 v)\n\nwhen I receive [pasar a 5 v]\nswitch costume to (disfraz5 v)\n\nwhen I receive [pasar a 6 v]\nswitch costume to (disfraz6 v)\n\nwhen I receive [pasar a 7 v]\nswitch costume to (disfraz7 v)\n\nwhen I receive [pasar a 8 v]\nswitch costume to (disfraz8 v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [pasar a 10 v]\nswitch costume to (disfraz10 v)\n\nwhen I receive [start v]\ngo to x: (72) y: (-88)\n\nwhen flag clicked\nhide\n\n@pasar a 3\n\nwhen flag clicked\nhide\n\nwhen I receive [pasar a level 2 v]\ngo to x: (-13) y: (46)\nshow\n\nwhen I receive [pasar a 3 v]\nhide\n\n@pasar a 4\n\nwhen flag clicked\nhide\n\nwhen I receive [pasar a 3 v]\ngo to x: (99) y: (8)\nshow\n\nwhen I receive [pasar 4 v]\nhide\n\n@pasar a 5\n\nwhen flag clicked\nhide\n\nwhen I receive [pasar a 5 v]\ngo to x: (-154) y: (110)\nhide\n\nwhen I receive [pasar 4 v]\nshow\n\n@pasar a 6\n\nwhen flag clicked\nhide\n\nwhen I receive [pasar a 5 v]\nshow\ngo to x: (-91) y: (109)\n\nwhen I receive [pasar a 6 v]\nhide\n\n@pasar a 7\n\nwhen flag clicked\nhide\n\nwhen I receive [pasar a 6 v]\ngo to x: (-80) y: (46)\nshow\n\nwhen I receive [pasar a 7 v]\nhide\n\n@pasar a 8\n\nwhen flag clicked\nhide\n\nwhen I receive [pasar a 7 v]\ngo to x: (-155) y: (37)\nshow\n\nwhen I receive [pasar a 8 v]\nhide\n\n@productions\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nrepeat (10)\n change [ghost v] effect by (12)\n wait (0.3) seconds\nend\nbroadcast (start v)\n\nwhen I receive [end v]\ngo to [back v] layer\nwait (4) seconds\nshow\nhide\nwait (40) seconds\nstop [all v]\n\n@pasar a 2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (47) y: (84)\nshow\n\nwhen I receive [pasar a level 2 v]\nhide\n\n@pasar a fin\n\nwhen flag clicked\nhide\n\nwhen I receive [pasar a 9 v]\ngo to x: (-63) y: (83)\nshow\n\nwhen I receive [end v]\nhide\n\n@pasar a 9\n\nwhen flag clicked\nhide\n\nwhen I receive [pasar a 8 v]\ngo to x: (-137) y: (91)\nshow\n\nwhen I receive [pasar a 9 v]\nhide\n\n@right\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (right move v)\n\n@left\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (left move v)\n\n@up\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (up move v)\n\n@#LINKS\n\nwhen flag clicked\ngo to x: (-39) y: (-157)\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\n@TEXTO\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (disfraz1 v)\nshow\n\nwhen I receive [pasar a level 2 v]\nswitch costume to (disfraz2 v)\n\nwhen I receive [pasar a 3 v]\nswitch costume to (disfraz3 v)\n\nwhen I receive [pasar 4 v]\nswitch costume to (disfraz4 v)\n\nwhen I receive [pasar a 5 v]\nswitch costume to (disfraz5 v)\n\nwhen I receive [pasar a 6 v]\nswitch costume to (disfraz6 v)\n\nwhen I receive [pasar a 7 v]\nswitch costume to (disfraz7 v)\n\nwhen I receive [pasar a 10 v]\nswitch costume to (disfraz10 v)\n\nwhen I receive [end v]\nhide\n\n@LAVA\n\nwhen flag clicked\nhide\n\nwhen I receive [pasar 4 v]\nshow\n\nwhen I receive [pasar a 5 v]\nhide\n\n@transicion\n\nwhen I receive [end v]\ngo to [back v] layer\nwait (4) seconds\nshow\nhide\nwait (40) seconds\nstop [all v]\n\nwhen I receive [pasar 4 v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nrepeat (6)\n change [ghost v] effect by (12)\n wait (0.2) seconds\nend\nhide\n\nwhen I receive [pasar a 3 v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nrepeat (6)\n change [ghost v] effect by (12)\n wait (0.2) seconds\nend\nhide\n\nwhen I receive [pasar a 5 v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nrepeat (6)\n change [ghost v] effect by (12)\n wait (0.2) seconds\nend\nhide\n\nwhen I receive [pasar a level 2 v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nrepeat (5)\n change [ghost v] effect by (12)\n wait (0.3) seconds\nend\nhide\n\nwhen I receive [pasar a 6 v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nrepeat (6)\n change [ghost v] effect by (12)\n wait (0.2) seconds\nend\nhide\n\nwhen I receive [pasar a 7 v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nrepeat (6)\n change [ghost v] effect by (12)\n wait (0.2) seconds\nend\nhide\n\nwhen I receive [pasar a 8 v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nrepeat (6)\n change [ghost v] effect by (12)\n wait (0.2) seconds\nend\nhide\n\nwhen I receive [pasar a 9 v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nrepeat (6)\n change [ghost v] effect by (12)\n wait (0.2) seconds\nend\nhide\n\nwhen I receive [pasar a 10 v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nrepeat (6)\n change [ghost v] effect by (12)\n wait (0.2) seconds\nend\nhide\n\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nrepeat (6)\n change [ghost v] effect by (12)\n wait (0.2) seconds\nend\nhide\n\n
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This game has been modificated 6 times:\n- wsad system added\n- more levels\n- backdrop and some code\n- graphics and backdrop\n- spikes and game Name\n- text and new intro\n#STOPWAR\nEnjoy it!
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XENON - glow platformer
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@Stage\n\n@ \n\ndefine 렌더링\nset [shader_calculate v] to [1000]\nrepeat until <(shader_calculate) < [1]>\n set [shader_calculate v] to ((shader_calculate) * (((16) + <is compiled?>) / (20)))\n set pen (brightness v) to ((1000) / (shader_calculate))\n set pen (saturation v) to ((shader_calculate) * (10))\n set pen size to (shader_calculate)\n set [data_read v] to [0]\n repeat (length of [class v])\n change [data_read v] by (1)\n if <<<([abs v] of (((scroll_x) + (camera_x)) + (item (data_read) of [x_1 v])) ) < [340]> or <([abs v] of (((scroll_x) + (camera_x)) + (item (data_read) of [x_2 v])) ) < [340]>> and <<([abs v] of (((scroll_y) + (camera_y)) + (item (data_read) of [y_1 v])) ) < [280]> or <([abs v] of (((scroll_y) + (camera_y)) + (item (data_read) of [y_2 v])) ) < [280]>>> then\n 광선 (((scroll_x) + (camera_x)) + (item (data_read) of [x_1 v])) (((scroll_y) + (camera_y)) + (item (data_read) of [y_1 v])) (((scroll_x) + (camera_x)) + (item (data_read) of [x_2 v])) (((scroll_y) + (camera_y)) + (item (data_read) of [y_2 v])) (item (data_read) of [class v])\n end\n end\n if <(clear?) = [0]> then\n 광선 ((camera_x) - (15)) (camera_y) ((camera_x) + (15)) ((camera_y) + (30)) [7]\n end\nend\n\ndefine 광선 (시작x) (시작y) (끝x) (끝y) (클래스)\ngo to x: (시작x) y: (시작y)\nset pen (color v) to ((클래스) * (20))\npen down\nif <(클래스) > [4]> then\n set x to (끝x)\n set y to (끝y)\n set x to (시작x)\n set y to (시작y)\nelse\n go to x: (끝x) y: (끝y)\nend\npen up\n\ndefine 물리\nset [player_velocity_x v] to (((player_velocity_x) + (<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-100]>>> - <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [100]>>>)) * (0.85))\nchange [scroll_x v] by (player_velocity_x)\n충돌 계산 (<(player_velocity_x) < [0]> - (0.5)) [0]\nchange [player_velocity_y v] by (1)\nchange [scroll_y v] by (player_velocity_y)\n충돌 계산 [0] ((<(player_velocity_y) > [0]> * (-2)) + (1))\nchange [camera_x v] by ((((player_velocity_x) * (10)) - (camera_x)) / (10))\nchange [camera_y v] by (((((player_velocity_y) * (5)) - (<(scroll_x) > [-250]> * (80))) - (camera_y)) / (10))\n\ndefine 충돌 판정\ndelete all of [player_touch v]\nset [data_read v] to [0]\nrepeat (length of [class v])\n change [data_read v] by (1)\n if <<<((<(item (data_read) of [x_1 v]) < (item (data_read) of [x_2 v])> * ((scroll_x) + (item (data_read) of [x_1 v]))) + (<not <(item (data_read) of [x_1 v]) < (item (data_read) of [x_2 v])>> * ((scroll_x) + (item (data_read) of [x_2 v])))) < [15]> and <((<not <(item (data_read) of [x_1 v]) < (item (data_read) of [x_2 v])>> * ((scroll_x) + (item (data_read) of [x_1 v]))) + (<(item (data_read) of [x_1 v]) < (item (data_read) of [x_2 v])> * ((scroll_x) + (item (data_read) of [x_2 v])))) > [-15]>> and <<((<(item (data_read) of [y_1 v]) > (item (data_read) of [y_2 v])> * ((scroll_y) + (item (data_read) of [y_1 v]))) + (<not <(item (data_read) of [y_1 v]) > (item (data_read) of [y_2 v])>> * ((scroll_y) + (item (data_read) of [y_2 v])))) > [0]> and <((<not <(item (data_read) of [y_1 v]) > (item (data_read) of [y_2 v])>> * ((scroll_y) + (item (data_read) of [y_1 v]))) + (<(item (data_read) of [y_1 v]) > (item (data_read) of [y_2 v])> * ((scroll_y) + (item (data_read) of [y_2 v])))) < [30]>>> then\n add (item (data_read) of [class v]) to [player_touch v]\n end\nend\n\nwhen I receive [게임 v]\nset [player_velocity_x v] to [0]\nset [player_velocity_y v] to [0]\nset [scroll_x v] to (spawn_x)\nset [scroll_y v] to (spawn_y)\nset [camera_x v] to [0]\nset [camera_y v] to [-50]\nrepeat until <(clear?) = [1]>\n change [your time v] by (timer)\n reset timer\n 렌더링\n 물리\nend\nif <(your time) < (☁ world record)> then\n set [☁ world record v] to (your time)\nend\nerase all\nshow variable [your time v]\nshow variable [☁ world record v]\nset [scroll_x v] to [0]\nset [scroll_y v] to [-150]\nset [movemont v] to [-1]\nset [pen_opacity v] to [95]\nforever\n reset timer\n 렌더링\n change [scroll_x v] by ((movemont) * (5))\n if <([abs v] of ((scroll_x) + (2600)) ) > [2700]> then\n set [movemont v] to ((<(movemont) = [-1]> * (2)) - (1))\n end\n if <(pen_opacity) > ((80) + (<is compiled?> * (5)))> then\n change [pen_opacity v] by (-0.05)\n set pen (transparency v) to (pen_opacity)\n end\nend\n\nwhen flag clicked\nreset timer\nhide variable [your time v]\nhide variable [☁ world record v]\nset [clear? v] to [0]\nset [opacity v] to [100]\nset [your time v] to [0]\nset [spawn_x v] to [0]\nset [spawn_y v] to [-100]\nset pen (transparency v) to ((80) + (<is compiled?> * (5)))\nset volume to (50) %\nhide\nbroadcast (게임 v)\nforever\n play sound (pick random (1) to (2)) until done\nend\n\ndefine 충돌 계산 (x) (y)\n충돌 판정\nif <<<[player_touch v] contains [0]?> or <[player_touch v] contains [5]?>> or <(scroll_y) > [300]>> then\n if <(scroll_x) > [50]> then\n change volume by ((<(volume) = [0]> * (100)) - (50))\n set [your time v] to [0]\n set [spawn_x v] to [0]\n set [spawn_y v] to [-100]\n end\n broadcast (게임 v)\nend\nif <<[player_touch v] contains [1]?> or <[player_touch v] contains [6]?>> then\n set [spawn_x v] to (scroll_x)\n set [spawn_y v] to ((scroll_y) - (5))\nend\nif <<[player_touch v] contains [2]?> or <[player_touch v] contains [7]?>> then\n set [clear? v] to [1]\nend\nif <<[player_touch v] contains [3]?> or <[player_touch v] contains [8]?>> then\n repeat until <not <<[player_touch v] contains [3]?> or <[player_touch v] contains [8]?>>>\n change [scroll_x v] by (x)\n change [scroll_y v] by (y)\n 충돌 판정\n end\n if <(x) = [0]> then\n set [player_velocity_y v] to (<<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > [100]>>> and <(player_velocity_y) > [0]>> * (-15))\n else\n set [player_velocity_x v] to [0]\n end\nend\nif <<[player_touch v] contains [4]?> or <[player_touch v] contains [9]?>> then\n set [player_velocity_y v] to [-25]\nend\n\nwhen [timer v] > (0.2)\nswitch costume to (컴포지션 1000 v)\ngo to x: (0) y: (0)\nhide variable [☁ world record v]\nhide variable [your time v]\nshow\nforever\n set [ghost v] effect to (opacity)\n set [opacity v] to ((opacity) * (0.8))\n next costume\n reset timer\nend\n\n
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XENON - glow platformer\n\npart2 : https://scratch.mit.edu/projects/665245229/\n\nif ❤️ + ⭐ > 100 ➡️ part2\n[UTC 2022.3.16 15:09] ❤️ + ⭐ = 101 ;]\n\n랙이 싫으신가요? 더 나은 그래픽을 원하시나요? 그럼 turbowarp™을 이용하세요!\n↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓\nhttps://turbowarp.org/649865042?hqpen&stuck\n↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑\nDon't like lag? Want better graphics? Then use turbowarp™!\n\n*게임 시작시 왼쪽으로 빠져 죽으면 음소거가 됩니다.(물론 타이머와 스폰 포인트도 초기화 됩니다.)\n* At the start of the game, if you fall to the left and die, it will be muted. (Of course, the timer and spawn points are also initialized.)\n\n#all #game #art #music #x #e #n #o #xenon #glow #platformer
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The Platformer
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@Stage\n\nwhen flag clicked\nset [go v] to [0]\nset [done v] to [0]\nhide variable [level v]\nwait until <key (space v) pressed?>\nshow variable [level v]\nforever\n set [level v] to ((backdrop [number v]) - (1))\nend\n\nwhen flag clicked\nstop all sounds\nforever\n if <(Done) = [0]> then\n play sound [Cycles- AudioNau v] until done\n end\nend\n\nwhen flag clicked\nset [enemy health v] to [20]\nset [health v] to [20]\nhide variable [deaths v]\nwait until <key (space v) pressed?>\nshow variable [deaths v]\n\nwhen I receive [battle v]\nhide variable [deaths v]\nhide variable [level v]\n\nwhen I receive [begin v]\nstop [other scripts in stage v]\nstop [this script v]\n\n@Player\n\nwhen flag clicked\nset [gold v] to [0]\nset [answer v] to [0]\nset [silver v] to [0]\nset [platinum v] to [0]\nhide\nswitch backdrop to (backdrop0 v)\nset size to (200) %\nswitch costume to (costume1 v)\ngo to x: (-210) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nwait until <key (space v) pressed?>\nswitch backdrop to (next backdrop v)\nshow\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to ((10) + (Jump higher))\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\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 (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [8]\n end\n change y by (0.5)\n if <touching color (#ffff00)?> then\n go to x: (-210) y: (-100)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff0000)?> then\n if <not <(costume [number v]) = [4]>> then\n broadcast (message1 v)\n end\n end\n if <touching color (#ffc4ef)?> then\n broadcast (battle v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-210) y: (-100)\nchange [deaths v] by (1)\n\nwhen flag clicked\nforever\n if <([backdrop # v] of [_stage_ v]) > [3]> then\n set [silver v] to [1]\n end\n if <([backdrop # v] of [_stage_ v]) > [12]> then\n set [gold v] to [1]\n end\n if <([backdrop # v] of [_stage_ v]) > [23]> then\n set [platinum v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n if <touching color (#003fff)?> then\n go to x: (96) y: (-101)\n end\n end\nend\n\nwhen flag clicked\nset [jump higher v] to [0]\nforever\n if <key (1 v) pressed?> then\n switch costume to (costume1 v)\n set [jump higher v] to [0]\n end\n if <key (2 v) pressed?> then\n if <(Silver) = [1]> then\n switch costume to (costume2 v)\n set [jump higher v] to [3]\n end\n end\n if <key (3 v) pressed?> then\n if <(Gold) = [1]> then\n switch costume to (costume3 v)\n set [jump higher v] to [0]\n end\n end\n if <key (4 v) pressed?> then\n if <(Platinum) = [1]> then\n switch costume to (costume4 v)\n set [jump higher v] to [3]\n end\n end\nend\n\nwhen I receive [you win v]\nhide\nstop [other scripts in sprite v]\n\nbroadcast (battle v)\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nswitch backdrop to (backdrop0 v)\n\n@Talk\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nswitch backdrop to (backdrop27 v)\n\nwhen I receive [battle v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nhide variable [level v]\nset [ghost v] effect to (0)\nshow\nforever\n if <key (space v) pressed?> then\n next costume\n wait (0.4) seconds\n if <(costume [number v]) = [4]> then\n broadcast (begin v)\n repeat (8)\n change [ghost v] effect by (12.5)\n end\n hide\n set [ghost v] effect to (0)\n set [lost v] to [0]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [you win v]\nhide\nstop [other scripts in sprite v]\n\n@Player \n\nwhen I receive [battle v]\nhide variable [level v]\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [flaming blaze v]\nsay [Flaming Blaze] for (2) seconds\nswitch costume to (costume3 v)\nchange [energy v] by (-20)\nrepeat (pick random (1) to (6))\n change [enemy health v] by (-1)\n wait (0.5) seconds\nend\nswitch costume to (costume2 v)\nbroadcast (enemy turn v)\n\nwhen flag clicked\nset [deaths v] to [0]\nshow variable [deaths v]\nshow list [moves v]\n\nwhen I receive [begin v]\nshow variable [energy v]\nset [energy v] to [100]\nshow variable [health v]\nshow variable [enemy health v]\nset [enemy health v] to [20]\nset [health v] to [20]\nshow\nbroadcast (player turn v)\n\nwhen I receive [frosty winds v]\nsay [Frosty winds] for (2) seconds\nswitch costume to (costume4 v)\nchange [energy v] by (-40)\nrepeat (pick random (3) to (9))\n change [enemy health v] by (-1)\n wait (0.5) seconds\nend\nswitch costume to (costume2 v)\nbroadcast (enemy turn v)\n\nwhen I receive [heal v]\nsay [Heal] for (2) seconds\nswitch costume to (costume4 v)\nset [energy v] to [100]\nrepeat (pick random (2) to (8))\n change [health v] by (1)\n wait (0.5) seconds\nend\nswitch costume to (costume2 v)\nbroadcast (enemy turn v)\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [you win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nforever\n if <<[0] = (Health)> or <[0] > (Health)>> then\n set [health v] to [20]\n broadcast (Battle v)\n set [lost v] to [1]\n end\nend\n\nwhen flag clicked\nset [lost v] to [0]\n\nwhen I receive [player turn v]\nwait until <(Lost) = [0]>\nsay [Choose a move] for (2) seconds\nbroadcast (Show moves v)\n\nset [health v] to [1]\n\n@Enemy\n\nwhen I receive [battle v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen flag clicked\nhide\n\nswitch backdrop to (backdrop27 v)\n\nwhen I receive [enemy turn v]\nset [move v] to (pick random (1) to (50))\nforever\n if <(MOVE) = [1]> then\n say [Utimate doom] for (2) seconds\n set [health v] to [1]\n if <not <<[0] = (Health)> or <[0] > (Health)>>> then\n broadcast (player turn v)\n stop [this script v]\n end\n end\n if <<[2] < (MOVE)> and <[15] > (MOVE)>> then\n say [Terror Burst] for (2) seconds\n repeat (pick random (5) to (10))\n change [health v] by (-1)\n wait (0.2) seconds\n end\n if <not <<[0] = (Health)> or <[0] > (Health)>>> then\n broadcast (player turn v)\n stop [this script v]\n end\n end\n if <<[16] < (MOVE)> and <[30] > (MOVE)>> then\n say [Curse] for (2) seconds\n repeat (pick random (1) to (5))\n change [health v] by (-1)\n change [enemy health v] by (-1)\n wait (0.2) seconds\n end\n if <not <<[0] = (Health)> or <[0] > (Health)>>> then\n broadcast (player turn v)\n stop [this script v]\n end\n end\n if <<[31] < (MOVE)> and <[50] > (MOVE)>> then\n say [Dark attack] for (2) seconds\n repeat (pick random (1) to (5))\n change [health v] by (-1)\n wait (0.2) seconds\n end\n end\n if <not <<[0] = (Health)> or <[0] > (Health)>>> then\n broadcast (player turn v)\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nsay [I have Evolved!] for (2) seconds\n\nwhen I receive [begin v]\nforever\n if <<(Enemy Health) < [0]> or <(Enemy Health) = [0]>> then\n set [enemy health v] to [0]\n stop all sounds\n broadcast (You win v)\n end\nend\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [you win v]\nhide\nstop [other scripts in sprite v]\n\n@Move 1\n\nwhen I receive [enemy turn v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [show moves v]\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(EnerGY) > [19]> then\n broadcast (Flaming Blaze v)\n hide\n broadcast (Hide moves v)\n stop [this script v]\n else\n say [Not enought Energy] for (2) seconds\n end\n end\nend\n\nwhen I receive [battle v]\nhide\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [hide moves v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [you win v]\nhide\nstop [other scripts in sprite v]\n\n@Move 2\n\nwhen I receive [enemy turn v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [show moves v]\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(EnerGY) > [39]> then\n broadcast (Frosty winds v)\n hide\n broadcast (Hide moves v)\n stop [this script v]\n else\n say [Not enought Energy] for (0.8) seconds\n end\n end\nend\n\nwhen I receive [battle v]\nhide\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [hide moves v]\nhide\n\nwhen I receive [you win v]\nhide\nstop [other scripts in sprite v]\n\n@Move 3\n\nwhen I receive [enemy turn v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [show moves v]\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Heal v)\n hide\n broadcast (Hide moves v)\n stop [this script v]\n end\nend\n\nwhen I receive [battle v]\nhide\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [hide moves v]\nhide\n\nwhen I receive [you win v]\nhide\nstop [other scripts in sprite v]\n\n@You win\n\nwhen flag clicked\nhide\n\nwhen I receive [you win v]\ngo to [front v] layer\nshow\nswitch costume to (1 v)\nstart sound [triumph v]\nwait (2) seconds\nhide variable [health v]\nhide variable [energy v]\nhide variable [enemy health v]\nnext costume\nwait (50) seconds\nnext costume\n\n@Game Back Ground\n\nwhen flag clicked\nstop all sounds\ngo to [front v] layer\ngo [backward v] (10) layers\nhide\nhide variable [health v]\nhide variable [energy v]\nhide variable [enemy health v]\n\nwhen I receive [battle v]\nstop all sounds\nshow\n\nwhen flag clicked\nforever\n set [energy v] to (EnerGY)\nend\n\nwhen flag clicked\n\nwhen I receive [begin v]\nset [done v] to [1]\nforever\n play sound [159-battle-n v] until done\nend\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [you win v]\nhide\nstop [other scripts in sprite v]\n\n
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Press space to start «arrow keys to move» \n1234 to change characters after certain levels \nAll Levels can be completed. \n26 Levels\nHard Levels 4,8,10,13,14,16,18,20 (Can be done) ,21 and 22\nProbably my favourite game\n------------------Read down after you have complete level 26-------------------\n\nFirstly you have 3 moves Heal Blazing Flame and Frosty winds\nLike in pokemon games (I am not a pokemon fan so it may not be true) you press one of boxes to select a move.\n \nMoves: Blazing Flame Damage 1-6 Energy 20\n Frosty Winds Damage 3-9 Energy 40\n Heal Heals 2-8 Energy Set to 100 \n\nEnemy moves:\nUltimate Doom: Damage Your health becomes 1 chance of being chosen 2%\nNote: It only Happened once but I lost instantly\n\nTerror Burst: Damage 5-10 chance of being chosen 28%\nNote: Annoying.\n\nCurse: Damage 1-5 to both players chance of being chosen 30%\nNote: Good for you bad for him\n\nDark attack: Damage 1-5 chance of being chosen 40%\nNote: Not very good.\n
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☁ Snowy Plains | A Multiplayer Platformer #games #all
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@Stage\n\nwhen I receive [youwon v]\nshow variable [☁ bestime v]\nshow variable [time v]\nset [time v] to (timer)\nif <(time) < (☁ bestime)> then\n set [☁ bestime v] to (time)\nend\nstop [other scripts in sprite v]\nstop all sounds\nswitch backdrop to (win screen v)\nplay sound [YOU WON! v] until done\nstop [all v]\n\nwhen I receive [begin v]\nhide variable [my player # v]\nstart sound [Connect v]\nwait (0.2) seconds\nbroadcast (start v)\nif <(username) = [-Aldess]> then\nforever\n play sound [yeah v] until done\nend\n\nwhen I receive [start v]\nforever\n switch backdrop to (current [hour v])\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ bestime v]\n\n@Sprite1\n\nwhen flag clicked\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p7 v] to [0]\nset [☁ p8 v] to [0]\n\n@Player\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nchange y by (-2)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\nend\ndelete this clone\n\nwhen flag clicked\nset [last.activity v] to [1]\n\ndefine Spawn\nif <(Level) = [3]> then\n go to x: (-200) y: (100)\nelse\n if <(Level) = [5]> then\n go to x: (-200) y: (200)\n else\n if <(Level) = [8]> then\n go to x: (-200) y: (200)\n else\n if <(Level) = [10]> then\n go to x: (-200) y: (200)\n else\n if <(Level) = [11]> then\n go to x: (-200) y: (200)\n else\n if <(Level) = [13]> then\n broadcast (Youwon v)\n else\n go to x: (-200) y: (0)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [dead v]\nrespawn\n\ndefine respawn\nif <(Level) = [4]> then\n go to x: (-200) y: (100)\nelse\n if <(Level) = [6]> then\n go to x: (-200) y: (200)\n else\n if <(Level) = [9]> then\n go to x: (-200) y: (200)\n else\n if <(Level) = [11]> then\n go to x: (-200) y: (200)\n else\n if <(Level) = [12]> then\n go to x: (-200) y: (200)\n else\n go to x: (-200) y: (0)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nhide variable [coins v]\nbroadcast (Setup - Opponents v) and wait\nswitch backdrop to (connecting... v)\nbroadcast (Join Game v) and wait\nif <(My player #) > [0]> then\n start sound [Connect v]\n switch backdrop to (connected v)\nelse\n switch backdrop to (full v)\nend\nbroadcast (Begin v)\n\ndefine Write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (Letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nbroadcast (Level v)\nset [coins v] to [0]\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nsay (join (My player #) (join [ ] (username)))\nswitch costume to (costume3 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 (costume3 v)\n change [x v] by (1)\n set [last.activity v] to (timer)\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 (costume4 v)\n change [x v] by (-1)\n set [last.activity v] to (timer)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n change y by (-5)\n change x by ((X) * (-1))\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 (platforms v)?> or <touching (moving platforms v)?>> then\n create clone of (_myself_ v)\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<touching (platforms v)?> or <touching (moving platforms 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 [12]\n set [last.activity v] to (timer)\n end\n change y by (1)\n if <<touching (gears v)?> or <<touching (spikes v)?> or <touching (lava v)?>>> then\n repeat (6)\n turn right (15) degrees\n end\n point in direction (90)\n switch costume to (costume2 v)\n wait (0.2) seconds\n respawn\n switch costume to (costume3 v)\n end\n if <touching (boost v)?> then\n set [y v] to [25]\n end\n if <touching (flag v)?> then\n Spawn\n change [level v] by (1)\n broadcast (Level v)\n end\n if <(My player #) > [0]> then\n Send cloud data\n end\nend\n\ndefine Set cloud # (player) to (value)\nif <(timer) < ((last.activity) + (60))> then\n if <(player) = [1]> then\n set [☁ p1 v] to (value)\n else\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Send cloud data\nset [encoded v] to []\nWrite (username) to encoded\nWrite (round ((timer) * (10))) to encoded\nWrite (x position) to encoded\nWrite (y position) to encoded\nWrite (Level) to encoded\nSet cloud # (My player #) to (encoded)\n\nwhen backdrop switches to [connected v]\nshow\n\nwhen I receive [youwon v]\nhide\n\nwhen I receive [begin v]\nif <(username) = [-Aldess]> then\n set drag mode [draggable v]\nelse\n set drag mode [not draggable v]\nend\n\n@Opponents\n\ndefine Begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine Value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (Letter #) of (encoded)) (letter ((Letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(Idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (Value) (item (Idx) of [code v]))\nend\n\ndefine Setup Players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((Max Players) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My player #) = (Player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Value = Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nSetup Players\n\ndefine Tick\nValue = Cloud # (Player #)\nif <(join [A] (Value)) = (Last Value)> then\n change [offline v] by (1)\n if <(Offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (Value))\n if <(Offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nBegin decode of (Value)\nValue = read from encoded\nsay (join (Player #) (join [: ] (Value)))\nValue = read from encoded\nValue = read from encoded\nset x to (Value)\nValue = read from encoded\nset y to (Value)\nValue = read from encoded\nif <(Value) = (Level)> then\n switch costume to (costume3 v)\n show\nelse\n if <(Value) < (Level)> then\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [join game v]\nValue = Cloud # (Player #)\nset [last value v] to (join [A] (Value))\nwait (3) seconds\nValue = Cloud # (Player #)\nif <(join [A] (Value)) = (Last Value)> then\n set [my player # v] to (Player #)\nend\n\nwhen I receive [youwon v]\nhide\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(Level) = [14]> then\nelse\n set size to (500) %\n switch costume to (1 v)\n show\n go to [back v] layer\n go to x: (220) y: (pick random (-160) to (200))\n glide (pick random (1) to (4)) secs to x: (-220) y: (pick random (-160) to (200))\n delete this clone\nend\n\nwhen I receive [start v]\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@Platforms\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\nswitch costume to (level 1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [youwon v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (10)\nhide variable [level v]\nhide\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [youwon v]\nhide\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [youwon v]\nhide\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\nswitch costume to (level 1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [ly v] to [0]\nforever\n change y by ([cos v] of ((LY) * (6)) )\n change [ly v] by (2)\nend\n\nwhen I receive [youwon v]\nhide\n\n@Gears\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nset [gears v] to [0]\nforever\n turn right ((([cos v] of (gears) ) * (6)) / (2)) degrees\n change [gears v] by (1)\nend\n\nwhen flag clicked\ngo to x: (0) y: (10)\nhide variable [level v]\nhide\nforever\n if <(Level) = [2]> then\n show\n go to x: (150) y: (-76)\n else\n if <(Level) = [3]> then\n show\n go to x: (-130) y: (-78)\n else\n if <(Level) = [4]> then\n show\n go to x: (70) y: (-80)\n else\n if <(Level) = [7]> then\n show\n go to x: (-100) y: (-95)\n else\n if <(Level) = [8]> then\n show\n go to x: (-100) y: (-95)\n else\n if <(Level) = [11]> then\n show\n go to x: (0) y: (-95)\n else\n if <(Level) = [13]> then\n show\n go to x: (90) y: (-80)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [youwon v]\nhide\n\n@Chargement\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-50)\nset size to (20) %\nforever\n turn right (15) degrees\n go to [front v] layer\n change size by (((size) - (90)) / (-5))\nend\n\nwhen I receive [begin v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Min\n\nwhen flag clicked\nreset timer\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [youwon v]\nhide\n\n@Boost \n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nset size to (50) %\ngo to x: (0) y: (10)\nhide\nforever\n if <(Level) = [5]> then\n show\n go to x: (-80) y: (-75)\n else\n if <(Level) = [11]> then\n show\n go to x: (-80) y: (-85)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> or <touching (opponents v)?>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [youwon v]\nhide\n\nwhen I receive [youwon v]\nhide\n\nchange [level v] by (1)\nbroadcast (Level v)\n\n@Enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [youwon v]\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level v]\nif <(Level) = [7]> then\n switch costume to (costume1 v)\n go to x: (0) y: (-75)\n repeat until <(Level) = [8]>\n glide (2) secs to x: (100) y: (-75)\n wait (0.1) seconds\n glide (2) secs to x: (0) y: (-75)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [level v]\nif <(Level) = [7]> then\n repeat until <(Level) = [8]>\n if <touching (player v)?> then\n Dead\n end\n end\nend\n\ndefine Dead\nif <(Y) < [-3]> then\n change [y v] by (10)\n switch costume to (costume2 v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n broadcast (dead v)\nend\n\nwhen I receive [level v]\nif <(Level) = [7]> then\n show\nelse\n hide\nend\n\n@Moving platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [level v]\nif <(Level) = [9]> then\n show\nelse\n if <(Level) = [10]> then\n show\n else\n if <(Level) = [12]> then\n show\n else\n hide\n end\n end\nend\n\nchange [level v] by (1)\nbroadcast (Level v)\n\nwhen I receive [level v]\nif <(Level) = [9]> then\n go to x: (-70) y: (45)\n repeat until <(Level) = [10]>\n glide (2) secs to x: (140) y: (-110)\n wait (0.5) seconds\n glide (2) secs to x: (-70) y: (45)\n wait (0.5) seconds\n end\nelse\n if <(Level) = [10]> then\n go to x: (20) y: (100)\n repeat until <(Level) = [11]>\n glide (2) secs to x: (20) y: (-110)\n wait (0.5) seconds\n glide (2) secs to x: (20) y: (100)\n wait (0.5) seconds\n end\n else\n if <(Level) = [12]> then\n go to x: (-120) y: (90)\n repeat until <(Level) = [13]>\n glide (1.5) secs to x: (100) y: (90)\n wait (0.5) seconds\n glide (1.5) secs to x: (-120) y: (90)\n wait (0.5) seconds\n end\n end\n end\nend\n\n@cache\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [level v]\nif <(Level) = [13]> then\n repeat until <(Level) = [14]>\n if <touching (player v)?> then\n hide\n else\n show\n end\n end\nelse\n hide\nend\n\n
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Wᴇʟᴄᴏᴍᴇ ᴏɴ ᴍʏ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ \n\nRᴇᴀʟ ᴛɪᴍᴇ ꜱᴋʏ\nSᴜᴘᴘᴏʀᴛ 8 ᴘʟᴀʏᴇʀꜱ\nAʀʀᴏᴡ ᴋᴇʏꜱ ᴏʀ ᴍᴏʙɪʟᴇ ᴄᴏɴᴛʀᴏʟꜱ ᴛᴏ ᴍᴏᴠᴇ \nDᴏɴ’ᴛ ꜰᴀʟʟ ɪɴ ᴛʜᴇ ᴡᴀᴛᴇʀ\nAᴠᴏɪᴅ ꜱᴘɪᴋᴇꜱ, ɢᴇᴀʀꜱ ᴀɴᴅ ᴇɴᴇᴍɪᴇꜱ\nɴᴏɴ ꜱᴄʀᴏʟʟɪɴɢ\nCᴏɪɴꜱ ʀᴇᴍᴏᴠᴇᴅ ᴅᴜᴇ ᴛᴏ ꜱᴄʀᴀᴛᴄʜ ᴄʟᴏɴᴇꜱ ʟɪᴍɪᴛᴀᴛɪᴏɴ\n\nTʜᴇ ᴏᴛʜᴇʀꜱ ᴘʟᴀʏᴇʀꜱ ᴛʜᴀᴛ ᴀʀᴇɴ’ᴛ ɪɴ ᴛʜᴇ ꜱᴀᴍᴇ ʟᴇᴠᴇʟ ᴀꜱ ʏᴏᴜ ᴀʀᴇ ʀᴇᴘʀᴇꜱᴇɴᴛᴇᴅ ʙʏ ᴀʀʀᴏᴡꜱ\n\nSʜᴀʀᴇᴅ 03/04/22\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ \n╔═══════╗ \n♡ ʟᴏᴠᴇ ♡ \n╚═══════╝ \n╔═══════╗\n☆ ғᴀᴠᴏʀɪᴛᴇ ☆ \n╚═══════╝\n╔═══════╗\n ✙ ғᴏʟʟᴏᴡ ✙\n╚═══════╝ \n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nCʀᴇᴅɪᴛꜱ :\n\nMᴜꜱɪᴄ : ?\nTʜᴀɴᴋꜱ ᴛᴏ @-Zonage- ꜰᴏʀ ᴛʜᴇ ʜᴇʟᴘ 5%\nMᴜʟᴛɪᴘʟᴀʏᴇʀ ᴇɴɢɪɴᴇ ʙʏ @griffpatch 15%\nMᴏʙɪʟᴇ ꜰʀɪᴇɴᴅʟʏ ʟᴏɢᴏ ʙʏ @alphabetica\n\n\n#games #all #platformer #multiplayer #art #animations\n#games #all #platformer #multiplayer #art #animations\n#games #all #platformer #multiplayer #art #animations #games #all #platformer #multiplayer #art #animations #games #all #platformer #multiplayer #art #animations #games #all #platformer #multiplayer #art #animations #games #all #platformer #multiplayer #art #animations
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Time-A platformer
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@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-192) y: (13)\ngo to [front v] layer\nset [yv v] to [0]\nforever\n move\nend\n\ndefine move\nswitch costume to (costume2 v)\nif <not <touching (level hitbox v)?>> then\n if <touching color (#3ca6ca)?> then\n if <[-3] < (yv)> then\n if <<not <key (up arrow v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n change [yv v] by (-2.5)\n end\n end\n else\n change [yv v] by (-1)\n end\nend\nchange y by (yv)\nif <touching (level hitbox v)?> then\n if <(yv) < [.1]> then\n set [yv v] to [0]\n set [jump v] to [false]\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n set [yv v] to [-1]\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n if <touching (level hitbox v)?> then\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching color (#3ca6ca)?> then\n set [jump v] to [true]\n set [yv v] to [4]\n else\n if <(jump) = [false]> then\n if <touching (level hitbox v)?> then\n set [jump v] to [true]\n change [yv v] by (13)\n end\n end\n end\nend\nswitch costume to (costume2 v)\nif <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n if <touching color (#3ca6ca)?> then\n change [xv v] by (.3)\n else\n change [xv v] by (.5)\n end\nend\nchange x by (xv)\nchange y by (1)\nif <touching (level hitbox v)?> then\n change x by ((xv) * (-1))\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [jump v] to [true]\n set [xv v] to [-5]\n set [yv v] to [10]\n end\nend\nchange y by (-1)\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n if <touching color (#3ca6ca)?> then\n change [xv v] by (-.3)\n else\n change [xv v] by (-.5)\n end\nend\nchange x by (xv)\nchange y by (1)\nif <touching (level hitbox v)?> then\n change x by ((xv) * (-1))\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [jump v] to [true]\n set [xv v] to [3]\n set [yv v] to [10]\n end\nend\nchange y by (-1)\nset [xv v] to ((xv) * (.83))\nif <(time) = [false]> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume5 v)\nend\n\nwhen flag clicked\nset [yv v] to [0]\nset [xv v] to [0]\nset [time v] to [false]\nforever\n if <touching color (#bd00ff)?> then\n wait until <not <touching color (#bd00ff)?>>\n change [level v] by (1)\n set [time v] to [true]\n switch costume to (costume5 v)\n end\n if <touching color (#1fff00)?> then\n wait until <not <touching color (#1fff00)?>>\n change [level v] by (-1)\n set [time v] to [false]\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<<touching color (#a7a7a7)?> or <touching color (#8f8f8f)?>> or <touching color (#df2e02)?>> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-192) y: (13)\n end\n if <touching color (#54dc36)?> then\n if <(level) = [13]> then\n set [xv v] to [-7]\n end\n end\n if <<touching color (#e0e0e0)?> or <touching color (#d8d8d8)?>> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-192) y: (13)\n end\n if <<touching color (#84afbe)?> or <touching color (#779aa7)?>> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-192) y: (13)\n end\n if <(x position) = [242]> then\n set [yv v] to [0]\n set [xv v] to [0]\n set [time v] to [false]\n go to x: (-192) y: (13)\n change [level v] by (1)\n end\n if <touching color (#c2c93c)?> then\n set [yv v] to [-1]\n set [xv v] to [0]\n end\n if <(y position) < [-160]> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-192) y: (13)\n end\nend\n\nwhen I receive [position v]\ngo to x: (-192) y: (13)\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@level hitbox\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@sun\n\nwhen flag clicked\nset [move v] to [3]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <not <<<<(level) = [13]> or <<(level) = [19]> or <<(level) = [15]> or <(level) = [14]>>>> or <<<(level) = [16]> or <(level) = [17]>> or <(level) = [18]>>> or <<<<(level) = [5]> or <(level) = [6]>> or <(level) = [7]>> or <(level) = [8]>>>> then\n show\n change [move v] by ((((size) - (120)) / (75)) * (-1))\n change size by (move)\n else\n hide\n end\nend\n\n@moving things\n\nwhen flag clicked\nhide\nforever\n if <not <<(level) = [13]> or <<(level) = [14]> or <<(level) = [15]> or <<(level) = [16]> or <<(level) = [17]> or <<(level) = [18]> or >>>>>>> then\n if <<(level) = [5]> or <(level) = [6]>> then\n create clone of (_myself_ v)\n wait (pick random (5) to (16)) seconds\n else\n create clone of (_myself_ v)\n wait (pick random (2) to (10)) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <<(level) = [5]> or <<(level) = [6]> or <<(level) = [7]> or <(level) = [8]>>>> then\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (costume6 v)\n if <not <<<<<(level) = [6]> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [8]>> or <(level) = [5]>>> then\n delete this clone\n end\n show\n go to x: (-300) y: (pick random (-50) to (160))\n repeat (150)\n bat\n change x by (1)\n if <not <<<<<(level) = [6]> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [8]>> or <(level) = [5]>>> then\n delete this clone\n end\n end\n repeat until <touching (_edge_ v)?>\n bat\n change x by (1)\n if <not <<<<<(level) = [6]> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [8]>> or <(level) = [5]>>> then\n delete this clone\n end\n end\n repeat (50)\n bat\n change x by (1)\n if <<<<(level) = [6]> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [8]>> then\n delete this clone\n end\n end\n delete this clone\nelse\n if <<<<<<<(level) = [6]> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [13]>> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [8]>> then\n delete this clone\n end\n go to [front v] layer\n set [ghost v] effect to (35)\n switch costume to (pick random (1) to (5))\n show\n go to x: (-300) y: (pick random (-50) to (160))\n repeat (150)\n change x by (1)\n if <<<<<<<(level) = [6]> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [13]>> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [8]>> then\n delete this clone\n end\n end\n repeat until <touching (_edge_ v)?>\n change x by (1)\n if <<<<<<<(level) = [6]> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [13]>> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [8]>> then\n delete this clone\n end\n end\n repeat (50)\n change x by (1)\n if <<<<<<<(level) = [6]> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [13]>> or <(level) = [5]>> or <(level) = [7]>> or <(level) = [8]>> then\n delete this clone\n end\n end\n delete this clone\nend\ndelete this clone\n\ndefine bat\nif <(costume [number v]) = [16]> then\n switch costume to (costume6 v)\nelse\n next costume\nend\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [lava v] to [2]\nforever\n if <(level) = [6]> then\n change [lava v] by ((((y position) - (-30)) / (20)) * (-1))\n change y by (lava)\n show\n go to [front v] layer\n else\n hide\n end\nend\n\n@lava particles\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (5) layers\nshow\nclear graphic effects\nset size to (pick random (80) to (100)) %\ngo to x: (pick random (-60) to (60)) y: ((([y position v] of [lava v]) - (80)) + (pick random (10) to (30)))\nrepeat (10)\n change y by (2)\n change [ghost v] effect by (10)\n if <not <(level) = [6]>> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <(level) = [6]> then\n create clone of (_myself_ v)\n wait () seconds\n end\nend\n\n@seaweed\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n hide\n if <(level) = [14]> then\n switch costume to (costume11 v)\n show\n else\n if <not <(level) = [13]>> then\n hide\n end\n end\n if <(level) = [13]> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n hide\n next costume\n wait (.1) seconds\n show\n hide\n next costume\n wait (.1) seconds\n next costume\n show\n hide\n wait (.1) seconds\n show\n hide\n next costume\n wait (.1) seconds\n next costume\n show\n hide\n wait (.1) seconds\n show\n next costume\n hide\n wait (.1) seconds\n show\n next costume\n hide\n wait (.1) seconds\n hide\n show\n next costume\n hide\n wait (.1) seconds\n show\n hide\n switch costume to ((costume [number v]) - (1))\n wait (.1) seconds\n show\n hide\n switch costume to ((costume [number v]) - (1))\n wait (.1) seconds\n show\n hide\n switch costume to ((costume [number v]) - (1))\n wait (.1) seconds\n show\n hide\n switch costume to ((costume [number v]) - (1))\n wait (.1) seconds\n show\n hide\n switch costume to ((costume [number v]) - (1))\n wait (.1) seconds\n show\n hide\n switch costume to ((costume [number v]) - (1))\n wait (.1) seconds\n show\n hide\n switch costume to ((costume [number v]) - (1))\n wait (.1) seconds\n show\n hide\n switch costume to ((costume [number v]) - (1))\n wait (.1) seconds\n end\nend\n\ndefine hide\nif <not <(level) = [14]>> then\n if <not <(level) = [13]>> then\n hide\n end\nend\nif <(level) = [14]> then\n switch costume to (costume11 v)\nend\n\n@yhumb\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\nforever\n play sound [Nebula v] until done\nend\n\n@Player2\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n if <(time) = [true]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to (player v)\ngo to [front v] layer\nset size to (90) %\nclear graphic effects\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (12)\n show\n point in direction (90)\n go to x: (93) y: (203)\n repeat (18)\n change y by (-4)\n end\n set [turn v] to [-3]\n wait (.5) seconds\n repeat (31)\n change [turn v] by ((((90) - (direction)) * (-1)) / (6))\n turn left (turn) degrees\n end\n point in direction (90)\n set [turn v] to [-3]\n wait (.5) seconds\n repeat (31)\n change [turn v] by ((((90) - (direction)) * (-1)) / (6))\n turn left (turn) degrees\n end\n point in direction (90)\n wait (1) seconds\n repeat (18)\n change y by (4)\n end\n hide\n wait (pick random (10) to (45)) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n if <mouse down?> then\n wait until <not <mouse down?>>\n change [level v] by (1)\n broadcast (position v)\n change size by (10)\n end\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\n
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100+ likes :O Thank You!!! thanks for all the positive comments!\nTime 2: https://scratch.mit.edu/projects/673574365/\n~-=Time=-~\nThis is no ordinary platformer,\nhit crystals to go back in time to pass the level.\n!!This is a very hard platformer, be proud if you beat it without skipping anything\n!Warning!\nif you leave this site when you come back it will be very glitchy\nPlease follow if you liked this game\n=Move=\narrow keys
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Cooking platformer #art #stories #all #games #platformer #fun #cook #food
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@Stage\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (-71)\nbroadcast (start v)\nforever\n broadcast (game loop v)\nend\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [my variable v] by (Acceleration Speed)\n next costume\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [my variable v] by ((Acceleration Speed) / (-1))\n next costume\nend\nif <key (up arrow v) pressed?> then\nchange [speed y v] by (gravity)\nchange y by (speed y)\ncollision\nset [my variable v] to ((my variable) * ((1) - (friction)))\nchange x by (my variable)\nif <(my variable) < [0]> then\n move [1]\nelse\n move [-1]\nend\nchange fall index\n\nif <touching (level v)?> then\n change y by (() - (speed y))\n set [speed y v] to [0]\nend\n\nif <(fall index) < [3]> then\n set [speed y v] to [9]\nend\n\nwhen I receive [start v]\nset [my variable v] to [0]\nset [speed y v] to [0]\nset [fall index v] to [0]\nset [acceleration speed v] to [1.4]\nset [jump height v] to [20]\nset [friction v] to [.2]\nset [gravity v] to [-1.3]\nset [camx v] to [0]\nset [camy v] to [0]\nset [still cloned? v] to [0]\nset [clone v] to [0]\n\ndefine change fall index\nchange y by (-1)\nif <touching (level v)?> then\n set [fall index v] to [0]\nelse\n change [fall index v] by (1)\nend\nchange y by (1)\n\ndefine y move (y)\nrepeat until <not <touching (level v)?>>\n change y by (y)\nend\n\ndefine move ()\nrepeat until <not <touching (level v)?>>\n change x by ()\nend\n\nif <(fall index) < [3]> then\n\nwhen I receive [game loop v]\nif <[234] < (x position)> then\n set x to (-232)\n change [camx v] by (1)\nend\nif <(x position) < [-233]> then\n set x to (234)\n change [camx v] by (-1)\nend\nif <[192] < (y position)> then\n change [camy v] by (1)\n set y to (-176)\nend\nif <(y position) < [-179]> then\n change [camy v] by (-1)\n set y to (193)\nend\n\nswitch costume to (my variable)\n\ndefine collision\nset [cos v] to (costume [number v])\nswitch costume to (costume12 v)\nif <touching (level v)?> then\n if <touching color (#b6b6b6)?> then\n set x to (0)\n set y to (-220)\n set [camx v] to [0]\n set [camy v] to [0]\n end\n if <(speed y) < [0]> then\n y move [1]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speed y v] to (jump height)\n else\n set [speed y v] to [0]\n end\n else\n set [speed y v] to [0]\n y move [-1]\n end\nend\nswitch costume to (cos)\n\n@Level\n\nwhen I receive [game loop v]\nswitch costume to (join (join (CAMX) [,]) (CAMY))\n\n@🍅 \n\nwhen I receive [game loop v]\nif <(CAMX) = [1]> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n set [tomato v] to [1]\n change [ghost v] effect by (25)\nend\nif <(TOMATO) = [50]> then\n change [ghost v] effect by (25)\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nset [tomato v] to [0]\n\n@🍜\n\nwhen I receive [game loop v]\nif <(CAMX) = [3]> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n set [noodles v] to [1]\n change [ghost v] effect by (25)\nend\nif <(NOODLES) = [50]> then\n change [ghost v] effect by (25)\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nset [noodles v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nchange [ghost v] effect by (4224)\n\n
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Arrow keys of WAD to make some pasta!
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Stunt Red 3 | A Mobile Friendly Platformer | #Games #All #Trending
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@Stage\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
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STUNT RED 3\n\nYuss! its made. I got lots of comments asking for part - 3\nIt now has a restart button so click r to restart the level. ALSO PLEASE LIKE, FAVE, AND FOLLOW FOR PART 4 AND FOR OTHER GAMES AND ANIMATIONS.
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Mello // A Platformer #games arcoiriris mas dificil que comer ajo
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@Stage\n\nwhen I receive [change music v]\nif <not <(_MUSIC) = ([ceiling v] of ((_LEVEL) / (15)) )>> then\n repeat (40)\n change volume by (-2.5)\n end\n stop [other scripts in sprite v]\n broadcast (_START MUSIC v)\nend\n\nwhen I receive [_start music v]\nforever\n set volume to (50) %\n set [_music v] to ([ceiling v] of ((_LEVEL) / (15)) )\n play sound (_MUSIC) until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nset [___game mode v] to [0]\nbroadcast (_MAIN MENU v)\ngo to [front v] layer\n\nwhen [t v] key pressed\ngo to [front v] layer\n\nwhen I receive [__outro v]\nswitch costume to (first idea v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nforever\n switch costume to (first idea v)\n wait (0.2) seconds\n switch costume to (first idea2 v)\n wait (0.2) seconds\nend\n\n@Player\n\ndefine Change Y by (y)\nset [check semisolid v] to [0]\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n if <(y) < [0.01]> then\n set [check semisolid v] to [1]\n end\nend\nif <[_player moves v] contains [down]?> then\n set [check semisolid v] to [0]\nend\nchange [y v] by (y)\nGet Solid\nif <(is solid) > [0]> then\n if <<(y) < [0.01]> and <<not <[_player moves v] contains [right]?>> and <not <[_player moves v] contains [left]?>>>> then\n change [x v] by (-1)\n Position\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by (2)\n Position\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by (-1)\n set [yv v] to [0]\n set [in air v] to [0]\n repeat ([ceiling v] of ([abs v] of (y) ) )\n if <(is solid) > [0]> then\n change [y v] by ((0) - ((y) / ([ceiling v] of ([abs v] of (y) ) )))\n Get Solid\n else\n stop [this script v]\n end\n end\n end\n end\n else\n set [yv v] to [0]\n if <(y) < [0.01]> then\n set [in air v] to [0]\n end\n repeat (([ceiling v] of ([abs v] of (y) ) ) + (4))\n if <(is solid) > [0]> then\n change [y v] by ((0) - ((y) / ([ceiling v] of ([abs v] of (y) ) )))\n Get Solid\n else\n stop [this script v]\n end\n end\n end\nend\n\ndefine Change X by (x) Slope: (slope)\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n set [check semisolid v] to [1]\nend\nchange [x v] by (x)\nset [old xv v] to (xv)\nGet Solid\nrepeat (slope)\n if <(is solid) > [0]> then\n set [xv v] to ((xv) * (0.8))\n change [y v] by (1)\n Get Solid\n else\n stop [this script v]\n end\nend\nset [check semisolid v] to [0]\nchange [y v] by ((0) - (slope))\nset [xv v] to (old xv)\nGet Solid\nif <(is solid) > [0]> then\n set [xv v] to [0]\n repeat (([abs v] of (x) ) + (2))\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by ((0) - ((x) / ([abs v] of (x) )))\n else\n stop [this script v]\n end\n end\nend\n\ndefine Controls (speed)\nif <[_player moves v] contains [right]?> then\n point in direction (90)\n change [xv v] by (speed)\nelse\n if <[_player moves v] contains [left]?> then\n point in direction (-90)\n change [xv v] by ((0) - (speed))\n end\nend\nif <<[_player moves v] contains [up]?> and <(in air) < [4]>> then\n set [yv v] to [10]\n Particle at X: (x position) Y: ((y position) - ((5) * (_PLAYER SIZE%))) Type: [2]\n if <(in air) = [0]> then\n start sound [Jump v]\n end\nend\nif <[_player moves v] contains [Bounce]?> then\n set [yv v] to [20]\n set [in air v] to [999]\n add (x position) to [_particle spawns v]\n add ((y position) - ((0) * (_PLAYER SIZE%))) to [_particle spawns v]\n add [3] to [_particle spawns v]\nend\nif <<(in air) > [999]> and <(in air) < [1005]>> then\n Particle at X: (x position) Y: ((y position) - ((5) * (_PLAYER SIZE%))) Type: [2]\nend\n\ndefine game loop\nrepeat until \n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n change [ghost v] effect by (-4)\n Handle Movement Inputs\n Controls [2]\n if <([abs v] of (yv) ) > [1]> then\n change [in air v] by (1)\n end\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.8))\n Change X by (round ((xv) * (_PLAYER SIZE%))) Slope: ([ceiling v] of ((8) * (_PLAYER SIZE%)) )\n Change Y by (round ((yv) * (_PLAYER SIZE%)))\n Get Solid\n if <<<<touching (obstacles v)?> or <touching (moving spikes v)?>> or <touching (blades v)?>> or <(y) < [-190]>> then\n Die\n end\n set rotation style [left-right v]\n Draw\n delete all of [_player moves v]\nend\nset [___game mode v] to [2]\nstart sound [Connect v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nchange [_level v] by (1)\nif <(__UNLOCKED) < (_LEVEL)> then\n set [__unlocked v] to (_LEVEL)\nend\nbroadcast (__Screen Wipe v) and wait\nstop [this script v]\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nDraw\nrepeat (15)\n change y by ((2) * (_PLAYER SIZE%))\n change [ghost v] effect by (7)\nend\ndelete this clone\n\ndefine Spawn\nset [yv v] to [0]\nset [xv v] to [0]\nset [x v] to (item ((((_LEVEL) - (1)) * (3)) + (1)) of [player spawn v])\nset [y v] to (item ((((_LEVEL) - (1)) * (3)) + (2)) of [player spawn v])\nPosition\nif <(x position) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\ndefine Get Solid\nPosition\nif <<<<touching (level v)?> or <touching (doors v)?>> or <touching (platforms v)?>> or <<touching (semi solid v)?> and <(check semisolid) > [0]>>> then\n set [is solid v] to [1]\nelse\n if <<(x) < [-242]> or <(x) > [242]>> then\n set [is solid v] to [1]\n else\n set [is solid v] to [0]\n end\nend\n\nwhen [r v] key pressed\nif <(___GAME MODE) = [1]> then\n broadcast (delete objects v) and wait\n Begin\n broadcast (begin v) and wait\nend\n\ndefine Draw\nswitch costume to (large v)\nPosition\nif <(in air) > [3]> then\n switch costume to (((0) - (((yv) / ([abs v] of (yv) )) / (2))) + (3.5))\nelse\n if <([abs v] of (xv) ) > [0.4]> then\n switch costume to ([floor v] of ((((timer) * (16)) mod (4)) + (5)) )\n else\n switch costume to ([floor v] of ((((timer) * (4.35)) mod (2)) + (1)) )\n end\nend\n\ndefine Begin\nSpawn\nDraw\nbroadcast (change music v)\nset [_keys collected v] to [0]\nset [_total keys v] to [0]\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nswitch backdrop to (join [Level] (_LEVEL))\nif <(backdrop [name v]) = (join [Level] (_LEVEL))> then\nScale\nbroadcast (setup level v) and wait\n\nwhen flag clicked\nset [prev timer v] to (timer)\nset [fps count v] to [0]\nforever\n change [fps count v] by (1)\n if <(timer) > ((prev timer) + (1))> then\n set [__fps v] to (fps count)\n set [fps count v] to [0]\n set [prev timer v] to (timer)\n end\nend\n\ndefine Handle Movement Inputs\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n add [right] to [_player moves v]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n add [left] to [_player moves v]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n add [down] to [_player moves v]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n add [up] to [_player moves v]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\nwhen I receive [die v]\nDie\n\ndefine Die\nstart sound [Hit v]\ncreate clone of (_myself_ v)\nBegin\n\nwhen I receive [enemy stomp v]\nset [yv v] to [15]\nset [in air v] to [9999999999]\n\nwhen I receive [_start game loop v]\ndelete all of [_player moves v]\nbroadcast (_START JOYSTICK v)\nbroadcast (_LAYER ALL v) and wait\nbroadcast (init particles v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat until <(_LEVEL) = [46]>\n Scale\n broadcast (delete objects v) and wait\n Begin\n set [___game mode v] to [1]\n broadcast (begin v) and wait\n game loop\nend\nerase all\nbroadcast (delete objects v) and wait\nbroadcast (delete special objects v) and wait\nbroadcast (__STOP PROCESSES v) and wait\nbroadcast (__END GAME v) and wait\nbroadcast (change music v) and wait\n\nwhen flag clicked\nhide\n\ndefine Scale\nif <(_LEVEL) < [34]> then\n set size to (101) %\nelse\n if <(_LEVEL) < [36]> then\n set size to (75) %\n else\n if <(_LEVEL) < [41]> then\n set size to (101) %\n else\n set size to (75) %\n end\n end\nend\nset [_player size% v] to ((size) / (101))\n\nwhen I receive [setup level v]\nerase all\nbroadcast (draw new level v)\nbroadcast (layer particles v)\nbroadcast (delete special objects v) and wait\nbroadcast (spawn special objects v) and wait\nbroadcast (begin processes v)\n\nwhen I receive [_restart v]\nif <(___GAME MODE) = [1]> then\n broadcast (delete objects v) and wait\n Begin\n broadcast (begin v) and wait\nend\n\ndefine Particle at X: (x) Y: (y) Type: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\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 (-1.5)\nend\ndelete this clone\n\nchange [color v] effect by (25)\n\n@Level\n\nwhen I receive [draw new level v]\nswitch costume to (join [Level] (_LEVEL))\nshow\nStamp Shadow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (5) layers\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\n@Doors\n\nwhen I receive [begin processes v]\nrepeat (3)\nwait until <(_KEYS COLLECTED) = [1]>\nrepeat (15)\nrepeat (4)\n change [ghost v] effect by (13)\nend\nerase all\nbroadcast (draw new level v)\nrepeat (4)\n change [ghost v] effect by (13)\nend\nhide\n\nwhen I receive [draw new level v]\nif <(_KEYS COLLECTED) = [0]> then\n stop [other scripts in sprite v]\n switch costume to (join [Level] (_LEVEL))\n if <(costume [name v]) = (join [Level] (_LEVEL))> then\n show\n Stamp Shadow\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (4) layers\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\n@Obstacles\n\nwhen I receive [draw new level v]\nswitch costume to (join [Level] (_LEVEL))\nif <(costume [name v]) = (join [Level] (_LEVEL))> then\n Stamp Shadow\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (3) layers\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\n@Moving Spikes\n\nwhen I receive [draw new level v]\nset [correct costume v] to (join [Level] (_LEVEL))\nswitch costume to (correct costume)\nif <(costume [name v]) = (correct costume)> then\n show\n set [brightness v] effect to (100)\n Stamp Shadow\n set x to (0)\nelse\n hide\nend\n\nwhen I receive [_start game loop v]\nforever\n set [y v] to [0]\n repeat (30)\n repeat (13)\n change [y v] by (-3)\n end\n set [y v] to ((-3) * (13))\n repeat (30)\n repeat (13)\n change [y v] by (3)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [_start game loop v]\nforever\n switch costume to (position v)\n set y to ((y) * (_PLAYER SIZE%))\n switch costume to (correct costume)\nend\n\nwhen I receive [__end game v]\nhide\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\n@Semi Solid\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [draw new level v]\nswitch costume to (join [Level] (_LEVEL))\nif <(costume [name v]) = (join [Level] (_LEVEL))> then\n show\n Stamp Shadow\n go to x: (0) y: (0)\nelse\n hide\nend\n\ndefine Stamp Shadow\nset [brightness v] effect to (100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\n@Flag\n\nwhen I receive [begin v]\nif <(_LEVEL) < [45]> then\n set size to ([size v] of [player v]) %\n go to [front v] layer\n if <(id) = [0]> then\n set [brightness v] effect to (100)\n if <(_LEVEL) < (((length of [flag spawn v]) / (4)) + (1))> then\n Flag | X: (item ((((_LEVEL) - (1)) * (4)) + (2)) of [flag spawn v]) Y (item ((((_LEVEL) - (1)) * (4)) + (3)) of [flag spawn v])\n hide\n else\n show\n end\n end\nelse\n hide\nend\n\ndefine Flag | X: (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\nhide\n\nwhen I receive [delete objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [flag]\nset [brightness v] effect to (-30)\nset [ghost v] effect to (100)\nswitch costume to (flag v)\ngo to [back v] layer\ngo [forward v] ((7) + (_PARTICLE COUNT)) layers\nshow\npoint in direction (160)\nrepeat until <(direction) < [90.05]>\n turn left (((direction) - (90.05)) / (5)) degrees\n change [ghost v] effect by (-5)\nend\n\nwhen I start as a clone\nforever\n switch costume to (((timer) * (12)) mod (8))\nend\n\n@Keys\n\nwhen I receive [spawn special objects v]\nset [brightness v] effect to (100)\nset size to ([size v] of [player v]) %\nif <(id) = [0]> then\n if <(_LEVEL) = [4]> then\n Key | X: [138] Y [140]\n else\n if <(_LEVEL) = [5]> then\n Key | X: [-110] Y [126]\n else\n if <(_LEVEL) = [6]> then\n Key | X: [-112] Y [-74]\n Key | X: [112] Y [118]\n Key | X: [-150] Y [76]\n else\n if <(_LEVEL) = [9]> then\n Key | X: [-124] Y [96]\n else\n if <(_LEVEL) = [10]> then\n Key | X: [134] Y [-24]\n Key | X: [-184] Y [110]\n else\n if <(_LEVEL) = [11]> then\n Key | X: [158] Y [14]\n Key | X: [206] Y [130]\n Key | X: [-166] Y [80]\n else\n if <(_LEVEL) = [12]> then\n Key | X: [144] Y [-120]\n Key | X: [-85] Y [-16]\n Key | X: [-214] Y [76]\n else\n if <(_LEVEL) = [13]> then\n Key | X: [-66] Y [-130]\n Key | X: [66] Y [-130]\n Key | X: [82] Y [120]\n Key | X: [218] Y [72]\n Key | X: [-176] Y [-114]\n else\n if <(_LEVEL) = [14]> then\n Key | X: [190] Y [34]\n Key | X: [4] Y [70]\n else\n if <(_LEVEL) = [15]> then\n Key | X: [114] Y [168]\n Key | X: [196] Y [-78]\n else\n if <(_LEVEL) = [16]> then\n Key | X: [-186] Y [-120]\n Key | X: [164] Y [112]\n else\n if <(_LEVEL) = [17]> then\n Key | X: [116] Y [-64]\n Key | X: [-204] Y [60]\n Key | X: [-218] Y [-118]\n else\n if <(_LEVEL) = [18]> then\n Key | X: [-156] Y [156]\n Key | X: [-40] Y [100]\n else\n if <(_LEVEL) = [20]> then\n Key | X: [-134] Y [24]\n Key | X: [134] Y [24]\n else\n if <(_LEVEL) = [21]> then\n Key | X: [-182] Y [-72]\n else\n if <(_LEVEL) = [22]> then\n Key | X: [4] Y [-44]\n Key | X: [210] Y [-100]\n else\n if <(_LEVEL) = [24]> then\n Key | X: [-198] Y [-130]\n else\n if <(_LEVEL) = [25]> then\n Key | X: [92] Y [124]\n Key | X: [-218] Y [86]\n Key | X: [184] Y [-96]\n else\n if <(_LEVEL) = [27]> then\n Key | X: [143] Y [-18]\n Key | X: [-155] Y [-116]\n else\n if <(_LEVEL) = [28]> then\n Key | X: [-165] Y [-88]\n Key | X: [-31] Y [116]\n else\n if <(_LEVEL) = [30]> then\n Key | X: [-87] Y [142]\n Key | X: [175] Y [-54]\n Key | X: [-175] Y [54]\n else\n if <(_LEVEL) = [32]> then\n Key | X: [0] Y [-26]\n else\n if <(_LEVEL) = [33]> then\n Key | X: [158] Y [-126]\n Key | X: [-82] Y [-42]\n Key | X: [34] Y [-40]\n else\n if <(_LEVEL) = [34]> then\n Key | X: [-15] Y [148]\n else\n if <(_LEVEL) = [35]> then\n Key | X: [-215] Y [-114]\n else\n if <(_LEVEL) = [36]> then\n Key | X: [11] Y [-130]\n Key | X: [185] Y [-28]\n Key | X: [-109] Y [146]\n else\n if <(_LEVEL) = [37]> then\n Key | X: [50] Y [14]\n Key | X: [-50] Y [14]\n Key | X: [0] Y [40]\n Key | X: [96] Y [-132]\n Key | X: [-188] Y [-72]\n Key | X: [-188] Y [-134]\n Key | X: [-188] Y [-6]\n Key | X: [-188] Y [70]\n else\n if <(_LEVEL) = [38]> then\n Key | X: [-108] Y [-18]\n Key | X: [106] Y [-62]\n else\n if <(_LEVEL) = [39]> then\n Key | X: [-222] Y [48]\n Key | X: [198] Y [120]\n Key | X: [-52] Y [-130]\n Key | X: [84] Y [174]\n Key | X: [-50] Y [24]\n else\n if <(_LEVEL) = [41]> then\n Key | X: [-116] Y [-148]\n Key | X: [197] Y [-136]\n Key | X: [-58] Y [39]\n Key | X: [-197] Y [136]\n Key | X: [163] Y [46]\n Key | X: [172] Y [-53]\n else\n if <(_LEVEL) = [42]> then\n Key | X: [-34] Y [50]\n else\n if <(_LEVEL) = [43]> then\n Key | X: [-86] Y [44]\n else\n if <(_LEVEL) = [44]> then\n Key | X: [213] Y [133]\n Key | X: [-209] Y [69]\n else\n if <(_LEVEL) = [45]> then\n Key | X: [-221] Y [-140]\n Key | X: [-155] Y [158]\n Key | X: [-41] Y [-146]\n Key | X: [148] Y [160]\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 hide\nend\n\ndefine Key | X: (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to (y)\nchange [_total keys v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\ngo to [front v] layer\n\nwhen I receive [delete special objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [key]\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (key v)\ngo to [back v] layer\ngo [forward v] ((8) + (_PARTICLE COUNT)) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(distance to [player v]) < ((30) * (_PLAYER SIZE%))>\nstart sound [Clang v]\nchange [_total keys v] by (-1)\nif <(_TOTAL KEYS) < [1]> then\n set [_keys collected v] to [1]\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change [y v] by (2)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (key v)\n set y to ((y) + ((([sin v] of (((timer) + ((x position) * (2))) * (200)) ) * (7)) * ((size) / (100))))\nend\n\ndefine Particle at X: (x) Y: (y) Type: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\n\n@Bouncy\n\nwhen I receive [begin v]\nSpawn Trampolines\n\ndefine trampoline | X: (x) Y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\n\nwhen I receive [delete objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [bounce]\nclear graphic effects\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n switch costume to (idle v)\n if <touching (player v)?> then\n add [Bounce] to [_player moves v]\n start sound [Big Boing v]\n switch costume to (bounce v)\n wait (0.2) seconds\n end\nend\n\nbroadcast (jump v)\n\ndefine Spawn Trampolines\nset [brightness v] effect to (0)\nset size to ([size v] of [player v]) %\nif <(id) = [0]> then\n if <(_LEVEL) = [3]> then\n trampoline | X: [34] Y [-152]\n trampoline | X: [-146] Y [-152]\n else\n if <(_LEVEL) = [4]> then\n trampoline | X: [-40] Y [-110]\n else\n if <(_LEVEL) = [6]> then\n trampoline | X: [110] Y [-94]\n trampoline | X: [-148] Y [26]\n else\n if <(_LEVEL) = [8]> then\n trampoline | X: [2] Y [-8]\n else\n if <(_LEVEL) = [10]> then\n trampoline | X: [-187] Y [58]\n trampoline | X: [-6] Y [-56]\n trampoline | X: [64] Y [-56]\n else\n if <(_LEVEL) = [11]> then\n trampoline | X: [-98] Y [-18]\n else\n if <(_LEVEL) = [12]> then\n trampoline | X: [-218] Y [-150]\n trampoline | X: [218] Y [-150]\n else\n if <(_LEVEL) = [13]> then\n trampoline | X: [188] Y [-92]\n trampoline | X: [-176] Y [-156]\n else\n if <(_LEVEL) = [14]> then\n trampoline | X: [-200] Y [-142]\n else\n if <(_LEVEL) = [16]> then\n trampoline | X: [-30] Y [-150]\n else\n if <(_LEVEL) = [17]> then\n trampoline | X: [200] Y [-126]\n else\n if <(_LEVEL) = [18]> then\n trampoline | X: [-196] Y [-26]\n trampoline | X: [148] Y [-150]\n else\n if <(_LEVEL) = [22]> then\n trampoline | X: [150] Y [-155]\n else\n if <(_LEVEL) = [24]> then\n trampoline | X: [-68] Y [-77]\n else\n if <(_LEVEL) = [27]> then\n trampoline | X: [-155] Y [-151]\n trampoline | X: [163] Y [-32]\n else\n if <(_LEVEL) = [28]> then\n trampoline | X: [187] Y [-149]\n trampoline | X: [-19] Y [-42]\n else\n if <(_LEVEL) = [30]> then\n trampoline | X: [131] Y [-24]\n else\n if <(_LEVEL) = [34]> then\n trampoline | X: [-201] Y [68]\n else\n if <(_LEVEL) = [35]> then\n trampoline | X: [223] Y [-158]\n trampoline | X: [188] Y [-25]\n else\n if <(_LEVEL) = [38]> then\n trampoline | X: [-80] Y [-138]\n else\n if <(_LEVEL) = [40]> then\n trampoline | X: [-108] Y [-112]\n trampoline | X: [18] Y [-126]\n trampoline | X: [129] Y [-105]\n else\n if <(_LEVEL) = [44]> then\n trampoline | X: [-209] Y [39]\n else\n if <(_LEVEL) = [45]> then\n trampoline | X: [-220] Y [-168]\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 hide\nend\n\nwhen I receive [draw new level v]\nif <(id) > [0]> then\n clear graphic effects\n switch costume to (idle v)\n show\nend\n\n@demonic void\n\nwhen I receive [delete special objects v]\nset size to ([size v] of [player v]) %\nif <(id) = [0]> then\n hide\n if <(_LEVEL) = [31]> then\n set size to (1000) %\n Enemy | X: [-96] Y [-152] Size: [100] Type: [1] Dir: [-90]\n Enemy | X: [112] Y [-50] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [9] Y [48] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [32]> then\n Enemy | X: [0] Y [25] Size: [100] Type: [1] Dir: [-90]\n Enemy | X: [206] Y [-150] Size: [100] Type: [1] Dir: [-90]\n else\n if <(_LEVEL) = [33]> then\n Enemy | X: [-142] Y [20] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [-122] Y [20] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [-102] Y [20] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [34]> then\n Enemy | X: [59] Y [-96] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [-131] Y [-96] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [35]> then\n Enemy | X: [77] Y [-26] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [121] Y [-76] Size: [100] Type: [1] Dir: [-90]\n Enemy | X: [71] Y [-128] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [36]> then\n Enemy | X: [-67] Y [122] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [35] Y [122] Size: [100] Type: [1] Dir: [-90]\n else\n if <(_LEVEL) = [39]> then\n Enemy | X: [3] Y [36] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [41]> then\n Enemy | X: [-146] Y [86] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [43]> then\n Enemy | X: [-96] Y [-42] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [44]> then\n Enemy | X: [-18] Y [19] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [45]> then\n Enemy | X: [0] Y [-167] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [160] Y [-107] Size: [150] Type: [1] Dir: [90]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Enemy | X: (x) Y (y) Size: (size) Type: (typ) Dir: (dir)\nset size to ((size) * (([size v] of [player v]) / (100))) %\nset [x v] to (x)\nset [y v] to (y)\nset [dir v] to (dir)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\n\nwhen I receive [delete special objects v]\ndelete this clone\n\nwhen I start as a clone\nDraw\nset [id v] to [enemy]\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n go to [back v] layer\n go [forward v] ((6) + (_PARTICLE COUNT)) layers\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nset size to (200) %\nset rotation style [left-right v]\nset [in air v] to [0]\nDraw\nset [in air v] to [999999]\nset [yv v] to [0]\nset [xv v] to [0]\nwait (0.1) seconds\nforever\n switch costume to (hitbox v)\n point in direction (dir)\n if <(in air) = [0]> then\n get IsSolid at X: ((x position) + ((((dir) / ([abs v] of (dir) )) * (15)) * ((size) / (100)))) Y ((y position) - ((15) * ((size) / (100))))\n if <(is solid) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n end\n Handle Movement Inputs\n Controls [1]\n change [in air v] by (1)\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.8))\n Change X by (round ((xv) * (((size) - (1)) / (100))))\n Change Y by (round ((yv) * (((size) - (1)) / (100))))\n Draw\n if <(___GAME MODE) = [1]> then\n if <([abs v] of (((y position) + ((13) * ((size) / (100)))) - ([y position v] of [player v])) ) < ((20) * ((size) / (100)))> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) < ((20) * ((size) / (100)))> then\n if <<([y position v] of [player v]) > ((y position) + ((13) * ((size) / (100))))> and <([in air v] of [player v]) > [0]>> then\n if <(username) = [purple-sparkle]> then\n start sound [Ya v]\n else\n start sound [Pluck v]\n end\n broadcast (enemy stomp v)\n switch costume to (chickensquish v)\n wait (0.05) seconds\n switch costume to (chickensquish2 v)\n wait (0.05) seconds\n switch costume to (chickensquish3 v)\n wait (0.05) seconds\n switch costume to (chickensquish2 v)\n wait (1.7) seconds\n switch costume to (chickensquish2 v)\n wait (0.05) seconds\n switch costume to (chickensquish3 v)\n wait (0.05) seconds\n switch costume to (chickensquish2 v)\n wait (0.05) seconds\n switch costume to (chickensquish v)\n wait (0.05) seconds\n switch costume to (chickenstand v)\n else\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) < ((9) * ((size) / (100)))> then\n Draw\n broadcast (DIE v)\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\ndefine Change X by (x)\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n set [check semisolid v] to [1]\nend\nchange [x v] by (x)\nGet Solid\nrepeat (8)\n if <(is solid) > [0]> then\n change [y v] by (1)\n Get Solid\n else\n stop [this script v]\n end\nend\nset [check semisolid v] to [0]\nchange [y v] by (-8)\nGet Solid\nif <(is solid) > [0]> then\n set [dir v] to ((0) - (dir))\n set [xv v] to [0]\n repeat (([abs v] of (x) ) + (1))\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by ((0) - ((x) / ([abs v] of (x) )))\n else\n stop [this script v]\n end\n end\nend\n\ndefine Change Y by (y)\nset [check semisolid v] to [0]\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n if <(y) < [0.01]> then\n set [check semisolid v] to [1]\n end\nend\nif <[moves v] contains [down]?> then\n set [check semisolid v] to [0]\nend\nchange [y v] by (y)\nGet Solid\nif <(is solid) > [0]> then\n set [yv v] to [0]\n if <(y) < [0.01]> then\n set [in air v] to [0]\n end\n repeat ([ceiling v] of ([abs v] of (y) ) )\n if <(is solid) > [0]> then\n change [y v] by ((0) - ((y) / ([ceiling v] of ([abs v] of (y) ) )))\n Get Solid\n else\n stop [this script v]\n end\n end\nend\n\ndefine Controls (speed)\nif <[moves v] contains [right]?> then\n point in direction (90)\n change [xv v] by (speed)\nelse\n if <[moves v] contains [left]?> then\n point in direction (-90)\n change [xv v] by ((0) - (speed))\n end\nend\nif <<[moves v] contains [up]?> and <(in air) < [4]>> then\n set [yv v] to [10]\nend\n\ndefine Get Solid\nPosition\nif <<<touching (level v)?> or <touching (doors v)?>> or <<<touching (semi solid v)?> and <(check semisolid) > [0]>> or <touching (platforms v)?>>> then\n set [is solid v] to [1]\nelse\n if <<(x) < [-242]> or <(x) > [242]>> then\n set [is solid v] to [1]\n else\n set [is solid v] to [0]\n end\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Handle Movement Inputs\ndelete all of [moves v]\nif <(dir) > [0]> then\n add [right] to [moves v]\nend\nif <(dir) < [0]> then\n add [left] to [moves v]\nend\n\ndefine get IsSolid at X: (x) Y (y)\nswitch costume to (point v)\ngo to x: (x) y: (y)\nif <<<touching (level v)?> or <touching (doors v)?>> or <<touching (semi solid v)?> or <touching (platforms v)?>>> then\n set [is solid v] to [1]\nelse\n if <<(x) < [-242]> or <(x) > [242]>> then\n set [is solid v] to [1]\n else\n set [is solid v] to [0]\n end\nend\nswitch costume to (hitbox v)\n\ndefine Draw\nset size to (150) %\nset size to (75) %\nswitch costume to (large v)\nPosition\nif <(in air) > [3]> then\n switch costume to (((0) - (((yv) / ([abs v] of (yv) )) / (2))) + (3.5))\nelse\n if <([abs v] of (xv) ) > [0]> then\n switch costume to ([floor v] of ((((timer) * (8)) mod (2)) + (5)) )\n else\n switch costume to ([floor v] of ((((timer) * (4.35)) mod (2)) + (1)) )\n end\nend\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\nswitch costume to (chicken3 v)\n\nwhen flag clicked\nset size to (150) %\n\n@Blades\n\nwhen I receive [begin v]\nset [brightness v] effect to (100)\nif <(id) = [0]> then\n if <(_LEVEL) = [16]> then\n Saw | X: [25] Y [-6] Size: [75] Type: [1] Speed []\n Saw | X: [75] Y [-6] Size: [75] Type: [1] Speed []\n Saw | X: [100] Y [-150] Size: [75] Type: [1] Speed []\n Saw | X: [150] Y [-150] Size: [75] Type: [1] Speed []\n Saw | X: [250] Y [-150] Size: [75] Type: [1] Speed []\n Saw | X: [165] Y [74] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [17]> then\n Saw | X: [37] Y [-50] Size: [75] Type: [1] Speed []\n Saw | X: [-171] Y [-150] Size: [100] Type: [1] Speed []\n else\n if <(_LEVEL) = [18]> then\n Saw | X: [-168] Y [72] Size: [75] Type: [1] Speed []\n Saw | X: [127] Y [16] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [19]> then\n Saw | X: [-6] Y [-2] Size: [115] Type: [2] Speed [6]\n Saw | X: [-200] Y [-118] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [20]> then\n Saw | X: [-133] Y [-24] Size: [65] Type: [2] Speed []\n Saw | X: [133] Y [-24] Size: [65] Type: [2] Speed []\n else\n if <(_LEVEL) = [21]> then\n Saw | X: [27] Y [64] Size: [70] Type: [2] Speed []\n Saw | X: [17] Y [-120] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [22]> then\n Saw | X: [7] Y [-86] Size: [85] Type: [2] Speed []\n Saw | X: [-160] Y [-116] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [23]> then\n Saw | X: [0] Y [4] Size: [103] Type: [2] Speed [2]\n Saw | X: [0] Y [4] Size: [100] Type: [2] Speed [1]\n Saw | X: [0] Y [4] Size: [100] Type: [2] Speed [0.4]\n else\n if <(_LEVEL) = [24]> then\n Saw | X: [-68] Y [-80] Size: [60] Type: [2] Speed [5]\n Saw | X: [-158] Y [25] Size: [75] Type: [1] Speed []\n Saw | X: [-239] Y [-35] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [25]> then\n Saw | X: [-216] Y [51] Size: [75] Type: [2] Speed []\n Saw | X: [120] Y [163] Size: [75] Type: [1] Speed []\n Saw | X: [186] Y [-151] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [26]> then\n Saw | X: [34] Y [-143] Size: [75] Type: [2] Speed [-4]\n Saw | X: [-218] Y [-151] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [27]> then\n Saw | X: [-92] Y [47] Size: [75] Type: [2] Speed [-5]\n Saw | X: [68] Y [-151] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [28]> then\n Saw | X: [-212] Y [-87] Size: [75] Type: [2] Speed [6]\n Saw | X: [-20] Y [-53] Size: [75] Type: [2] Speed [-6]\n Saw | X: [156] Y [43] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [29]> then\n change size by (-30)\n Saw | X: [68] Y [23] Size: [55] Type: [2] Speed []\n Saw | X: [-84] Y [-105] Size: [75] Type: [1] Speed []\n Saw | X: [-84] Y [0] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [30]> then\n change size by (30)\n Saw | X: [88] Y [96] Size: [55] Type: [2] Speed [-6]\n Saw | X: [-170] Y [-98] Size: [55] Type: [2] Speed [6]\n else\n if <(_LEVEL) = [31]> then\n Saw | X: [202] Y [142] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [32]> then\n Saw | X: [-165] Y [80] Size: [50] Type: [2] Speed [-8]\n else\n if <(_LEVEL) = [34]> then\n switch costume to (club2 v)\n Saw | X: [85] Y [101] Size: [50] Type: [2] Speed []\n else\n if <(_LEVEL) = [37]> then\n Saw | X: [0] Y [110] Size: [85] Type: [2] Speed [5]\n Saw | X: [0] Y [-83] Size: [50] Type: [2] Speed [-6.5]\n else\n if <(_LEVEL) = [39]> then\n switch costume to (club3 v)\n Saw | X: [86] Y [121] Size: [100] Type: [1] Speed []\n else\n if <(_LEVEL) = [41]> then\n Saw | X: [20] Y [47] Size: [55] Type: [2] Speed [3]\n else\n if <(_LEVEL) = [42]> then\n Saw | X: [-69] Y [-140] Size: [55] Type: [1] Speed []\n Saw | X: [70] Y [30] Size: [40] Type: [2] Speed []\n else\n if <(_LEVEL) = [43]> then\n Saw | X: [3] Y [94] Size: [55] Type: [1] Speed []\n Saw | X: [35] Y [58] Size: [55] Type: [1] Speed []\n Saw | X: [35] Y [28] Size: [55] Type: [1] Speed []\n Saw | X: [35] Y [0] Size: [55] Type: [1] Speed []\n else\n if <(_LEVEL) = [44]> then\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 hide\nend\n\nSaw | X: [-223] Y [152] Size: [75] Type: [1] Speed []\n\ndefine Saw | X: (x) Y (y) Size: (size) Type: (typ) Speed (speed)\nswitch costume to (typ)\nset size to (size) %\ngo to x: (x) y: (y)\nset [y v] to (y)\nif <(speed) > []> then\n set [speed v] to (speed)\nelse\n set [speed v] to [7]\nend\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\ngo to [front v] layer\n\nwhen I receive [delete objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [saw]\nset [brightness v] effect to (-30)\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n go to [back v] layer\n go [forward v] ((1) + (_PARTICLE COUNT)) layers\nelse\n go to [back v] layer\n go [forward v] ((10) + (_PARTICLE COUNT)) layers\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nif <(speed) > [0]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nforever\n turn right (speed) degrees\nend\n\n@Platforms\n\nwhen I receive [spawn special objects v]\nset [brightness v] effect to (100)\nif <(id) = [0]> then\n if <(_LEVEL) = [38]> then\n Platform | X: [100] Y [72] Size: []\n Platform | X: [-12] Y [64] Size: []\n Platform | X: [-88] Y [110] Size: []\n Platform | X: [-210] Y [16] Size: []\n Platform | X: [-210] Y [86] Size: []\n Platform | X: [-210] Y [-54] Size: []\n else\n if <(_LEVEL) = [39]> then\n Platform | X: [137] Y [-92] Size: []\n else\n if <(_LEVEL) = [42]> then\n Platform | X: [-125] Y [-120] Size: []\n Platform | X: [-217] Y [-80] Size: []\n Platform | X: [-125] Y [-40] Size: []\n Platform | X: [-217] Y [0] Size: []\n Platform | X: [-125] Y [40] Size: []\n Platform | X: [-217] Y [80] Size: []\n Platform | X: [185] Y [-120] Size: []\n Platform | X: [75] Y [-80] Size: []\n Platform | X: [185] Y [-40] Size: []\n Platform | X: [75] Y [0] Size: []\n Platform | X: [185] Y [40] Size: []\n Platform | X: [75] Y [80] Size: []\n else\n if <(_LEVEL) = [43]> then\n Platform | X: [-85] Y [-50] Size: []\n Platform | X: [-85] Y [80] Size: []\n else\n if <(_LEVEL) = [45]> then\n Platform | X: [25] Y [-34] Size: [75]\n Platform | X: [-18] Y [-66] Size: [95]\n Platform | X: [150] Y [139] Size: [95]\n end\n end\n end\n end\n end\n hide\nend\n\ndefine Platform | X: (x) Y (y) Size: (size)\nif <(size) > []> then\n set [size v] to (size)\nelse\n set [size v] to [100]\nend\nset size to ((size) * (_PLAYER SIZE%)) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\n\nwhen I receive [delete special objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [platform]\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nswitch costume to (platform v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n switch costume to (platform v)\n if <<([abs v] of (([x position v] of [player v]) - (x position)) ) < ((34) * ((size) / (100)))> and <([abs v] of (([y position v] of [player v]) - ((y position) + (3))) ) < ((25) * ((size) / (100)))>> then\n set [pitch v] effect to (pick random (-10.00) to (10.00))\n start sound [Glass Breaking v]\n repeat (3)\n repeat (4)\n next costume\n end\n repeat (6)\n hide\n repeat (60)\n set [ghost v] effect to (100)\n switch costume to (platform v)\n repair\n end\nend\n\nshow\ngo to [front v] layer\ngo to (random position v)\n\nPlatform | X: [-18] Y [-66] Size: [75]\n\ndefine repair\nforever\n show\n if <not <touching (player v)?>> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n else\n hide\n end\nend\n\n@Particles\n\nwhen I receive [init particles v]\ndelete all of [_particle spawns v]\nset [layer v] to [0]\nset [_particle count v] to [0]\nset [id v] to []\nSpawn Initial Particles\nforever\n go to (random position v)\n set y to (-200)\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to []\n Spawn additional particles\nend\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (particle v)\n set [layer v] to (pick random (1) to (4))\n set [ghost v] to (((y position) + (200)) / (layer))\n set size to ([ceiling v] of (((25) * (layer)) * (([size v] of [player v]) / (101))) ) %\n show\n go to [back v] layer\n change [_particle count v] by (1)\n repeat until <(ghost) > [99]>\n change [ghost v] by ((2) / (layer))\n set [ghost v] effect to ((85) + ((ghost) / (4)))\n change y by ((layer) / (1.1))\n end\n change [_particle count v] by (-1)\n delete this clone\nelse\n set rotation style [all around v]\n Point Towards | X: ([x position v] of [player v]) Y: ([y position v] of [player v])\n set size to ((75) * (_PLAYER SIZE%)) %\n switch costume to (particle2 v)\n set [ghost v] effect to (50)\n go to [front v] layer\n go [backward v] (8) layers\n show\n repeat (25)\n change [ghost v] effect by (2)\n change size by ((-4) * (_PLAYER SIZE%))\n end\n delete this clone\nend\n\ndefine Spawn Initial Particles\nset [id v] to [1]\nrepeat (100)\n go to (random position v)\n create clone of (_myself_ v)\nend\nset [id v] to []\n\nwhen flag clicked\nhide\n\nwhen I receive [layer particles v]\nif <(layer) > [0]> then\n show\n go to [back v] layer\nelse\n hide\nend\n\nwhen I receive [__end game v]\nhide\ndelete this clone\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\ndefine Spawn additional particles\nrepeat ((length of [_particle spawns v]) / (3))\n go to x: (item (1) of [_particle spawns v]) y: (item (2) of [_particle spawns v])\n set [id v] to (item (3) of [_particle spawns v])\n create clone of (_myself_ v)\n set [id v] to []\n repeat (3)\n delete (1) of [_particle spawns v]\n end\nend\ndelete all of [_particle spawns v]\n\ndefine Point Towards | X: (x) Y: (y)\npoint in direction (([atan v] of (((x) - (x position)) / ((y) - (y position))) ) + ((180) * <(y position) > (y)>))\n\nPoint Towards | X: [0] Y: [0]\n\n@Main Menu\n\nwhen I receive [_main menu v]\nif <(id) = []> then\n switch backdrop to (menu v)\n set [_level v] to [1]\n broadcast (_START MUSIC v)\n set [tile size v] to [33]\n set [_menu offset x v] to [135]\n set [_menu offset y v] to [0]\n set [backdrop width v] to [610]\n set [backdrop width v] to [480]\n Clone | Type: [back] X: [0] Y: [0]\n Clone | Type: [back] X: (backdrop width) Y: [0]\n Clone | Type: [logo] X: [-90] Y: [60]\n Clone | Type: [text] X: (_MENU OFFSET X) Y: [158]\n Create Button Grid | Width: [5] Height: [9]\n Clone | Type: [mello] X: [0] Y: [0]\n Clone | Type: [play] X: [-40] Y: [-65]\nend\n\nClone | Type: [Mute Music] X: [-73] Y: [-135]\nClone | Type: [Sounds] X: [0] Y: [-135]\n\ndefine Create Button Grid | Width: (w) Height: (h)\nset [level button v] to [1]\nset [y v] to [0]\nset [_menu offset x v] to (((((0) - ((w) * (tile size))) + (tile size)) / (2)) + (_MENU OFFSET X))\nset [_menu offset y v] to (((0) - ((((0) - ((h) * (tile size))) + (tile size)) / (2))) + (_MENU OFFSET Y))\nset [id v] to [button]\nrepeat (h)\n set [x v] to [0]\n repeat (w)\n create clone of (_myself_ v)\n change [x v] by (1)\n change [level button v] by (1)\n end\n change [y v] by (-1)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <<(id) = [mello]> or <(id) = [back]>> then\n set size to (100) %\nelse\n set size to (20) %\nend\ngo to [front v] layer\nshow\nset [backdrop num v] to (pick random (1) to (3))\nrepeat until <(___GAME MODE) = [1]>\n change size by (((100) - (size)) / (8))\n go to x: (x) y: (y)\n if <(id) = [button]> then\n Tick Button\n else\n if <(id) = [logo]> then\n Tick Logo\n else\n if <(id) = [play]> then\n Tick Play Button\n else\n if <(id) = [back]> then\n Backdrop Tick\n else\n if <(id) = [text]> then\n switch costume to (text v)\n else\n if <(id) = [mello]> then\n switch costume to ([floor v] of ((((timer) * (6.7)) mod (4)) + (2)) )\n else\n if <<(id) = [Mute Music]> or <(id) = [Sounds]>> then\n switch costume to (id)\n set y to ((y) + (([sin v] of ((timer) * (80)) ) * (8)))\n end\n end\n end\n end\n end\n end\n end\nend\nfade out\n\nwhen flag clicked\nerase all\nset [id v] to []\nhide\n\ndefine Tick Button\nset x to (((x) * (tile size)) + (_MENU OFFSET X))\nset y to ((((y) * (tile size)) + ()) + (_MENU OFFSET Y))\nif <(level button) > (__UNLOCKED)> then\n set [ghost v] effect to (25)\n switch costume to ([floor v] of ((((level button) + (14)) / (15)) + (12)) )\nelse\n set [ghost v] effect to (0)\n switch costume to (mouse check v)\n if <touching (mouse-pointer v)?> then\n switch costume to (light v)\n if <(mouse touch) = [0]> then\n start sound [Wood Tap v]\n set [pitch v] effect to (pick random (-20) to (20))\n end\n if <<<mouse down?> and <(mouse down) = [0]>> and <not <(level button) > (__UNLOCKED)>>> then\n set [_level v] to (level button)\n broadcast (_START GAME LOOP v)\n end\n set [mouse touch v] to [1]\n else\n switch costume to ([floor v] of ((((level button) + (14)) / (15)) + (9)) )\n set [mouse touch v] to [0]\n end\nend\nif <mouse down?> then\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\ndefine Tick Logo\nswitch costume to (logo v)\nset y to ((y) + (([sin v] of ((timer) * (80)) ) * (11)))\n\ndefine Clone | Type: (id) X: (x) Y: (y)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nset [id v] to []\n\ndefine Tick Play Button\nset y to ((y) + (([sin v] of ((timer) * (80)) ) * (8)))\nswitch costume to (play v)\nif <touching (mouse-pointer v)?> then\n switch costume to (play2 v)\n if <(mouse touch) = [0]> then\n start sound [Wood Tap v]\n set [pitch v] effect to (pick random (-20) to (20))\n end\n set [mouse touch v] to [1]\n if <<mouse down?> and <(mouse down) = [0]>> then\n set [_level v] to [1]\n broadcast (_START GAME LOOP v)\n end\nelse\n set [mouse touch v] to [0]\nend\nif <mouse down?> then\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\ndefine Backdrop Tick\nshow\nswitch costume to ((backdrop num) + (15))\nset [brightness v] effect to (30)\nchange [x v] by (-2)\nif <(x) < ((0) - (backdrop width))> then\n set [x v] to (backdrop width)\n set [backdrop num v] to (pick random (1) to (3))\nend\n\ndefine fade out\nwait (0.1) seconds\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (4)\n change [brightness v] effect by (4)\nend\nhide\ndelete this clone\n\nClone | Type: (join [funnytext] (pick random (1) to (44))) X: [-140] Y: [15]\n\n@Transition\n\nwhen I receive [__screen wipe v]\ngo to [front v] layer\nswitch costume to (transition v)\nset [ghost v] effect to (100)\ngo to x: (-500) y: (0)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\n change x by (20)\nend\nbroadcast (__finish screen wipe v)\n\nwhen I receive [__finish screen wipe v]\nif <(_LEVEL) > [45]> then\n set [brightness v] effect to (100)\n set [frame v] to [2]\n switch costume to ([floor v] of ((((timer) * (2)) mod (2)) + (((frame) - (1)) * (2))) )\n set [ismousedown v] to [1]\n repeat (10)\n change [brightness v] effect by (-10)\n end\n repeat until <(frame) > [6]>\n switch costume to ([floor v] of ((((timer) * (2)) mod (2)) + (((frame) - (1)) * (2))) )\n if <<mouse down?> or <key (any v) pressed?>> then\n if <(ismousedown) = [0]> then\n repeat (5)\n change [brightness v] effect by (20)\n end\n change [frame v] by (1)\n switch costume to ([floor v] of ((((timer) * (2)) mod (2)) + (((frame) - (1)) * (2))) )\n repeat (5)\n change [brightness v] effect by (-20)\n end\n end\n set [ismousedown v] to [1]\n else\n set [ismousedown v] to [0]\n end\n end\n go to [back v] layer\n wait until <not <<mouse down?> or <key (any v) pressed?>>>\n wait until <<mouse down?> or <key (any v) pressed?>>\n repeat (5)\n change [brightness v] effect by (20)\n end\n broadcast (__OUTRO v) and wait\nelse\n go to [front v] layer\n set [ghost v] effect to (0)\n wait (0.3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n change x by (20)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\n@Mobile\n\nwhen I receive [_start joystick v]\nset [ghost v] effect to (40)\nset [id v] to [1]\nset size to (100) %\ncreate clone of (_myself_ v)\nset size to (120) %\nset [id v] to [2]\nPosition joystick\ncreate clone of (_myself_ v)\nswitch costume to (joystick v)\nforever\n if <key (any v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\npoint in direction (90)\nif <(id) = [1]> then\n switch costume to (restart v)\nelse\n switch costume to (controller v)\nend\nset [ghost v] effect to (100)\nshow\nrepeat (6)\n change [ghost v] effect by (-10)\nend\nforever\n if <(id) = [1]> then\n repeat until <key (any v) pressed?>\n operate as restart button\n end\n repeat (10)\n change x by (-4)\n change [ghost v] effect by (10)\n end\n wait until <<mouse down?> and <<(mouse x) < [-190]> and <(mouse y) > [95]>>>\n set [ghost v] effect to (40)\n repeat (10)\n change x by (4)\n end\n repeat until <key (any v) pressed?>\n operate as restart button\n end\n else\n if <mouse down?> then\n if <<touching (mouse-pointer v)?> and <(mouse down) = [0]>> then\n repeat until <not <mouse down?>>\n if <key (any v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n go to (mouse-pointer v)\n point towards (mobile v)\n if <(distance to [mobile v]) > ((8) * ((size) / (100)))> then\n if <<(direction) < [150]> and <(direction) > [20]>> then\n add [left] to [_player moves v]\n else\n if <<(direction) > [-150]> and <(direction) < [-20]>> then\n add [right] to [_player moves v]\n end\n end\n if <<(direction) < [50]> and <(direction) > [-50]>> then\n add [down] to [_player moves v]\n else\n if <<(direction) < [-122]> or <(direction) > [122]>> then\n add [up] to [_player moves v]\n end\n end\n if <(distance to [mobile v]) > ((20) * ((size) / (100)))> then\n move ((distance to [mobile v]) - ((20) * ((size) / (100)))) steps\n end\n end\n end\n Position joystick\n else\n set [mouse down v] to [1]\n end\n else\n set [mouse down v] to [0]\n end\n if <key (any v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\ndefine Position joystick\ngo to x: (195) y: (-135)\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (8) layers\nshow\n\ndefine operate as restart button\ngo to x: (-220) y: (153)\nset [ghost v] to (((0) - ((distance to [player v]) * (2))) + (100))\nif <(ghost) > [100]> then\n set [ghost v] to [100]\nelse\n if <(ghost) < [40]> then\n set [ghost v] to [40]\n end\nend\nset [ghost v] effect to (ghost)\nif <(distance to [mouse-pointer v]) < [35]> then\n change size by (((120) - (size)) / (4))\n if <<mouse down?> and <(mouse down) = [0]>> then\n broadcast (_RESTART v) and wait\n wait (0.5) seconds\n end\nelse\n change size by (((100) - (size)) / (4))\nend\nif <mouse down?> then\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\n
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guys look my other programs pls and look the channel of my friend the name is totallynotbread
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Jumper | scrolling platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Naron - Imagination \(Inspired By Alan Walker\) \[NCN Release\] v] until done\nend\n\n@P\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fbff00)?> then\n broadcast (2 v)\n end\nend\n\nwhen I receive [4 v]\n\nset x to (10)\n\nwhen I receive [5 v]\n\nset x to (-10)\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <touching color (#00a9ff)?> then\n broadcast (6 v)\n end\nend\n\nwhen this sprite clicked\nchange [color v] effect by (25)\n\nwhen flag clicked\n\nwhen I receive [3 v]\nrepeat (10)\n change y by (2)\nend\nrepeat (10)\n change y by (-2)\nend\n\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n if <not <touching color (#00a00d)?>> then\n broadcast (1 v)\n end\nend\n\n@PL\n\nwhen flag clicked\nset [jump v] to [1]\ngo to x: (6900) y: (0)\nrepeat until <touching (p v)?>\n change y by (10)\nend\nchange y by (-5)\nset [jump v] to [0]\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n wait until <not <<key (space v) pressed?> and <<key (up arrow v) pressed?> and <key (w v) pressed?>>>>\n broadcast (3 v)\n set [jump v] to [1]\n repeat (10)\n change y by (-10)\n end\n repeat (5)\n change y by (-2)\n end\n set [jump v] to [0]\n wait until <touching (p v)?>\n end\nend\n\nwhen flag clicked\nforever\n if <(jump) = [0]> then\n if <not <touching (p v)?>> then\n change y by (10)\n repeat until <not <touching (p v)?>>\n if <touching (p v)?> then\n change y by (-1)\n end\n end\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change x by (-7)\n broadcast (4 v)\n else\n if <key (d v) pressed?> then\n change x by (-7)\n broadcast (4 v)\n end\n end\n if <key (left arrow v) pressed?> then\n change x by (7)\n broadcast (5 v)\n else\n if <key (a v) pressed?> then\n change x by (7)\n broadcast (5 v)\n end\n end\nend\n\nwhen I receive [< v]\nchange x by (10)\n\nwhen I receive [> v]\nchange x by (-10)\n\nwhen I receive [\/ v]\nchange y by (10)\n\nwhen I receive [1 v]\nset [jump v] to [1]\nif <(C) = [0]> then\n go to x: (6900) y: (0)\nelse\n if <(C) = [1]> then\n go to x: (4915) y: (-146)\n else\n if <(C) = [2]> then\n go to x: (3125) y: (-521)\n else\n if <(C) = [3]> then\n go to x: (495) y: (-626)\n else\n if <(C) = [4]> then\n go to x: (-2950) y: (-562)\n else\n if <(C) = [5]> then\n go to x: (-5430) y: (-2054)\n else\n if <(C) = [6]> then\n go to x: (-6300) y: (-457)\n end\n end\n end\n end\n end\n end\nend\nrepeat until <touching (p v)?>\n change y by (10)\nend\nchange y by (-5)\nset [jump v] to [0]\n\nwhen I receive [2 v]\nset [jump v] to [1]\nrepeat (20)\n change y by (-10)\nend\nrepeat (5)\n change y by (-2)\nend\nset [jump v] to [0]\nwait until <touching (p v)?>\n\nwhen flag clicked\nset [c v] to [0]\nwait until <(x position) < [4915]>\nset [c v] to [1]\nwait until <(x position) < [3125]>\nset [c v] to [2]\nwait until <(x position) < [495]>\nset [c v] to [3]\nwait until <(x position) < [-2950]>\nset [c v] to [4]\nwait until <(x position) < [-5430]>\nset [c v] to [5]\nwait until <(x position) < [-6300]>\nset [c v] to [6]\n\ngo to x: (-5430) y: (-2054)\n\n@WD1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (p v)\n if <touching (pl v)?> then\n broadcast (> v)\n end\nend\n\n@WD2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (p v)\n if <touching (pl v)?> then\n broadcast (< v)\n end\nend\n\n@WD3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (p v)\n if <touching (pl v)?> then\n broadcast (\/ v)\n end\nend\n\n@Lik6\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [6 v]\nshow\n\n@Lik7\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Lik8\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\ngo to x: (0) y: (10)\n\nwhen I receive [3 v]\nrepeat (10)\n change y by (2)\nend\nrepeat (10)\n change y by (-2)\nend\n\n@PL2\n\nwhen flag clicked\nforever\n go to (pl v)\nend\n\n
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Jumper | scrolling platformer\n----------------------------------------------------------\nIn this game the goal is to pass the game about the end, you control the player. More:\n\nRed block - they kill you\nYellow block - trampoline\nBlue block - the end\n\n- controls -\nW or / \ - jump\nA or <- left movement\nD or> - right movement\nclick on the player - change the color\n\nview history:\n2/26/22: 155\n2/28/22: 660\n3/2/22: 1322\n3/8/22: 2069\n3/11/22: 2113\n3/25/22: 2160\n---\n\n\n\n\n\nupates:\nv1.0 More obstacles\nV1.2 Several bugs fixed\nv2.0 Checkpoints added\nv2.2 More obstacles\n
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My Singing Monsters: Cooking Chorus - A Platformer
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@Stage\n\nwhen flag clicked\nset [floogullunlock v] to [0]\nset [soozaunlock v] to [0]\nswitch backdrop to (plant_backdrop-min v)\nhide variable [wubbox health v]\nrepeat until <(level) = [11]>\n play sound [Plant Island v] until done\nend\n\nwhen flag clicked\nwait until <(level) = [11]>\nstop all sounds\nrepeat until <(level) = [12]>\n play sound [1-06 Broodals Confrontation v] until done\nend\n\nwhen flag clicked\nwait until <(level) = [12]>\nstop all sounds\nrepeat until <(level) = [13]>\n play sound [1-24 Torkdrift Battle v] until done\nend\n\nwhen flag clicked\nwait until <(level) = [13]>\nstop all sounds\nswitch backdrop to (amber_backdrop v)\nrepeat until <(level) = []>\n play sound [My Singing Monsters - Amber Island \(Full Song\) \(Update 2\) v] until done\nend\n\n@Level\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Monsters\n\nwhen flag clicked\nset [treats v] to [0]\nshow\nswitch costume to (monster_portrait_square_bcde v)\nset [lives v] to [3]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-190) y: (-35)\nforever\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 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 point in direction (-90)\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 (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [Jump2 v]\n if <(costume [number v]) = [4]> then\n change [y velocity v] by (18)\n else\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <touching (portal v)?> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-190) y: (-35)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n broadcast (respawn v)\n end\nend\n\nwhen I receive [respawn v]\nif <(level) = [12]> then\n go to x: (121) y: (73)\n change [lives v] by (-1)\nelse\n go to x: (-190) y: (-35)\n change [lives v] by (-1)\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (wubbox v)?>> then\n broadcast (respawn v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Lives) = [0]> then\n hide\n broadcast (Game Over v)\n stop [all v]\n end\nend\n\nwhen [1 v] key pressed\nswitch costume to (yelmut v)\n\nwhen [0 v] key pressed\nswitch costume to (monster_portrait_square_bcde v)\n\nwhen [2 v] key pressed\nswitch costume to (cybop v)\n\nwhen [3 v] key pressed\nswitch costume to (rare_drumpler v)\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [you win! v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [jump v]\nif <touching (level v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\nend\nif <touching (level v)?> then\n start sound [ray_jump_01 v]\n if <(costume [number v]) = [4]> then\n change [y velocity v] by (18)\n else\n change [y velocity v] by (15)\n end\nend\n\nwhen I receive [entbrat v]\nswitch costume to (monster_portrait_square_bcde v)\n\nwhen I receive [yelmut v]\nswitch costume to (yelmut v)\n\nwhen I receive [rare drumpler v]\nswitch costume to (rare_drumpler v)\n\nwhen I receive [cybop v]\nswitch costume to (cybop v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n repeat until <not <(costume [number v]) = [2]>>\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n repeat until <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>>\n switch costume to (yelmut2 v)\n end\n switch costume to (yelmut v)\n end\n end\n end\nend\n\nwhen [4 v] key pressed\nif <(FloogullUnlock) = [1]> then\n switch costume to (floogull v)\nend\n\nwhen I receive [floogull v]\nswitch costume to (floogull v)\n\nwhen I receive [sooza v]\nswitch costume to (sooza v)\n\n@Portal\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Treat 1\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [M1_Coin v]\n if <([costume # v] of [monsters v]) = [5]> then\n change [treats v] by (2)\n else\n change [treats v] by (1)\n end\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Treat 2\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [M1_Coin v]\n if <([costume # v] of [monsters v]) = [5]> then\n change [treats v] by (2)\n else\n change [treats v] by (1)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Treat 3\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [M1_Coin v]\n if <([costume # v] of [monsters v]) = [5]> then\n change [treats v] by (2)\n else\n change [treats v] by (1)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Treat 4\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [M1_Coin v]\n if <([costume # v] of [monsters v]) = [5]> then\n change [treats v] by (4)\n else\n change [treats v] by (2)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Treat 5\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [M1_Coin v]\n if <([costume # v] of [monsters v]) = [5]> then\n change [treats v] by (4)\n else\n change [treats v] by (2)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Treat 6\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [M1_Coin v]\n if <([costume # v] of [monsters v]) = [5]> then\n change [treats v] by (6)\n else\n change [treats v] by (3)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Sprite1\n\n@Bakery 1\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [3W_SeOj10coin v]\n if <([costume # v] of [monsters v]) = [1]> then\n change [treats v] by (20)\n else\n change [treats v] by (10)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Jam_Boree\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n say [Hmm... This looks like a tight squeeze. Try pressing 1, then hold the down arrow. That should get you through.]\n else\n say []\n end\nend\n\n@Tweedle\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n say [That looks like a far away gap. Try pressing 2, then jump. You should make it then.]\n else\n say []\n end\nend\n\n@Treat 7\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [M1_Coin v]\n if <([costume # v] of [monsters v]) = [5]> then\n change [treats v] by (6)\n else\n change [treats v] by (3)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Treat 8\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [M1_Coin v]\n if <([costume # v] of [monsters v]) = [5]> then\n change [treats v] by (6)\n else\n change [treats v] by (3)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Treat 9\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [M1_Coin v]\n if <([costume # v] of [monsters v]) = [5]> then\n change [treats v] by (6)\n else\n change [treats v] by (3)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Treat 10\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [M1_Coin v]\n if <([costume # v] of [monsters v]) = [5]> then\n change [treats v] by (6)\n else\n change [treats v] by (3)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Rare_Floogull\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n say [Wow! So much food! After getting past that trap, try pressing 3, then collect all those delicious pizzas... It'll give you twice as many Treats!]\n else\n say []\n end\nend\n\n@Bakery 2\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [3W_SeOj10coin v]\n if <([costume # v] of [monsters v]) = [1]> then\n change [treats v] by (20)\n else\n change [treats v] by (10)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Treat 11\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [M1_Coin v]\n if <([costume # v] of [monsters v]) = [5]> then\n change [treats v] by (6)\n else\n change [treats v] by (3)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Bakery 3\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n start sound [3W_SeOj10coin v]\n if <([costume # v] of [monsters v]) = [1]> then\n change [treats v] by (20)\n else\n change [treats v] by (10)\n end\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Noggin2\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monsters v)?> then\n say [You're gonna have to get past Wubbox to get to the party. But I believe in you! Just in case, I'll give you 3 extra lives when the battle begins. Good luck!]\n else\n say []\n end\nend\n\n@Wubbox\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (100) y: (-15)\nhide\nwait until <(level) = [12]>\nshow\nswitch costume to (wubbox_inactive v)\nchange [lives v] by (3)\nset [wubbox health v] to [3]\nshow variable [wubbox health v]\nwait (10.44) seconds\nswitch costume to (wubbox v)\nwait (1) seconds\nrepeat until <(Wubbox Health) = [0]>\n glide (1) secs to x: (30) y: (-15)\n glide (1) secs to x: (-89) y: (158)\n glide (1) secs to x: (-169) y: (-15)\n point in direction (-90)\n switch costume to (wubbox_inactive v)\n broadcast (Relic Shot v) and wait\n glide (1) secs to x: (-169) y: (243)\n glide (1) secs to x: (100) y: (243)\n glide (1) secs to x: (100) y: (-15)\n point in direction (90)\n switch costume to (wubbox v)\n wait (1) seconds\n if <(Wubbox Health) = [0]> then\n say [Good job. You completed the challenge. Now you may enter the cooking party! Thanks for playing!] for (5) seconds\n hide\n change [level v] by (1)\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (100) y: (-15)\nhide\n\n@Relic\n\nwhen I receive [relic shot v]\nshow\npoint in direction (-90)\ngo to (wubbox v)\nrepeat until <touching (monsters v)?>\n glide (1) secs to (monsters v)\n if <touching (monsters v)?> then\n if <<([costume # v] of [monsters v]) = [2]> or <([costume # v] of [monsters v]) = [3]>> then\n point in direction (90)\n glide (1) secs to (wubbox v)\n change [wubbox health v] by (-1)\n hide\n stop [this script v]\n else\n broadcast (respawn v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow variable [treats v]\nshow variable [lives v]\ngo to [front v] layer\nforever\n if <(level) = [13]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [you win! v]\nhide variable [treats v]\nhide variable [lives v]\nset [level v] to [13]\nhide variable [wubbox health v]\nstop all sounds\nshow\nforever\n play sound [Loading Song - My Singing Monsters v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [game over v]\nstop all sounds\nshow\n\n@Entbrat-egg\n\nwhen flag clicked\ngo to x: (-67) y: (147)\n\nwhen this sprite clicked\nbroadcast (Entbrat v)\n\n@Yelmut-egg\n\nwhen flag clicked\ngo to x: (6) y: (147)\n\nwhen this sprite clicked\nbroadcast (Yelmut v)\n\n@Rare_Drumpler-egg\n\nwhen flag clicked\ngo to x: (81) y: (147)\n\nwhen this sprite clicked\nbroadcast (Rare Drumpler v)\n\n@Cybop-egg\n\nwhen flag clicked\ngo to x: (154) y: (147)\n\nwhen this sprite clicked\nbroadcast (Cybop v)\n\n@Floogull-egg\n\nwhen flag clicked\ngo to x: (-67) y: (83)\nhide\nwait until <(FloogullUnlock) = [1]>\nshow\n\nwhen this sprite clicked\nbroadcast (Floogull v)\n\n@Sooza-egg\n\nwhen flag clicked\ngo to x: (-67) y: (83)\nhide\nwait until <(SoozaUnlock) = [1]>\nshow\n\nwhen this sprite clicked\nbroadcast (Sooza v)\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to x: (-158) y: (-149)\n\nwhen this sprite clicked\nhide\nbroadcast (Shop Open v)\n\nwhen I receive [shop close v]\nshow\ngo to x: (-158) y: (-149)\n\n@Store Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [shop open v]\ngo to x: (0) y: (28)\nshow\n\nwhen I receive [shop close v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [shop open v]\nshow\ngo to x: (-58) y: (38)\n\nwhen this sprite clicked\nif <(Treats) > [4]> then\n start sound [WU_SE_SYS_100COIN_ONE_UP_ v]\n change [lives v] by (1)\n change [treats v] by (-5)\nelse\n start sound [Fail v]\n say [Insufficient Treats. Get some more!] for (3) seconds\nend\n\nwhen I receive [shop close v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [shop open v]\ngo to x: (142) y: (136)\nshow\n\nwhen this sprite clicked\nbroadcast (Shop Close v)\n\nwhen I receive [shop close v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [shop open v]\nshow\ngo to x: (-58) y: (38)\n\nwhen this sprite clicked\nif <(Treats) > [70]> then\n start sound [2-28 1UP v]\n change [floogullunlock v] by (1)\n change [treats v] by (-70)\n stop [other scripts in sprite v]\nelse\n start sound [Fail v]\n say [Insufficient Treats. Get some more!] for (3) seconds\nend\n\nwhen I receive [shop close v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [shop open v]\nshow\ngo to x: (-58) y: (38)\n\nwhen this sprite clicked\nif <(Treats) > [70]> then\n start sound [2-28 1UP v]\n change [soozaunlock v] by (1)\n change [treats v] by (-70)\n stop [other scripts in sprite v]\nelse\n start sound [Fail v]\n say [Insufficient Treats. Get some more!] for (3) seconds\nend\n\nwhen I receive [shop close v]\nhide\n\n
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WARNING: If in a softlock, turn into Cybop or Rare Drumpler. Usually, it will get you out, with a couple of exceptions. Jumping and transforming mid-air is also a good idea. (Edit: Version 1.0.1 fixed this error) Also, double-click after losing the Wubbox boss battle, unless you want weird stuff to happen, and double-click when starting the game or winning against the Wubbox, otherwise the character won't appear for some reason.\n\nMy Singing Monsters: Cooking Chorus is a platformer based on the mobile game My Singing Monsters. In this game, Entbrat, Yelmut, Cybop, and Rare Drumpler are all headed to a cooking party, collecting Treats and Bakeries, as well as watching out for danger.\n\nUse the arrow keys (or WASD) to move, and press the space bar, up key or W to jump. Press 1 to turn into Yelmut, who can shrink, 2 to turn into Cybop, who can jump higher, 2 to turn into Rare Drumpler, who gives you twice as many Treats, or 0 to turn into Entbrat, who gives you twice as many Treats when collecting a Bakery.\nFor the Wubbox boss battle, use Yelmut to rebound the Relics he shoots out to deal damage to him.\nEnjoy! -RayGamer99
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Jungle Platformer - Part 1
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@LEVEL\n\nwhen flag clicked\nswitch costume to (scene1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\nrepeat (2000)\n glide (1) secs to x: (119) y: (-27)\n wait (0.2) seconds\n glide (1) secs to x: (-61) y: (-26)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nwait (5) seconds\nforever\n play sound [INSTRUMENTAL-happr-for-clips7 v] until done\n wait (0.1) seconds\nend\n\n@player2\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [13]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nReset and Begin Level\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\n end\nend\n\ndefine check touching solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n\ndefine Controls - Up and Down\nif <key (left arrow v) pressed?> then\n change [speed x v] by ((0) - (ACCELERATION))\n switch costume to (costume4 v)\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - Left and Right\nif <key (right arrow v) pressed?> then\n change [speed x v] by (ACCELERATION)\n switch costume to (costume2 v)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-213) y: (-55)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - player v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#00c119)?> then\n broadcast (next level v)\n play sound [Connect v] until done\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-213) y: (-98)\n\nwhen flag clicked\nforever\n if <<touching color (#343030)?> or <touching color (#5e5e5e)?>> then\n go to x: (-213) y: (-98)\n play sound [Bonk v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00ad)?> then\n set [jump force v] to [25]\n start sound [Jump v]\n wait (0.8) seconds\n else\n set [jump force v] to [13]\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\nrepeat (2000)\n glide (1) secs to x: (-61) y: (-27)\n wait (0.2) seconds\n glide (1) secs to x: (119) y: (-27)\n wait (0.2) seconds\nend\n\n@Sprite6\n\nwhen flag clicked\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (60)\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n go to [front v] layer\n wait (pick random (10) to (20)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n
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Join our big family : https://scratch.mit.edu/studios/30718909\n\n Just click flag.(>‿◠)✌\n\nPart 2 : https://scratch.mit.edu/projects/694880106/ \n\n Dᴏɴᴛ ɢɪᴠᴇ ᴜᴘ ʏᴏᴜʀ ᴄᴜʀɪᴏsɪᴛʏ!\n\n----------------------------- Instructions --------------------------:\n ║ Use the arrow keys to move.║\n\n Obstacles are dark in color.\n\n Pink springs for long jump over the obstacle:\n\n Just be in the pink area and use the up arrow key.\n\n Go to the green flag to go to the next level\n\n I hope you like it, if it does not come, there is no \n problem. \n\n■If you remixed this project, please make some \ninteresting changes in it, maybe it would be better that\nmy project!■\n\n\n—–-—▒▒▒▒▒▒▒▒▒▒\n—–-▒███████████▒\n—▒████▒▒▒▒▒▒▒███▒\n-▒████▒▒▒▒▒▒▒▒▒███▒▒▒▒▒▒▒\n-▒███▒▒▒▒▒███▒▒▒███▒▒██████▒\n-▒███▒▒▒▒██████▒▒███▒▒██▒▒▒▒██▒\n▒███▒▒▒███████▒▒██▒▒███▒▒█▒▒██▒\n▒███▒▒████████▒██▒▒███▒▒███▒▒██▒\n ▒██▒▒██████████▒▒███▒▒████▒▒██▒\n ▒██▒▒██████████████▒████▒▒██▒\n——▒██▒▒█████████████████▒▒██▒\n————▒██▒▒██████████████▒▒██▒\n————–▒██▒▒████████████▒▒██▒\n—————-▒██▒▒██████████▒▒██▒\n—————–▒██▒▒████████▒▒██▒\n——————-▒██▒▒██████▒▒██▒\n———————▒██▒▒████▒▒██▒\n———————-▒██▒▒███▒▒█▒\n————————▒██▒▒█▒▒█▒\n————————-▒██▒▒▒█▒\n—————————▒██▒█▒\n—————————♥♥♥♥♥♥\n—————————-♥♥♥♥♥\n——————————♥♥♥\n—————————-—♥♥\n———————————♥\n
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PaRoDY a PLaTfoRmer 2!!11!1 #tReNdiNG #aLL #GaMes #pLatfORmeR #aRt #moBile
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@Stage\n\nwhen flag clicked\nset volume to (150) %\nstart sound [fade v]\nbroadcast (\[Intro\] start v)\nwait (15) seconds\nbroadcast (\[Intro\] over v)\nrepeat (10)\n change volume by (-10)\nend\nset volume to (100) %\nstop all sounds\n\nwhen I receive [\[intro\] over v]\nforever\n play sound [candyland v] until done\nend\n\n@Player\n\ndefine tick\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (right v)\nelse\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\nend\nif <(x position) > [235]> then\n broadcast (next level thing so the game works. if you are seeing this, comment "e" ok bye have fun or whatever v)\n change [level v] by (1)\n go to x: (-210) y: (0)\nend\nif <touching (spikes v)?> then\n broadcast (clone delete v)\n show\n go to x: (-210) y: (0)\nend\ncreate clone of (_myself_ v)\nchange [yv v] by (-1)\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (3)\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-3)\nend\nset [xv v] to ((xv) * (0.7))\nchange x by (xv)\nif <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 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 end\n end\n end\n end\n end\n end\n end\nend\nif <touching (levels v)?> then\n change y by (-8)\n repeat until <not <touching (levels v)?>>\n change x by ((xv) * (-1))\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [10]\n if <(xv) < [0]> then\n set [xv v] to [16]\n else\n set [xv v] to [-16]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (yv)\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\n change y by ((yv) * (-1))\n end\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (levels v)?>> then\n set [yv v] to [14]\nend\nchange y by (1)\nif <touching color (#ff9900)?> then\n set [yv v] to [20]\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [yv v] to [0]\nhide\n\nwhen I receive [clone delete v]\ndelete this clone\n\nwhen I receive [\[intro\] over v]\nshow\nset rotation style [left-right v]\nswitch costume to (1 v)\nset size to (70) %\ngo to x: (-210) y: (0)\npoint in direction (90)\nset [level v] to [0]\nforever\n tick\nend\n\nwhen I receive [\[intro\] over v]\nforever\n if <key (q v) pressed?> then\n broadcast (next level thing so the game works. if you are seeing this, comment "e" ok bye have fun or whatever v)\n change [level v] by (1)\n wait until <not <key (q v) pressed?>>\n end\nend\n\nwhen I receive [next level thing so the game works. if you are seeing this, comment "e" ok bye have fun or whatever v]\ngo to x: (-210) y: (0)\n\n@levels\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\n\nwhen I receive [next level thing so the game works. if you are seeing this, comment "e" ok bye have fun or whatever v]\nnext costume\n\nwhen I receive [\[intro\] over v]\nshow\n\n@spikes\n\nwhen I receive [next level thing so the game works. if you are seeing this, comment "e" ok bye have fun or whatever v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\n\nwhen I receive [\[intro\] over v]\nshow\n\n@oof\n\nwhen I receive [clone delete v]\nshow\nclear graphic effects\nstart sound [vineboom v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: (0) y: (100)\n set [ghost v] effect to (100)\n repeat (7)\n change y by (-12)\n change [ghost v] effect by (-14.3)\n end\n wait (1) seconds\n repeat (7)\n change y by (12)\n change [ghost v] effect by (14.3)\n end\n wait (pick random (5) to (10)) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Sprite3\n\nwhen flag clicked\nshow\nwait (3) seconds\nhide\n\n@intro\n\nwhen flag clicked\nshow\nclear graphic effects\nset size to (100) %\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nswitch costume to (lines idk what they are called shut up im stupid v)\ncreate clone of (_myself_ v)\nswitch costume to (lines idk what they are called shut up im stupid2 v)\ncreate clone of (_myself_ v)\nswitch costume to (text v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset [pixelate v] effect to (15)\ngo to [front v] layer\npoint in direction (90)\nforever\n change [color v] effect by (pick random (1) to (10))\n turn right (1) degrees\n if <(costume [name v]) = [text]> then\n turn right (-3) degrees\n end\nend\n\nwhen I start as a clone\nwait (5) seconds\nforever\n if <(costume [name v]) = [text]> then\n change [fisheye v] effect by (2)\n repeat (5)\n change size by (4)\n end\n repeat (5)\n change size by (-2)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [lines idk what they are called shut up im stupid]> then\n go to x: (0) y: (0)\n repeat (19)\n change x by (15)\n end\n end\n if <(costume [name v]) = [lines idk what they are called shut up im stupid2]> then\n go to x: (0) y: (0)\n repeat (19)\n change x by (-15)\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\ndelete this clone\n\n@deco and other stuff idk\n\nwhen I receive [next level thing so the game works. if you are seeing this, comment "e" ok bye have fun or whatever v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\n\nwhen I receive [\[intro\] over v]\nshow\n\n@skip\n\nwhen I receive [\[intro\] over v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Bruh-Sound-Effect v]\n broadcast (next level thing so the game works. if you are seeing this, comment "e" ok bye have fun or whatever v)\n change [level v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\nhide\n\n
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Choose colors! PLatformer 色を選ぶ!?プラットフォーマー
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@Stage\n\nwhen I receive [the end v]\nswitch backdrop to (背景 v)\nforever\n play sound [PIKASONIC - Osaka Express v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景 v)\n\n@player\n\ndefine デス\ngo to [front v] layer\nstart sound [crashed oof v]\npoint in direction (90)\nset rotation style [all around v]\nset [範囲 v] to (pick random (15) to (18))\nrepeat until <[-170] > (y position)>\n show\n go to [front v] layer\n turn right (範囲) degrees\n change y by (範囲)\n change [範囲 v] by (-1)\nend\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [速さ v] to [0]\nset [動作 v] to [y]\npoint in direction (90)\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 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 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)?> 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 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 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 if <(costume [number v]) = [2]> then\n set [y v] to [17]\n else\n set [y v] to [15]\n end\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 (マグマ v)?> and <not <(costume [number v]) = [2]>>>> or <touching (スプライト5 v)?>> then\n デス\n 初期設定プログラム\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)?> and <not <(costume [number v]) = [2]>>> 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) = [15]> then\n if <<touching (水 v)?> and <not <(costume [number v]) = [2]>>> then\n repeat until <not <touching (地面 v)?>>\n change [y v] by (-0.3)\n end\n end\n end\n if <<touching (水 v)?> and <(costume [number v]) = [2]>> then\n デス\n 初期設定プログラム\n broadcast (w v)\n end\n if <<touching (マグマ v)?> and <(costume [number v]) = [2]>> 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\ndefine 初期設定プログラム\nshow\nswitch costume to (コスチューム1 v)\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\n@地面\n\nwhen flag clicked\nhide\nhide variable [☁ world record v]\nhide variable [time 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 [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\n if <(ステージ) = [20]> then\n show variable [time v]\n show variable [☁ world record v]\n if <(time) < (☁ World record)> then\n if <not <(スキップされたか) = [!]>> then\n set [☁ world record v] to (time)\n end\n end\n end\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 [??? 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) = [11]> then\n turn left (7) degrees\n end\n if <(ステージ) = [12]> then\n point in direction (90)\n end\n if <(ステージ) = [13]> then\n go to x: (50) y: (-77)\n end\n if <(ステージ) = [14]> then\n go to x: (0) y: (0)\n end\nend\n\n@マグマ\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (18)\nhide\nforever\n if <(ステージ) = [14]> then\n show\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [15]> then\n hide\n end\n if <(ステージ) = [16]> then\n show\n end\n if <(ステージ) = [17]> then\n show\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [18]> then\n hide\n end\n if <(ステージ) = [19]> then\n show\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [20]> then\n hide\n end\nend\n\n@水\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [ghost v] effect to (17)\nforever\n if <(ステージ) = [15]> then\n switch costume to (コスチューム1 v)\n show\n end\n if <(ステージ) = [16]> then\n hide\n end\n if <(ステージ) = [17]> then\n show\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [18]> then\n hide\n end\n if <(ステージ) = [19]> then\n show\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [20]> then\n hide\n end\nend\n\n@スプライト1\n\nwhen I receive [the end v]\nshow\nset size to (100) %\nforever\n go to [back v] layer\n change [cos v] by (5)\n change size by ([cos v] of (cos) )\nend\n\nwhen flag clicked\nhide\n\n@スプライト2\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [the end v]\nhide\n\n@雲\n\nwhen I receive [the end v]\nforever\n wait (pick random (3) to (4)) seconds\n create clone of (_myself_ v)\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@スプライト3\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) = [20]>> 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@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\nglide (2) secs to x: (0) y: (394)\n\ngo to x: (0) y: (0)\nswitch costume to (your name v)\nshow\n\nhide\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\nrepeat (1)\n\n
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日本語は下 フォロワー1K記念プラフォです!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n▼ How to play\nBlack ⇨ Normal\nRed ⇨ Jump power goes up\nBlue ⇨ Faster movement\n\nTap the character or change the color with the space key\n\nYou can operate it with the arrow keys! Mobile compatible!\n\n▼ From the author\nThumbnails are elaborate (* ´ 艸 `)\nThank you for 1000 followers!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n▼遊び方\n黒色⇨通常\n赤色⇨ジャンプ力が上がる\n青色⇨動きが速くなる\n\nキャラをタップ、またはスペースキーで色変更\n\n矢印キーで操作できます!モバイル対応です!\n\n▼作者から\nサムネを凝りました( *´艸`)\nフォロワー1000人ありがとうございます!
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3d MMO platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Jim-Yosef-Arrow-NCS-Release-1 v] until done\nend\n\n@Blank\n\n@Cloud\n\ndefine init cloud\nset [player id v] to (pick random (999) to (999999))\nset [next post on cloud v] to [16]\nset [next active check v] to [30]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [z v]\ndelete all of [name x v]\ndelete all of [name y v]\ndelete all of [name z v]\ndelete all of [record_other players v]\ndelete all of [active players v]\ndelete all of [active players ids v]\ndelete all of [real cloud data v]\ndelete all of [opponents record v]\ndelete all of [last v]\ndelete all of [active check v]\ndelete all of [record v]\nadd (join [=] (☁ cloud 1)) to [real cloud data v]\nadd (join [=] (☁ cloud 2)) to [real cloud data v]\nadd (join [=] (☁ cloud 3)) to [real cloud data v]\nadd (join [=] (☁ cloud 4)) to [real cloud data v]\nadd (join [=] (☁ cloud 5)) to [real cloud data v]\nadd (join [=] (☁ cloud 6)) to [real cloud data v]\nadd (join [=] (☁ cloud 7)) to [real cloud data v]\nadd (join [=] (☁ cloud 8)) to [real cloud data v]\nadd (join [=] (☁ cloud 9)) to [real cloud data v]\nadd (join [=] (☁ cloud 10)) to [real cloud data v]\n\nwhen I receive [mmo v]\nset [cloned v] to [0]\ndownload cloud\ndecode\nif <(tick) = (next post on cloud)> then\n encode\n send to cloud (pick random (1) to (10))\n set [next post on cloud v] to ((tick) + (16))\nend\nif <(tick) = (next active check)> then\n active check\n set [next active check v] to ((tick) + (30))\nend\nif <[aabbs v] contains [cloud]?> then\n delete other players\nend\n\ndefine download cloud\ndelete all of [cloud data v]\nimport [1] (join [=] (☁ cloud 1))\nimport [2] (join [=] (☁ cloud 2))\nimport [3] (join [=] (☁ cloud 3))\nimport [4] (join [=] (☁ cloud 4))\nimport [5] (join [=] (☁ cloud 5))\nimport [6] (join [=] (☁ cloud 6))\nimport [7] (join [=] (☁ cloud 7))\nimport [8] (join [=] (☁ cloud 8))\nimport [9] (join [=] (☁ cloud 9))\nimport [10] (join [=] (☁ cloud 10))\n\ndefine import (id) (data)\nif <(item (id) of [real cloud data v]) = (data)> then\n stop [this script v]\nend\nreplace item (id) of [real cloud data v] with (data)\nadd (data) to [cloud data v]\n\ndefine encode\nprepare encoding\nset [i v] to [1]\nset [encoded v] to []\nrepeat (length of [encode v])\n set [i2 v] to [1]\n repeat (length of (item (i) of [encode v]))\n switch costume to (letter (i2) of (item (i) of [encode v]))\n if <(costume [number v]) < [10]> then\n set [encoded v] to (join (encoded) (join [0] (costume [number v])))\n else\n set [encoded v] to (join (encoded) (costume [number v]))\n end\n change [i2 v] by (1)\n end\n set [encoded v] to (join (encoded) [53])\n change [i v] by (1)\nend\n\ndefine prepare encoding\ndelete all of [encode v]\nadd (player id) to [encode v]\nadd (round (_pX)) to [encode v]\nadd (round (_pY)) to [encode v]\nadd (round (_pZ)) to [encode v]\nadd (username) to [encode v]\nadd (timer) to [encode v]\nrecord\ndelete all of [record v]\n\ndefine send to cloud (wich cloud?)\nif <[1] = (wich cloud?)> then\n set [☁ cloud 1 v] to (encoded)\nend\nif <[2] = (wich cloud?)> then\n set [☁ cloud 2 v] to (encoded)\nend\nif <[3] = (wich cloud?)> then\n set [☁ cloud 3 v] to (encoded)\nend\nif <[4] = (wich cloud?)> then\n set [☁ cloud 4 v] to (encoded)\nend\nif <[5] = (wich cloud?)> then\n set [☁ cloud 5 v] to (encoded)\nend\nif <[6] = (wich cloud?)> then\n set [☁ cloud 6 v] to (encoded)\nend\nif <[7] = (wich cloud?)> then\n set [☁ cloud 7 v] to (encoded)\nend\nif <[8] = (wich cloud?)> then\n set [☁ cloud 8 v] to (encoded)\nend\nif <[9] = (wich cloud?)> then\n set [☁ cloud 9 v] to (encoded)\nend\nif <[10] = (wich cloud?)> then\n set [☁ cloud 10 v] to (encoded)\nend\n\ndefine decode\nset [i v] to [1]\nrepeat (length of [cloud data v])\n set [i2 v] to [2]\n set [n v] to [1]\n set [decoded v] to []\n repeat ((length of (item (i) of [cloud data v])) / (2))\n switch costume to (join (letter (i2) of (item (i) of [cloud data v])) (letter ((i2) + (1)) of (item (i) of [cloud data v])))\n if <(costume [name v]) = [~]> then\n do something\n set [decoded v] to []\n change [n v] by (1)\n else\n set [decoded v] to (join (decoded) (costume [name v]))\n end\n change [i2 v] by (2)\n end\n change [i v] by (1)\nend\n\ndefine do something\nif <(n) = [1]> then\n if <not <[active players ids v] contains (decoded)?>> then\n if <(cloned) = [0]> then\n if <[active players ids v] contains []?> then\n replace item (item # of [] in [active players ids v]) of [active players ids v] with (decoded)\n else\n add (decoded) to [active players ids v]\n add [0] to [active players v]\n add [0] to [x v]\n add [0] to [y v]\n add [0] to [z v]\n add [0] to [name x v]\n add [0] to [name y v]\n add [0] to [name z v]\n add [0] to [last v]\n add [0] to [active check v]\n repeat (50)\n add [0] to [opponents record v]\n end\n end\n if <not <(decoded) = (player id)>> then\n set [get id v] to (decoded)\n set [cloned v] to [1]\n create clone of (figur2 v)\n end\n else\n stop [this script v]\n end\n end\n set [place v] to (item # of (decoded) in [active players ids v])\nend\nif <(n) = [2]> then\n replace item (place) of [x v] with (decoded)\nend\nif <(n) = [3]> then\n replace item (place) of [y v] with (decoded)\nend\nif <(n) = [4]> then\n replace item (place) of [z v] with (decoded)\nend\nif <(n) = [5]> then\n replace item (place) of [active players v] with (decoded)\nend\nif <(n) = [6]> then\n replace item (place) of [active check v] with (decoded)\nend\nif <<(n) > [6]> and <(n) < [31]>> then\n if <(decoded) = []> then\n replace item (((place) * (50)) - ((56) - (n))) of [opponents record v] with [0]\n else\n replace item (((place) * (50)) - ((56) - (n))) of [opponents record v] with (decoded)\n end\nend\n\ndefine active check\nset [i v] to [1]\nrepeat (length of [active players ids v])\n if <(item (i) of [last v]) = (item (i) of [active check v])> then\n if <(i) = (length of [active players ids v])> then\n delete (i) of [x v]\n delete (i) of [y v]\n delete (i) of [z v]\n delete (i) of [name x v]\n delete (i) of [name y v]\n delete (i) of [name z v]\n delete (i) of [active players v]\n delete (i) of [active players ids v]\n delete (i) of [active check v]\n delete (i) of [last v]\n else\n replace item (i) of [x v] with []\n replace item (i) of [y v] with []\n replace item (i) of [z v] with []\n replace item (i) of [name x v] with []\n replace item (i) of [name y v] with []\n replace item (i) of [name z v] with []\n replace item (i) of [active players v] with []\n replace item (i) of [active players ids v] with []\n replace item (i) of [active check v] with []\n replace item (i) of [last v] with []\n end\n end\n replace item (i) of [last v] with (item (i) of [active check v])\n change [i v] by (1)\nend\n\ndefine record\nset [i v] to [3]\nrepeat ((length of [record v]) / (3))\n add (item ((i) - (2)) of [record v]) to [encode v]\n add (item ((i) - (1)) of [record v]) to [encode v]\n add (item (i) of [record v]) to [encode v]\n change [i v] by (3)\nend\n\ndefine delete other players\nset [i v] to ((item # of [cloud] in [aabbs v]) - (6))\nrepeat (7)\n delete (i) of [aabbs v]\nend\nif <[aabbs v] contains [cloud]?> then\n delete other players\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n set [/oldtime v] to (days since 2000)\n broadcast (mmo v)\n broadcast (tick opponents v)\n broadcast (update v)\n broadcast (render v)\n change [tick v] by (1)\nend\n\nset [/deltatime v] to (join [] ((86400) * ((days since 2000) - (/oldTime))))\nset [/fps v] to (round ((1) / (/deltaTime)))\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nbroadcast (start v)\n\nwhen flag clicked\nreset timer\nif <is turbowarp?> then\n set [/deltatime v] to [0.035]\nelse\n set [/deltatime v] to [0.075]\nend\nset [area v] to [1]\nset [tick v] to [0]\ninit cloud\nbroadcast (load v) and wait\nforever\n download cloud\n decode\n if <[aabbs v] contains [cloud]?> then\n delete other players\n end\nend\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\n\nbroadcast (render v) and wait\n\nbroadcast (update v) and wait\n\n@Figur2\n\nwhen I start as a clone\nset [id v] to (get id)\nset [place v] to (item # of (id) in [active players ids v])\nwait ((2) / (30)) seconds\nset [i v] to [55]\nset [active_check v] to (item (place) of [active check v])\nset [my x v] to (item (place) of [x v])\nset [my y v] to (item (place) of [y v])\nset [my z v] to (item (place) of [z v])\nset [next x v] to (item (place) of [x v])\nset [next y v] to (item (place) of [y v])\nset [next z v] to (item (place) of [z v])\nadd AABB at (My x) (My y) (my z) size (_pSize) (_pSize) (_pSize) mode [cloud]\n\nwhen I receive [tick opponents v]\nif <[active players ids v] contains (id)?> then\n if <(place) > [0]> then\n if <(active_check) = (item (place) of [active check v])> then\n if <([floor v] of (([tick v] of [cloud v]) / (2)) ) = (([tick v] of [cloud v]) / (2))> then\n change [i v] by (3)\n end\n change [my x v] by ((item ((((place) * (50)) - (50)) + ((i) - (2))) of [opponents record v]) / (2))\n change [my y v] by ((item ((((place) * (50)) - (50)) + ((i) - (1))) of [opponents record v]) / (2))\n change [my z v] by ((item ((((place) * (50)) - (50)) + (i)) of [opponents record v]) / (2))\n else\n set [my x v] to (Next x)\n set [my y v] to (Next y)\n set [my z v] to (next z)\n set [next x v] to (item (place) of [x v])\n set [next y v] to (item (place) of [y v])\n set [next z v] to (item (place) of [z v])\n set [i v] to [0]\n end\n set [active_check v] to (item (place) of [active check v])\n add AABB at (My x) (My y) (my z) size (_pSize) (_pSize) (_pSize) mode [cloud]\n end\nelse\n delete this clone\nend\n\nwhen flag clicked\nhide\n\ndefine add AABB at (x) (y) (z) size (sx) (sy) (sz) mode (m)\nadd (x) to [aabbs v]\nadd (y) to [aabbs v]\nadd (z) to [aabbs v]\nreplace item (place) of [name x v] with (x)\nreplace item (place) of [name y v] with ((y) + (30))\nreplace item (place) of [name z v] with (z)\nadd (sx) to [aabbs v]\nadd (sy) to [aabbs v]\nadd (sz) to [aabbs v]\nadd (m) to [aabbs v]\n\n@Update\n\nwhen I receive [update v]\nUpdate\n\ndefine Update\nplayer Physics\ncamera\nsort\n\ndefine player Physics\nif <not <([floor v] of (([tick v] of [cloud v]) / (2)) ) = (([tick v] of [cloud v]) / (2))>> then\n set [last-xpos v] to (_pX)\n set [last-ypos v] to (_pY)\n set [last-zpos v] to (_pZ)\nend\nchange [_pyvel v] by ((-Gravity) * (/deltaTime))\nif <(_pYVel) < [-750]> then\n set [_pyvel v] to [-750]\nend\nchange [_py v] by (round ((_pYVel) * (/deltaTime)))\ncheck player collisions\nif <(ground?) > [0]> then\n change [ground? v] by (() - (/deltaTime))\nend\nif <<[collisions v] contains [ground]?> or <[collisions v] contains [locked]?>> then\n repeat until <not <<[collisions v] contains [ground]?> or <[collisions v] contains [locked]?>>>\n if <(_pYVel) > [0]> then\n change [_py v] by (-1)\n else\n change [_py v] by (1)\n end\n check player collisions\n end\n set [_pyvel v] to [0]\nend\nchange [_py v] by (-3)\ncheck player collisions\nif <<[collisions v] contains [ground]?> or <[collisions v] contains [locked]?>> then\n set [ground? v] to [0.15]\n set [*doubled? v] to [false]\nend\nchange [_py v] by (3)\nif <(updateTime?) = [true]> then\n change [time v] by (/deltaTime)\nend\nif <<not <(^LastFrameSpace) = [true]>> and <<key (space v) pressed?> and <<(ground?) > [0]> or <<(*doubled?) = [true]> or <(fly?) = [true]>>>>> then\n start sound [action_jump v]\n set [_pyvel v] to [500]\n set [ground? v] to [0]\n if <(*double?) = [true]> then\n if <(*doubled?) = [true]> then\n set [*doubled? v] to [false]\n else\n if <not <(fly?) = [true]>> then\n set [*doubled? v] to [true]\n end\n end\n end\nend\nif <(_pY) < [-350]> then\n start sound [roblox-death-sound_1_wqgeWFl v]\n reset\nend\ncheck player collisions\nif <[collisions v] contains [bounce]?> then\n set [_pyvel v] to [900]\nend\nif <[collisions v] contains [lava]?> then\n start sound [roblox-death-sound_1_wqgeWFl v]\n reset\nend\nif <[collisions v] contains [M1]?> then\n set [text v] to [1]\nelse\n if <[collisions v] contains [M2]?> then\n if <[aabbs v] contains [locked]?> then\n set [text v] to [2]\n else\n set [text v] to [15]\n end\n else\n if <[collisions v] contains [M3]?> then\n set [text v] to [3]\n else\n if <[collisions v] contains [M4]?> then\n set [text v] to [4]\n else\n if <[collisions v] contains [M5]?> then\n set [text v] to [5]\n else\n if <[collisions v] contains [M6]?> then\n set [text v] to [6]\n else\n if <[collisions v] contains [M7]?> then\n set [text v] to [7]\n else\n if <[collisions v] contains [M9]?> then\n set [text v] to [9]\n else\n if <[collisions v] contains [M10]?> then\n set [text v] to [10]\n else\n if <[collisions v] contains [M11]?> then\n set [text v] to [11]\n else\n if <[collisions v] contains [M12]?> then\n set [text v] to [12]\n else\n if <[collisions v] contains [M13]?> then\n set [text v] to [13]\n else\n if <[collisions v] contains [M14]?> then\n set [text v] to [14]\n else\n set [text 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\nif <[collisions v] contains [button]?> then\n delete block (item ((item # of [button] in [collisions v]) + (1)) of [collisions v])\n broadcast (cutscene v)\nend\nif <[collisions v] contains [double]?> then\n set [*double? v] to [true]\n delete block (item ((item # of [double] in [collisions v]) + (1)) of [collisions v])\nend\nif <[collisions v] contains [fly]?> then\n set [fly? v] to [true]\n delete block (item ((item # of [fly] in [collisions v]) + (1)) of [collisions v])\nend\nif <[collisions v] contains [speed]?> then\n set [-speed v] to [750]\n delete block (item ((item # of [speed] in [collisions v]) + (1)) of [collisions v])\nend\nif <[collisions v] contains [teleport]?> then\n set [_px v] to [-10000]\n set [_py v] to [0]\n set [_pz v] to [-10000]\nend\nif <<<key (w v) pressed?> or <key (s v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n change xz (() - ((-Speed) * ((/deltaTime) * (((=YSin) * (<key (w v) pressed?> - <key (s v) pressed?>)) + ((=YCos) * (<key (a v) pressed?> - <key (d v) pressed?>)))))) ((-Speed) * ((/deltaTime) * (((=YCos) * (<key (w v) pressed?> - <key (s v) pressed?>)) - ((=YSin) * (<key (a v) pressed?> - <key (d v) pressed?>)))))\n if <[aabbs v] contains [end]?> then\n set [updatetime? v] to [true]\n end\nend\nreplace item (1) of [aabbs v] with (_pX)\nreplace item (2) of [aabbs v] with (_pY)\nreplace item (3) of [aabbs v] with (_pZ)\nset [^lastframespace v] to <key (space v) pressed?>\nif <([floor v] of (([tick v] of [cloud v]) / (2)) ) = (([tick v] of [cloud v]) / (2))> then\n add ((_pX) - (last-xpos)) to [record v]\n add ((_pY) - (last-ypos)) to [record v]\n add ((_pZ) - (last-zpos)) to [record v]\nend\n\nset [text v] to [3]\nset [texttimer v] to [3.5]\n\ndefine check player collisions\ndelete all of [collisions v]\nset [i v] to [0]\nrepeat ((length of [aabbs v]) / (7))\n change [i v] by (7)\n if <not <[collisions v] contains (item (i) of [aabbs v])?>> then\n AABB (item ((i) - (6)) of [aabbs v]) (item ((i) - (5)) of [aabbs v]) (item ((i) - (4)) of [aabbs v]) (_pX) (_pY) (_pZ) size (item ((i) - (3)) of [aabbs v]) (item ((i) - (2)) of [aabbs v]) (item ((i) - (1)) of [aabbs v]) (_pSize) (_pSize) (_pSize)\n if <(out?) = [true]> then\n if <(item (i) of [aabbs v]) = [invisible]> then\n add [ground] to [collisions v]\n else\n add (item (i) of [aabbs v]) to [collisions v]\n add ((i) / (7)) to [collisions v]\n end\n end\n end\nend\n\ndefine AABB (x1) (y1) (z1) (x2) (y2) (z2) size (sx1) (sy1) (sz1) (sx2) (sy2) (sz2)\nset [out? v] to <<([abs v] of ((x1) - (x2)) ) < ((sx1) + (sx2))> and <<([abs v] of ((y1) - (y2)) ) < ((sy1) + (sy2))> and <([abs v] of ((z1) - (z2)) ) < ((sz1) + (sz2))>>>\n\nwhen I receive [load v]\nreset\nset [entfernung v] to [400]\nset [-speed v] to [225]\nset [*double? v] to [false]\nset [fly? v] to [false]\n\ndefine change xz (x) (z)\nchange [_px v] by (round (x))\ncheck player collisions\nif <<[collisions v] contains [ground]?> or <[collisions v] contains [locked]?>> then\n repeat until <not <<[collisions v] contains [ground]?> or <[collisions v] contains [locked]?>>>\n if <(x) > [0]> then\n change [_px v] by (-1)\n else\n change [_px v] by (1)\n end\n check player collisions\n end\nend\nchange [_pz v] by (round (z))\ncheck player collisions\nif <<[collisions v] contains [ground]?> or <[collisions v] contains [locked]?>> then\n repeat until <not <<[collisions v] contains [ground]?> or <[collisions v] contains [locked]?>>>\n if <(z) > [0]> then\n change [_pz v] by (-1)\n else\n change [_pz v] by (1)\n end\n check player collisions\n end\nend\n\ndefine camera\n\n\ndefine sort\ndelete all of [renderorder v]\ndelete all of [dists v]\nset [i v] to [0]\nrepeat ((length of [aabbs v]) / (7))\n change [i v] by (7)\n set [$dist v] to (round ((((_scrollX) - (item ((i) - (6)) of [aabbs v])) * ((_scrollX) - (item ((i) - (6)) of [aabbs v]))) + ((((_scrollY) - ((item ((i) - (5)) of [aabbs v]) - (<not <<(item (i) of [aabbs v]) = [cloud]> or <(item (i) of [aabbs v]) = [player]>>> * (playerH)))) * ((_scrollY) - ((item ((i) - (5)) of [aabbs v]) - (<not <<(item (i) of [aabbs v]) = [cloud]> or <(item (i) of [aabbs v]) = [player]>>> * (playerH))))) + (((_scrollZ) - (item ((i) - (4)) of [aabbs v])) * ((_scrollZ) - (item ((i) - (4)) of [aabbs v]))))))\n add dist ($dist)\nend\n\ndefine add dist (d)\nset [i2 v] to [1]\nrepeat ((length of [dists v]) + (1))\n if <not <(d) < (item (i2) of [dists v])>> then\n insert ($dist) at (i2) of [dists v] \n insert ((length of [renderorder v]) + (1)) at (i2) of [renderorder v] \n stop [this script v]\n end\n change [i2 v] by (1)\nend\n\ndefine reset\nset [=rotx v] to [-40]\nset [=roty v] to [0]\nset [_px v] to [0]\nset [_py v] to [0]\nset [_pz v] to [0]\nset [_pyvel v] to [0]\nset [-gravity v] to [-1000]\nset [_psize v] to [12]\nset [fov v] to [400]\nset [playerh v] to [65]\nset [texttimer v] to [0]\n\ndefine delete block (i)\nrepeat (7)\n delete (((i) * (7)) - (6)) of [aabbs v]\nend\n\nset [text v] to [0]\n\nwhen I receive [cutscene v]\nset [entfernung v] to [400]\nset [_scrollx v] to [0]\nset [_scrolly v] to [200]\nset [_scrollz v] to [0]\nset [=rotx v] to [-20]\nset [=roty v] to [-270]\nset [=xcos v] to ([cos v] of (=RotX) )\nset [=xsin v] to ([sin v] of (=RotX) )\nset [=ycos v] to ([cos v] of (=RotY) )\nset [=ysin v] to ([sin v] of (=RotY) )\nsort\nbroadcast (render v)\n\nbroadcast (cutscene v)\n\nbroadcast (start v)\n\nset [text v] to [8]\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n change [entfernung v] by (-30)\n if <(entfernung) < [0]> then\n set [entfernung v] to [0]\n end\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n change [entfernung v] by (30)\nend\n\n@Load\n\nwhen I receive [load v]\ndelete all of [aabbs v]\nadd AABB at [0] [0] [0] size (_pSize) (_pSize) (_pSize) mode [player]\nadd AABB at [0] [-50] [0] size [100] [25] [100] mode [ground]\nadd AABB at [-9900] [-50] [-9900] size [100] [25] [100] mode [ground]\nadd AABB at [-9900] [-50] [-10100] size [100] [25] [100] mode [ground]\nadd AABB at [-10100] [-50] [-9900] size [100] [25] [100] mode [ground]\nadd AABB at [-10100] [-50] [-10100] size [100] [25] [100] mode [ground]\nadd AABB at [-10000] [-50] [-10400] size [150] [25] [150] mode [ground]\nadd AABB at [-9900] [-15] [-10400] size [25] [10] [25] mode [double]\nadd AABB at [-10000] [-15] [-10400] size [25] [10] [25] mode [fly]\nadd AABB at [-10100] [-15] [-10400] size [25] [10] [25] mode [speed]\nadd AABB at [-10000] [7] [-10000] size [20] [13] [5] mode [M10]\nadd AABB at [-10000] [7] [-10275] size [20] [13] [5] mode [M11]\nadd AABB at [-9900] [7] [-10360] size [20] [13] [5] mode [M12]\nadd AABB at [-10000] [7] [-10360] size [20] [13] [5] mode [M13]\nadd AABB at [-10100] [7] [-10360] size [20] [13] [5] mode [M14]\nadd AABB at [-300] [75] [0] size [25] [100] [75] mode [locked]\nadd AABB at [0] [7] [0] size [20] [13] [5] mode [M1]\nadd AABB at [-350] [-50] [0] size [150] [25] [150] mode [ground]\nadd AABB at [-350] [75] [-100] size [75] [100] [25] mode [ground]\nadd AABB at [-350] [75] [100] size [75] [100] [25] mode [ground]\nadd AABB at [-450] [75] [0] size [25] [100] [125] mode [ground]\nadd AABB at [-350] [200] [0] size [125] [25] [125] mode [ground]\nadd AABB at [-265] [7] [100] size [5] [13] [20] mode [M2]\nadd AABB at [425] [-50] [325] size [75] [25] [100] mode [ground]\nadd AABB at [275] [-50] [325] size [75] [25] [100] mode [ground]\nadd AABB at [50] [-50] [325] size [150] [25] [100] mode [ground]\nadd AABB at [250] [-10] [325] size [25] [15] [100] mode [lava]\nadd AABB at [325] [-10] [275] size [50] [15] [50] mode [lava]\nadd AABB at [425] [-10] [375] size [50] [15] [50] mode [lava]\nadd AABB at [200] [7] [400] size [5] [13] [20] mode [M3]\nadd AABB at [475] [7] [250] size [20] [13] [5] mode [M4]\nadd AABB at [550] [-50] [0] size [75] [25] [75] mode [Bounce]\nadd AABB at [800] [-50] [-250] size [75] [25] [75] mode [Bounce]\nadd AABB at [1200] [-50] [-400] size [75] [25] [75] mode [Bounce]\nadd AABB at [1500] [200] [-400] size [100] [25] [100] mode [Ground]\nadd AABB at [1575] [300] [-400] size [25] [75] [100] mode [Ground]\nadd AABB at [1500] [257] [-400] size [5] [13] [20] mode [M5]\nadd AABB at [1500] [200] [-200] size [100] [25] [100] mode [invisible]\nadd AABB at [1700] [250] [-200] size [100] [25] [100] mode [invisible]\nadd AABB at [1700] [350] [-400] size [100] [25] [100] mode [Ground]\nadd AABB at [1750] [400] [-650] size [50] [25] [50] mode [Ground]\nadd AABB at [1650] [200] [-1000] size [50] [25] [50] mode [bounce]\nadd AABB at [1650] [300] [-1100] size [100] [100] [25] mode [lava]\nadd AABB at [1650] [200] [-1225] size [100] [25] [100] mode [ground]\nadd AABB at [1650] [200] [-1425] size [100] [25] [100] mode [ground]\nadd AABB at [1650] [230] [-1425] size [50] [10] [50] mode [button]\nadd AABB at [1650] [257] [-1350] size [20] [13] [5] mode [M7]\nadd AABB at [1725] [257] [-1425] size [5] [13] [20] mode [M9]\nadd AABB at [-350] [-15] [0] size [40] [10] [40] mode [teleport]\n\ndefine add AABB at (x) (y) (z) size (sx) (sy) (sz) mode (m)\nadd (x) to [aabbs v]\nadd (y) to [aabbs v]\nadd (z) to [aabbs v]\nadd (sx) to [aabbs v]\nadd (sy) to [aabbs v]\nadd (sz) to [aabbs v]\nadd (m) to [aabbs v]\nif <(letter (1) of (m)) = [m]> then\n add (x) to [aabbs v]\n add ((y) - (22)) to [aabbs v]\n add (z) to [aabbs v]\n add [5] to [aabbs v]\n add [9] to [aabbs v]\n add [5] to [aabbs v]\n add [schild] to [aabbs v]\nend\n\nadd AABB at [1650] [200] [-750] size [25] [25] [25] mode [Ground]\n\n@Render\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <(lenb) > (lenc)> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to [1]\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\nset pen size to (res)\ngo to x: (ax) y: (ay)\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\n\nwhen I receive [load v]\nswitch costume to (. v)\nset size to ((1) / ()) %\nswitch costume to (big v)\n\nwhen I receive [render v]\nRender\nbroadcast (text v)\n\nbroadcast (text v) and wait\n\ndefine AABB verts (x) (y) (z) (sx) (sy) (sz)\ndelete all of [. v]\nRotationMatrix ((x) + (sx)) ((y) + (sy)) ((z) + (sz))\nRotationMatrix ((x) - (sx)) ((y) + (sy)) ((z) + (sz))\nRotationMatrix ((x) + (sx)) ((y) - (sy)) ((z) + (sz))\nRotationMatrix ((x) - (sx)) ((y) - (sy)) ((z) + (sz))\nRotationMatrix ((x) + (sx)) ((y) + (sy)) ((z) - (sz))\nRotationMatrix ((x) - (sx)) ((y) + (sy)) ((z) - (sz))\nRotationMatrix ((x) + (sx)) ((y) - (sy)) ((z) - (sz))\nRotationMatrix ((x) - (sx)) ((y) - (sy)) ((z) - (sz))\n\ndefine RotationMatrix (x) (y) (z)\nxyz ((x) - (_scrollX)) ((y) - (_scrollY)) ((z) - (_scrollZ))\nxyz (((z) * (=YSin)) + ((x) * (=YCos))) (y) (((z) * (=YCos)) - ((x) * (=YSin)))\nxyz (x) (((y) * (=XCos)) - ((z) * (=XSin))) (((z) * (=XCos)) + ((y) * (=XSin)))\nif <(z) < [0.3]> then\n set [z v] to [0.3]\nelse\n set [render? v] to [true]\nend\nadd (((x) * (FOV)) / (z)) to [. v]\nadd (((y) * (FOV)) / (z)) to [. v]\n\ndefine render AABB (x) (y) (z) (sx) (sy) (sz)\nset pen (transparency v) to (0)\nif <<(item (i2) of [aabbs v]) = [Ground]> or <(item (i2) of [aabbs v]) = [invisible]>> then\n set pen color to (#0669c9)\nend\nif <(item (i2) of [aabbs v]) = [Lava]> then\n set pen color to (#ff0000)\nend\nif <(item (i2) of [aabbs v]) = [Bounce]> then\n set pen color to (#faff0e)\nend\nif <(item (i2) of [aabbs v]) = [cloud]> then\n set pen color to (#8c8c8c)\nend\nif <(item (i2) of [aabbs v]) = [Player]> then\n set pen color to (#ffffff)\nend\nif <<(item (i2) of [aabbs v]) = [Double]> or <<(item (i2) of [aabbs v]) = [fly]> or <(item (i2) of [aabbs v]) = [speed]>>> then\n set pen color to (#ff743d)\nend\nif <(item (i2) of [aabbs v]) = [BrownB]> then\n set pen color to (#888888)\nend\nif <(item (i2) of [aabbs v]) = [brown]> then\n set pen color to (#ffffff)\nend\nif <(item (i2) of [aabbs v]) = [teleport]> then\n set pen color to (#56ff1e)\nend\nif <(letter (1) of (item (i2) of [aabbs v])) = [M]> then\n set pen color to (#944e00)\nend\nif <(item (i2) of [aabbs v]) = [schild]> then\n set pen color to (#ffa441)\nend\nif <(item (i2) of [aabbs v]) = [locked]> then\n set pen color to (#848484)\nend\nif <(item (i2) of [aabbs v]) = [button]> then\n set pen color to (#ff0000)\nend\nset [render? v] to [false]\nAABB verts (x) (y) (z) (sx) (sy) (sz)\nif <not <<(item (i2) of [aabbs v]) = [invisible]> and <not <(_scrollY) < ((item ((i2) - (5)) of [aabbs v]) - (50))>>>> then\n if <(render?) = [true]> then\n if <(_scrollX) > ((x) + (sx))> then\n change pen (brightness v) by (-10)\n fill (item (1) of [. v]) (item (2) of [. v]) (item (5) of [. v]) (item (6) of [. v]) (item (9) of [. v]) (item (10) of [. v]) resolution: (1)\n fill (item (13) of [. v]) (item (14) of [. v]) (item (5) of [. v]) (item (6) of [. v]) (item (9) of [. v]) (item (10) of [. v]) resolution: (1)\n change pen (brightness v) by (10)\n else\n if <(_scrollX) < ((x) - (sx))> then\n change pen (brightness v) by (-10)\n fill (item (3) of [. v]) (item (4) of [. v]) (item (7) of [. v]) (item (8) of [. v]) (item (11) of [. v]) (item (12) of [. v]) resolution: (1)\n fill (item (15) of [. v]) (item (16) of [. v]) (item (7) of [. v]) (item (8) of [. v]) (item (11) of [. v]) (item (12) of [. v]) resolution: (1)\n change pen (brightness v) by (10)\n end\n end\n if <(_scrollY) > ((y) + (sy))> then\n fill (item (1) of [. v]) (item (2) of [. v]) (item (11) of [. v]) (item (12) of [. v]) (item (9) of [. v]) (item (10) of [. v]) resolution: (1)\n fill (item (3) of [. v]) (item (4) of [. v]) (item (11) of [. v]) (item (12) of [. v]) (item (1) of [. v]) (item (2) of [. v]) resolution: (1)\n else\n if <(_scrollY) < ((y) - (sy))> then\n change pen (brightness v) by (-20)\n fill (item (5) of [. v]) (item (6) of [. v]) (item (15) of [. v]) (item (16) of [. v]) (item (13) of [. v]) (item (14) of [. v]) resolution: (1)\n fill (item (7) of [. v]) (item (8) of [. v]) (item (15) of [. v]) (item (16) of [. v]) (item (5) of [. v]) (item (6) of [. v]) resolution: (1)\n change pen (brightness v) by (20)\n end\n end\n if <(_scrollZ) > ((z) + (sz))> then\n change pen (brightness v) by (-15)\n fill (item (1) of [. v]) (item (2) of [. v]) (item (5) of [. v]) (item (6) of [. v]) (item (3) of [. v]) (item (4) of [. v]) resolution: (1)\n fill (item (7) of [. v]) (item (8) of [. v]) (item (5) of [. v]) (item (6) of [. v]) (item (3) of [. v]) (item (4) of [. v]) resolution: (1)\n else\n if <(_scrollZ) < ((z) - (sz))> then\n change pen (brightness v) by (-5)\n fill (item (9) of [. v]) (item (10) of [. v]) (item (13) of [. v]) (item (14) of [. v]) (item (11) of [. v]) (item (12) of [. v]) resolution: (1)\n fill (item (15) of [. v]) (item (16) of [. v]) (item (13) of [. v]) (item (14) of [. v]) (item (11) of [. v]) (item (12) of [. v]) resolution: (1)\n end\n end\n end\nend\n\ndefine Render\nerase all\nset [i v] to [0]\nrepeat (length of [renderorder v])\n change [i v] by (1)\n set [i2 v] to ((item (i) of [renderorder v]) * (7))\n render AABB (item ((i2) - (6)) of [aabbs v]) (item ((i2) - (5)) of [aabbs v]) (item ((i2) - (4)) of [aabbs v]) (item ((i2) - (3)) of [aabbs v]) (item ((i2) - (2)) of [aabbs v]) (item ((i2) - (1)) of [aabbs v])\nend\n\ndefine xyz (x) (y) (z)\nset [x v] to (x)\nset [y v] to (y)\nset [z v] to (z)\n\n\n\nset pen (transparency v) to (0)\n\nwhen I receive [cutscene v]\nwait (1) seconds\nset [text v] to [8]\nrepeat (75)\n replace item ((item # of [locked] in [aabbs v]) - (4)) of [aabbs v] with ((item ((item # of [locked] in [aabbs v]) - (4)) of [aabbs v]) - (1))\n replace item ((item # of [locked] in [aabbs v]) - (1)) of [aabbs v] with ((item ((item # of [locked] in [aabbs v]) - (1)) of [aabbs v]) - (1))\n Render\n broadcast (text v) and wait\nend\ndelete ((item # of [locked] in [aabbs v]) - (6))\nwait (1) seconds\nbroadcast (start v)\n\nRender\nbroadcast (text v) and wait\n\nbroadcast (start v)\n\nbroadcast (cutscene v)\n\ndefine delete (block)\nrepeat (7)\n delete (block) of [aabbs v]\nend\n\n@TextEngine\n\ndefine 3d projection x (x) y (y) z (z)\nxyz ((x) - (_scrollX)) ((y) - (_scrollY)) ((z) - (_scrollZ))\nxyz (((z) * (=YSin)) + ((x) * (=YCos))) (y) (((z) * (=YCos)) - ((x) * (=YSin)))\nxyz (x) (((y) * (=XCos)) - ((z) * (=XSin))) (((z) * (=XCos)) + ((y) * (=XSin)))\nPrint | Pos (((x) * (FOV)) / (z)) (((y) * (FOV)) / (z)) Size [] [] Bounds [] [] Space [] Style [] [] Underline [] [] Align [c] [] Text (item (idx) of [active players v])\n\ndefine _calcWW (text) (width) (firstwidth) (cspace) (spacewidth)\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\nset [_i3 v] to [1]\nset [_i4 v] to [0]\nset [_i5 v] to [0]\nset [_i6 v] to [0]\nset [_i7 v] to (firstwidth)\nrepeat (length of (text))\n if <(letter (_i3) of (text)) = [ ]> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to [0]\n else\n switch costume to (blank v)\n switch costume to (join (letter (_i3) of (text)) [_])\n set [_i9 v] to ((costume [number v]) - (1))\n if <(_i9) > [0]> then\n set [_i8 v] to (item (_i9) of [_chwidth v])\n if <((_i5) + (_i8)) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n add ((_i5) - (cspace)) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i4)) to [_ww2 v]\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to ((_i8) + (cspace))\n set [_i6 v] to (_i4)\n set [_i7 v] to ((-1) * ((cspace) + (spacewidth)))\n else\n change [_i5 v] by ((_i8) + (cspace))\n end\n add (_i9) to [_ww0 v]\n end\n end\n change [_i3 v] by (1)\nend\nif <(length of [_ww0 v]) > (_i6)> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add (_i7) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i6)) to [_ww2 v]\nend\n\nwhen flag clicked\nerase all\npen up\nhide\nswitch costume to (blank v)\nset size to (100000) %\nswitch costume to ( _ v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\n\ndefine Clear | Character Data\nswitch costume to (blank v)\nswitch costume to ((costume [number v]) - (1))\nif <((costume [number v]) - (1)) > (length of [_chindex v])> then\n set [_i0 v] to ((costume [number v]) - (1))\nelse\n set [_i0 v] to (length of [_chindex v])\nend\ndelete all of [_chindex v]\ndelete all of [_chwidth v]\ndelete all of [_chdata0 v]\ndelete all of [_chdata1 v]\ndelete all of [_chdata2 v]\ndelete all of [_chdata3 v]\nrepeat (_i0)\n add [__] to [_chdata0 v]\n add [none] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add ((length of [_chdata0 v]) + (1)) to [_chindex v]\n add ((1) * (0)) to [_chwidth v]\n repeat (25)\n add [] to [_chdata0 v]\n add [] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n end\nend\nadd [__] to [_chdata0 v]\nadd [none] to [_chdata1 v]\nadd [] to [_chdata2 v]\nadd [] to [_chdata3 v]\n\ndefine Load | Font (fontname)\nset [_i0 v] to (item # of (fontname) in [_fontname v])\nif <(_i0) < [1]> then\n stop [this script v]\nend\nset [_i0 v] to (item (_i0) of [_fontindex v])\nset [_i1 v] to (item (_i0) of [_fontdata v])\nchange [_i0 v] by (2)\nrepeat (item ((_i0) - (1)) of [_fontdata v])\n set [_i2 v] to (item (_i0) of [_fontdata v])\n replace item (_i2) of [_chwidth v] with (item ((_i0) + (1)) of [_fontdata v])\n set [_i3 v] to (item (_i2) of [_chindex v])\n if <not <(item ((_i3) - (1)) of [_chdata1 v]) = (_i1)>> then\n replace item ((_i3) - (1)) of [_chdata1 v] with (_i1)\n replace item ((_i3) - (1)) of [_chdata2 v] with []\n replace item ((_i3) - (1)) of [_chdata3 v] with []\n _unpackDef (_i2) (_i3) (item ((_i0) + (2)) of [_fontdata v])\n end\n change [_i0 v] by (3)\nend\n\ndefine Set Pen Color | RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine _unpackDef (id) (idx) (d)\nset [_i5 v] to (length of (d))\nset [_i6 v] to (idx)\nset [_i7 v] to [1]\nset [_i8 v] to [0]\nrepeat until <(_i7) > (_i5)>\n if <(item (_i6) of [_chdata0 v]) = [__]> then\n insert [] at (_i6) of [_chdata0 v] \n insert [] at (_i6) of [_chdata1 v] \n insert [] at (_i6) of [_chdata2 v] \n insert [] at (_i6) of [_chdata3 v] \n change [_i8 v] by (1)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata0 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata0 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata1 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata1 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata2 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata2 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata3 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata3 v] with (_i9)\n end\n change [_i6 v] by (1)\nend\nif <(_i8) > [0]> then\n set [_i5 v] to (id)\n repeat ((length of [_chindex v]) - (_i5))\n change [_i5 v] by (1)\n replace item (_i5) of [_chindex v] with ((item (_i5) of [_chindex v]) + (_i8))\n end\nend\n\ndefine _getWidth (text) (size) (cspace)\nset [_width v] to [0]\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nrepeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n set [_i2 v] to ((costume [number v]) - (1))\n if <(_i2) > [0]> then\n change [_width v] by (((size) * (item (_i2) of [_chwidth v])) + (cspace))\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\nend\nif <(_i1) > [0]> then\n change [_width v] by ((-1) * (cspace))\nend\n\ndefine New Lines | Number (lines) Size (size) Space (lspace)\nchange [_y v] by (((lines) + <(lines) = []>) * (((size) + ((12) * <(size) = []>)) * ((-1) - ((0.7) * ((lspace) + <(lspace) = []>)))))\n\ndefine Print | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) Space (cspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i8) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i7 v] to (((width) + <(width) = []>) * (_i8))\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\nset [_i2 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i3 v] to ((al.y) + (((0.5) * <(al.y) = [c]>) + <(al.y) = [t]>))\nset [_i4 v] to (((cspace) + <(cspace) = []>) * ((0.27) * (_i8)))\nset pen size to ((0.125) * (((weight) + <(weight) = []>) * (_i8)))\n_printText (text) ((1) * (x)) ((y) - ((_i3) * (_i8))) ((xmin) + (<(xmin) = []> * ((-1) / (0)))) ((xmax) + (<(xmax) = []> * ((1) / (0)))) (_i4) (ul.height) (((weight) + <(weight) = []>) * ((ul.weight) + <(ul.weight) = []>)) ((-1) * (_i2))\n\ndefine Get Width | Size (size) (width) Space (cspace) Text (text)\n_getWidth (text) (((size) + ((12) * <(size) = []>)) * ((width) + <(width) = []>)) (((cspace) + <(cspace) = []>) * ((0.27) * ((size) + ((12) * <(size) = []>))))\n\ndefine Print WW | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) (ymax) (ymin) Space (cspace) (lspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i0) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i0 v] to (((width) + <(width) = []>) * (_i0))\nset [_i1 v] to ((xmin) + ((-230) * <(xmin) = []>))\nset [_i2 v] to ((xmax) + ((230) * <(xmax) = []>))\nset [_i3 v] to (item (1) of [_chwidth v])\nset [_i4 v] to (((0.27) * ((cspace) + <(cspace) = []>)) / ((width) + <(width) = []>))\n_calcWW (text) (((_i2) - (_i1)) / (_i0)) (<not <(x) = []>> * (((x) - (_i1)) / (_i0))) (_i4) ((_i4) + (_i3))\nset [_i7 v] to (_i0)\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nset [_i3 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i0 v] to ((lspace) + <(lspace) = []>)\nif <(al.y) = []> then\n set [_i4 v] to [1]\nelse\n if <(al.y) = ((1) * (al.y))> then\n set [_i4 v] to (al.y)\n else\n if <(al.y) = [b]> then\n set [_i4 v] to ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)\n else\n if <(al.y) = [c]> then\n set [_i4 v] to ((0.5) * ((((0.7) * (_i0)) / (((0.7) * (_i0)) + (1))) + ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)))\n else\n set [_i4 v] to (((0.7) * (_i0)) / (((0.7) * (_i0)) + (1)))\n end\n end\n end\nend\nset [_i5 v] to ((0.1) * ((((ul.weight) + <(ul.weight) = []>) * ((weight) + <(weight) = []>)) * (_i8)))\nif <(ymax) = []> then\n set [_i6 v] to ((1) / (0))\nelse\n set [_i6 v] to ((ymax) - (_i0))\nend\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\n_printWW ((((1) - (_i3)) * (_i1)) + ((_i3) * (_i2))) (x) ((1) - <(x) = []>) ((1) * (y)) (_i6) ((ymin) + (<(ymin) = []> * ((-1) / (0)))) (((cspace) + <(cspace) = []>) * ((0.27) * (_i8))) ((_i8) * ((-1) - ((0.7) * (_i0)))) ((0.125) * (((weight) + <(weight) = []>) * (_i8))) ((ul.height) * (_i8)) (_i5) ((ul.height) * (_i9)) <not <(ul.height) = []>> ((-1) * ((_i3) * (_i7))) (_i4)\n\ndefine _printText (text) (x) (y) (xmin) (xmax) (cspace) (ul.height) (ul.weight) (al.x)\nset [_x v] to (x)\nset [_y v] to (y)\nif <not <(al.x) = [0]>> then\n set [_width v] to [0]\n _getWidth (text) (_i7) (cspace)\n change [_x v] by ((al.x) * (_width))\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nset [_i0 v] to [1]\nif <<(xmin) = ((-1) / (0))> and <(xmax) = ((1) / (0))>> then\n if <(_i9) = [0]> then\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printCh ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n else\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printChSl ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n end\nelse\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n if <not <<(_x) < (xmin)> or <((_x) + ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))) > (xmax)>>> then\n _printChSl ((costume [number v]) - (1))\n else\n change [_x v] by ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))\n end\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\nend\nswitch costume to ( _ v)\nif <not <(ul.height) = []>> then\n set pen size to ((0.1) * (((ul.weight) + <(ul.weight) = []>) * (_i8)))\n set [_i1 v] to ((x) + ((al.x) * (_width)))\n if <(_i1) < (xmin)> then\n set [_i1 v] to (xmin)\n end\n go to x: (((_i1) + ((_i9) * (ul.height))) - ((0.13) * (_i7))) y: ((y) + ((ul.height) * (_i8)))\n pen down\n set [_i2 v] to ((_x) - (cspace))\n if <(_i2) > (xmax)> then\n set [_i2 v] to (xmax)\n end\n set x to (((_i2) + ((_i9) * (ul.height))) + ((0.13) * (_i7)))\n pen up\nend\n\ndefine _printWW (x) (firstx) (firstline) (y) (ymax) (ymin) (cspace) (lspace) (wt) (ul.height) (ul.weight) (ul.offset) <undl> (al.x) (al.y)\nswitch costume to ( _ v)\nset [_x v] to (x)\nset [_y v] to ((y) - (((al.y) - (1)) * (lspace)))\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nif <(item (1) of [_ww2 v]) = [0]> then\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n if <(firstline) = [1]> then\n change [_y v] by (lspace)\n end\nend\nrepeat until <<not <(_y) > (ymax)>> or <(_i0) > (length of [_ww1 v])>>\n change [_i1 v] by ((item (_i0) of [_ww2 v]) + (1))\n change [_i0 v] by (1)\n change [_y v] by (lspace)\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nrepeat until <<(_y) < (ymin)> or <(_i0) > (length of [_ww1 v])>>\n if <(_i0) = (firstline)> then\n set [_x v] to (firstx)\n else\n set [_x v] to ((x) + ((al.x) * (item (_i0) of [_ww1 v])))\n end\n set pen size to (wt)\n if <(_i9) = [0]> then\n repeat (item (_i0) of [_ww2 v])\n _printCh (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n else\n repeat (item (_i0) of [_ww2 v])\n _printChSl (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n end\n if <undl> then\n set pen size to (ul.weight)\n if <(_i0) = (firstline)> then\n go to x: (((firstx) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n else\n go to x: ((((x) + ((al.x) * (item (_i0) of [_ww1 v]))) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n end\n pen down\n set x to ((((_x) - (cspace)) + (ul.offset)) + ((0.13) * (_i7)))\n pen up\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n change [_y v] by (lspace)\nend\nif <((length of [_ww1 v]) - <(item (1) of [_ww2 v]) = [0]>) > [0]> then\n change [_y v] by ((-1) * (lspace))\nend\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\n\ndefine _printCh (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata1 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to (((_i7) * (item (_i2) of [_chdata0 v])) / (_bq2))\n set [_i4 v] to ((((_i7) * (item (_i2) of [_chdata1 v])) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\ndefine _printChSl (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata2 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to ((((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata2 v]))) / (_bq2))\n set [_i4 v] to (((((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata3 v]))) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\nwhen flag clicked\nset [text v] to [0]\nset [frame v] to [0]\nLoad | Font [parabolic]\n\ndefine render\nset [idx v] to [1]\nset [active players v] to [0]\ngo to [front v] layer\nrepeat (length of [active players ids v])\n if <not <(item (idx) of [active players ids v]) = []>> then\n change [active players v] by (1)\n end\n change [idx v] by (1)\nend\nSet Pen Color | RGBA [0] [0] [0] []\nPrint | Pos [-230] [145] Size [20] [0.75] Bounds [] [] Space [] Style [] [] Underline [] [] Align [] [] Text (join [active players: ] (active players))\nset [idx v] to [1]\nrepeat (length of [active players ids v])\n if <not <(item (idx) of [active players ids v]) = (player id)>> then\n 3d projection x (item (idx) of [name x v]) y (item (idx) of [name y v]) z (item (idx) of [name z v])\n end\n change [idx v] by (1)\nend\nif <(Text) > [0]> then\n Print WW | Pos [] [-100] Size [20] [] Bounds [] [] [] [] Space [] [] Style [] [] Underline [] [] Align [c] [] Text (item (Text) of [text v])\nend\n\nerase all\n\nwhen I receive [text v]\nrender\n\ndefine xyz (x) (y) (z)\nset [x v] to (x)\nset [y v] to (y)\nset [z v] to (z)\n\n@UI designs\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (title hud v)\nshow\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-30)\ngo to [front v] layer\nswitch costume to (play button v)\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) * (0.4))\n else\n change size by (((100) - (size)) * (0.4))\n end\nend\nhide\nbroadcast (start v)\n\nwhen I receive [start v]\ndelete this clone\n\n@UI designs2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
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||3D MMO platformer||\n\nMMO means massively multyplayer online game, that means that very much players can play together online.\n\nZoom with the mouse wheel, all other Instructions are all in game.\n\nSpam the green flag to prevent lag.\n\nIf it lags, try it here: https://turbowarp.org/651332587?hqpen
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Turquosion || A platformer - collab with @google_34
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nstart sound [Platform song v]\n\n@Player\n\nwhen flag clicked\nforever\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [jump v] to [0]\n go to x: (-210) y: (-55)\n repeat until <<(x position) > [240]> or <touching (spikes and acid v)?>>\n change [x velocity v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [x velocity v] to ((X Velocity) * (0.9))\n create clone of (_myself_ v)\n change x by (round (X Velocity))\n if <touching (platform v)?> then\n change x by (round ((X Velocity) * (-1)))\n if <key (up arrow v) pressed?> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-8]\n else\n set [x velocity v] to [8]\n end\n set [jump v] to [0]\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 (platform v)?> then\n change y by ((Y Velocity) * (-1))\n if <(Y Velocity) < [0]> then\n set [jump v] to [0]\n end\n set [y velocity v] to [0]\n end\n if <key (up arrow v) pressed?> then\n if <(Jump) = [0]> then\n set [y velocity 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 (2 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 velocity v] by (5)\n end\nend\n\n\n\nset [x velocity v] to [0]\n\nwhen flag clicked\nforever\n if <touching (speed left v)?> then\n change [x velocity v] by (-00.9)\n end\nend\n\nmove (10) steps\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nshow\n\nwhen [1 v] key pressed\nswitch costume to (2 v)\n\nwhen [2 v] key pressed\nswitch costume to (1 v)\n\n@google_34\n\nwhen flag clicked\nhide\n\n@Pianoharbor87\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\n\nwhen [g v] key pressed\nswitch costume to (secret4 v)\n\n@Spikes and acid\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\n\n
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Arrow keys \nReach the end\nPress 1 to have no eye and press 2 to have an eye.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 "the guide was very helpful!" for nothing!
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Scratchey - A Platformer
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@Stage\n\nwhen flag clicked\n\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [scene1 v]\n\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [scene2 v]\n\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [scene3 v]\n\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [scene4 v]\n\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [scene5 v]\n\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [scene6 v]\n\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [scene7 v]\n\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [scene 101 v]\n\nswitch backdrop to (backdrop9 v)\n\nwhen I receive [scene104 v]\n\nswitch backdrop to (backdrop8 v)\n\nwhen I receive [scene102 v]\n\nswitch backdrop to (backdrop10 v)\n\nwhen I receive [main menu v]\nswitch backdrop to (backdrop11 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop12 v)\n\n@Player\n\nwhen flag clicked\nset [lives v] to [3]\nset [speed v] to [0]\nbroadcast (Main Menu v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor?\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved by Moving Platform\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [0]\n start sound [Jump v]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [12]\n start sound [Jump v]\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) * (.6))\n end\nend\n\ndefine Controls - Left and Right\ngo [forward v] (10000000000000) layers\ngo to [front v] layer\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wallslide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\nset [speed x v] to ((speed x) * (RESISTANCE))\n\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to [0]\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((Scene #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((Scene #) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-177]> then\n Begin Scene # ((Scene #) - (100)) go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\ngo [forward v] (456576) layers\ngo to [front v] layer\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor?\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstart sound [Meow v]\nstart sound [Oops v]\nstop [other scripts in sprite v]\nrepeat (5)\n switch costume to (die-01 v)\n wait (0.1) seconds\n change [ghost v] effect by (20)\n switch costume to (die-02 v)\n wait (0.1) seconds\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 [12]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1]\nset [jump force v] to [12]\nset [jump duration v] to [5]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v)\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-120]\nset [spawn y v] to [0]\nReset and Begin Level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\nwhen I receive [bounce boss v]\nset [speed y v] to [15]\n\nwhen I receive [trampoline bounce v]\nset [speed y v] to [20]\n\npoint in direction ((KEY X) * (90))\n\nwhen I receive [start game v]\n\nif <not <(Lives) = [0]>> then\n repeat (5)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\n end\nend\n\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (.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\n\nwhen flag clicked\ngo to [back v] layer\n\n@Level\n\nwhen flag clicked\nset [scene # v] to [1]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\ngo to x: (0) y: (0)\nswitch costume to (join [Scene] (Scene #))\nerase all\nStamp Shadow\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-15)\nchange x by (-7)\nstamp\nchange y by (15)\nchange x by (7)\nclear graphic effects\n\nwhen I receive [begin v]\nshow\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [23] [-86] dir [90]\n else\n Spawn [Red] at [23] [-86] dir [90]\n end\nend\nif <(Scene #) = [2]> then\n Spawn [Red] at [69] [-83] dir [90]\nend\nif <(Scene #) = [3]> then\n Spawn [Red] at [-61] [8] dir [90]\n Spawn [Red] at [62] [9] dir [-90]\nend\nif <(Scene #) = [102]> then\n Spawn [Red] at [-134] [-11] dir [90]\nend\nif <(Scene #) = [104]> then\n Spawn [Red] at [-142] [-13] dir [90]\nend\nif <(Scene #) = [5]> then\n Spawn [Red] at [-104] [-71] dir [90]\nend\nif <(Scene #) = [203]> then\n Spawn [Red] at [17] [2] dir [90]\nend\nif <(Scene #) = [-96]> then\n Spawn [Red] at [24] [-95] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (Frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(invulnerable) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (SPEED Y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - bounce v)\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [player - bounce v]\nif <(music) = [on]> then\n start sound [Squish Pop v]\nend\n\n@Boss\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) = [205]> then\n broadcast (boss v)\n Spawn [Purple] at [172] [-92] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (purple1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (Frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(invulnerable) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (SPEED Y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([y position v] of [player v]) > [-93]> then\n broadcast (bounce boss v)\n switch costume to (purple quish v)\n wait (0.3) seconds\n switch costume to (purple quish v)\n change [boss squish v] by (1)\nend\nif <([y position v] of [player v]) < [-92]> then\n broadcast (Lose Life v)\nend\nif <(Boss Squish) = [10]> then\n broadcast (win v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\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 receive [change scene v]\nset [boss squish v] to [0]\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\nforever\n if <(costume [number v]) = [1]> then\n go to x: (0) y: (35)\n end\nend\n\nwhen I receive [game over v]\ngo to x: (0) y: (35)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v) and wait\n\nbroadcast (Main Menu v)\n\nwhen I receive [main menu v]\nif <(costume [number v]) = [4]> then\n point in direction (90)\nend\nwait (0.001) seconds\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n repeat until <not <(costume [number v]) = [1]>>\n change [speed v] by (5)\n point in direction ((([sin v] of (SPEED) ) * (1)) + (90))\n end\nend\nif <(costume [number v]) = [3]> then\n wait (3.6) seconds\n broadcast (start screen v)\n point in direction (90)\nend\n\nwhen I receive [start game v]\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\nforever\n set size to (100) %\nend\n\nwhen I receive [win v]\ngo to x: (35) y: (43)\nswitch costume to (win v)\ngo to [back v] layer\nshow\nplay sound [Win v] until done\n\nwhen I receive [main menu v]\nforever\n if <(costume [number v]) = [3]> then\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\n end\nend\n\nwhen I receive [begin v]\nshow\n\n@Start Script\n\nwhen I receive [start screen v]\ngo to [front v] layer\ngo to x: (0) y: (80)\nshow\nset size to (0) %\nforever\n set x to (0)\n set y to ((50) + (([cos v] of ((sine) * (10)) ) * (5)))\n point in direction ((90) + (([sin v] of ((sine) * (10)) ) * (2)))\n change [sine v] by (1)\n if then\n else\n set [bounce v] to (((bounce) * (0.6)) + (((220) - (size)) / (5)))\n change size by (bounce)\n end\nend\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nhide\n\n@Main Menu\n\nwhen I receive [start screen v]\nwait (.0000001) seconds\ngo to [front v] layer\nshow\nset size to (10) %\nif <(Lives) = [0]> then\n go to x: (1) y: (-70)\nelse\n go to x: (-60) y: (-70)\nend\nforever\n go [forward v] (546456745765678568967894678567867896789) layers\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((150) - (size)))\n switch costume to (play button3 v)\n else\n change size by ((0.2) * ((130) - (size)))\n switch costume to (play button v)\n end\n change [speed v] by (5)\n point in direction ((([sin v] of (SPEED) ) * (3)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Start Game v)\nplay sound [Wood Tap v] until done\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [game over v]\nwait (.0000001) seconds\ngo to [front v] layer\nshow\nset size to (10) %\nif <(Lives) = [0]> then\n go to x: (1) y: (-70)\nelse\n go to x: (-60) y: (-70)\nend\nswitch costume to (play button3 v)\nforever\n go [forward v] (546456745765678568967894678567867896789) layers\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((150) - (size)))\n switch costume to (play button3 v)\n else\n change size by ((0.2) * ((130) - (size)))\n switch costume to (play button v)\n end\n change [speed v] by (5)\n point in direction ((([sin v] of (SPEED) ) * (3)) + (90))\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nif <<<(Scene #) = [5]> or <<<(Scene #) = [101]> or <(Scene #) = [102]>> or <(Scene #) = [203]>>> or <(Scene #) = [204]>> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-15)\nchange x by (-7)\nstamp\nchange y by (15)\nchange x by (7)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (72)\n move (2) steps\n stamp\n move (-2) steps\n turn right (5) degrees\nend\nclear graphic effects\n\n@Shadow\n\nwhen I receive [change scene v]\nshow\nset [change scene message v] to [1]\ngo to [back v] layer\ngo to x: (([x position v] of [danger v]) - ()) y: (([y position v] of [danger v]) - ())\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [main menu v]\nhide\n\n@Platform\n\nwhen I receive [change scene v]\nhide\nif <(Scene #) = [101]> then\n Spawn [Side] at [11] [-45] dir [90] turn []\nend\nif <(Scene #) = [104]> then\n go to [back v] layer\n show\n Door at [-190] [32] key [Key]\nend\nif <(Scene #) = [5]> then\n Spawn [Up] at [140] [-44] dir [90] turn []\nend\nif <(Scene #) = [103]> then\n Animate Platform 3\nend\nif <(Scene #) = [204]> then\n Spawn [rotate] at [-125] [-101] dir [90] turn [1]\n Spawn [rotate] at [-45] [-101] dir [82] turn [1]\n Spawn [rotate] at [35] [-101] dir [74] turn [1]\n Spawn [rotate2] at [115] [-101] dir [66] turn [1]\nend\nif <(Scene #) = [205]> then\n Spawn [Door] at [0] [54] dir [90] turn []\nend\n\ndefine Animate Platform\nshow\ngo to [back v] layer\nforever\n glide (2) secs to x: (169) y: (-45)\n wait (1) seconds\n glide (2) secs to x: (11) y: (-45)\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Machine v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Machine v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nforever\n if <not <(Scene #) = [103]>> then\n broadcast (Stop Stompers v)\n end\n if <(Scene #) = [103]> then\n broadcast (Stompers v)\n end\nend\n\ndefine Animate Platform 2\nshow\ngo to [back v] layer\nforever\n glide (2) secs to x: (26) y: (31)\n wait (1) seconds\n glide (2) secs to x: (140) y: (-44)\n wait (1) seconds\nend\n\ndefine Animate Platform 3\nshow\ngo to [back v] layer\nswitch costume to (stomper v)\ngo to x: (0) y: (0)\nforever\n glide (0.1) secs to x: (0) y: (-72)\n play sound [Crunch v] until done\n wait (1) seconds\n glide (.3) secs to x: (0) y: (0)\n wait (1) seconds\nend\n\ndefine Animate Platform 4\nshow\ngo to [back v] layer\ngo to x: (0) y: (54)\nwait (0.5) seconds\nglide (1) secs to x: (0) y: (-72)\nplay sound [Crunch v] until done\n\ndefine Tester Platform\nshow\ngo to [back v] layer\nswitch costume to (rotate v)\nforever\n glide (2) secs to x: (x position) y: ((y position) - (90))\n wait (1) seconds\n glide (2) secs to x: (x position) y: ((y position) + (90))\n wait (1) seconds\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\nswitch costume to (type)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key [Key]\nend\nif <(turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nif <(Scene #) = [101]> then\n Animate Platform\nend\nif <(Scene #) = [5]> then\n Animate Platform 2\nend\nif <(Scene #) = [103]> then\n Animate Platform 3\nend\nif <(Scene #) = [205]> then\n Animate Platform 4\nend\nif <(Scene #) = [204]> then\n\ngo to x: (140) y: (-44)\n\nswitch costume to (up v)\n\nSpawn [rotate] at [-69] [21] dir [90] turn []\nTester Platform\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\nTester Platform\n\n@Collectables\n\nwhen I receive [change scene v]\nif <(Scene #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <<(costume [name v]) = [coin]> or <(costume [name v]) = [coin BIG]>> then\n broadcast (coin v)\n play sound [Coin v] until done\n change [coins v] by (1)\nelse\n if <(costume [name v]) = [Green 🚩]> then\n start sound [Connect v]\n set [spawn scene v] to (Scene #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n add (costume [name v]) to [collected v]\n play sound [Magic Spell v] until done\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [coins v] to [0]\nhide\nPlace [coin] scene [1] xy [199] [-17]\nPlace [coin] scene [1] xy [-187] [116]\nPlace [coin] scene [2] xy [32] [8]\nPlace [Green 🚩] scene [3] xy [180] [-23]\nPlace [coin] scene [3] xy [-3] [72]\nPlace [coin] scene [101] xy [221] [-6]\nPlace [coin] scene [102] xy [-57] [99]\nPlace [Green 🚩] scene [104] xy [115] [-8]\nPlace [Green 🚩] scene [203] xy [192] [-99]\nPlace [coin] scene [104] xy [-15] [45]\nPlace [Key] scene [105] xy [-17] [40]\nPlace [coin] scene [106] xy [-95] [70]\nPlace [coin] scene [106] xy [-95] [35]\nPlace [coin] scene [106] xy [-95] [0]\nPlace [coin] scene [106] xy [-45] [70]\nPlace [coin] scene [106] xy [-45] [35]\nPlace [coin] scene [106] xy [-45] [0]\nPlace [coin] scene [106] xy [5] [70]\nPlace [coin] scene [106] xy [5] [35]\nPlace [coin] scene [106] xy [5] [0]\nPlace [coin] scene [106] xy [55] [70]\nPlace [coin] scene [106] xy [55] [35]\nPlace [coin] scene [106] xy [55] [0]\nPlace [coin] scene [106] xy [105] [70]\nPlace [coin] scene [106] xy [105] [35]\nPlace [coin] scene [106] xy [105] [0]\nPlace [coin] scene [106] xy [155] [70]\nPlace [coin] scene [106] xy [155] [35]\nPlace [coin] scene [106] xy [155] [0]\nPlace [coin] scene [-96] xy [1] [89]\nPlace [coin] scene [204] xy [208] [-71]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nset size to (40) %\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@False Wall\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Scene #) = [105]> then\n show\n else\n hide\n end\nend\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nif <<(Scene #) = [5]> or <<<(Scene #) = [101]> or <(Scene #) = [102]>> or <(Scene #) = [203]>>> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-15)\nchange x by (-7)\nstamp\nchange y by (15)\nchange x by (7)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (72)\n move (2) steps\n stamp\n move (-2) steps\n turn right (5) degrees\nend\nclear graphic effects\n\n@Coins\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [start game v]\nswitch costume to (coins0 v)\ngo to [front v] layer\ngo to x: (-204) y: (-163)\nshow\n\nwhen I receive [coin v]\nswitch costume to ((Coins) + (1))\n\nwhen I receive [change scene v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\nswitch costume to (coins3 v)\n\n@Lives\n\nwhen I receive [main menu v]\nhide\nwait (1) seconds\nif <(Lives) = [0]> then\n repeat (1)\n play sound [Lose v] until done\n end\nend\n\nwhen I receive [start game v]\nswitch costume to (hearts3 v)\nshow\ngo to x: (-203) y: (-138)\nforever\n if <(Lives) = [1]> then\n switch costume to (hearts1 v)\n end\n if <(Lives) = [2]> then\n switch costume to (hearts2 v)\n end\n if <(Lives) = [3]> then\n switch costume to (hearts3 v)\n end\nend\n\nwhen I receive [change scene v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n end\nend\n\nwhen I receive [change scene v]\nforever\n if <not <touching (player v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\n@Popout\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (pop v)\ngo to x: (174) y: (200)\nhide\nforever\n wait (pick random (10) to (15)) 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@confetti\n\nwhen flag clicked\nset [clone? v] to [0]\nhide\n\nwhen I start as a clone\nset [clone? v] to [1]\ngo to [front v] layer\nshow\nswitch costume to (pick random (1) to (8))\ngo to x: (pick random (-230) to (230)) y: (-170)\nset [x vel v] to (pick random (-5) to (5))\nset [y vel v] to (pick random (6) to (10))\nrepeat until <touching (_edge_ v)?>\n change x by (X vel)\n change y by (Y vel)\n change [y vel v] by (-.25)\n set [x vel v] to ((X vel) * (.95))\nend\ndelete this clone\n\ndefine Clone\nrepeat (4)\n create clone of (_myself_ v)\nend\n\nwhen I receive [confetti v]\nif <(clone?) = [0]> then\n repeat (15)\n Clone\n end\nend\n\nwhen I receive [win v]\nforever\n broadcast (Confetti v)\n wait (3) seconds\nend\n\n@Labels\n\nwhen flag clicked\nhide\nwait until <(Scene #) = [106]>\nshow\ngo to [front v] layer\nswitch costume to (secret room v)\nslide\n\ndefine go to (x) (y)\nset size to (1000) %\ngo to x: (x) y: (y)\nset size to (100) %\n\ndefine slide\nshow\ngo to [500] [0]\ndelete all of [move v]\nrepeat (25)\n add (((0) - (x position)) / (5)) to [move v]\n change x by (((0) - (x position)) / (5))\nend\nwait (0.05) seconds\nrepeat (25)\n change x by (item (join [la] [st]) of [move v])\n delete (join [la] [st]) of [move v]\nend\nhide\n\nwhen flag clicked\nshow\nhide\nwait (5) seconds\nwait until <(Scene #) = [205]>\ngo to [front v] layer\nswitch costume to (boss v)\nslide\n\nwhen flag clicked\nset [scene # v] to [1]\n\n@Instructions2\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [back v]\nhide\n\n@Back\n\nwhen I receive [main menu v]\nwait (0.001) seconds\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (back v)\nplay sound [Wood Tap v] until done\nhide\nbroadcast (show v) and wait\n\nwhen I receive [instructions v]\nshow\ngo to [front v] layer\nset size to (10) %\ngo to x: (-215) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((70) - (size)))\n switch costume to (play button3 v)\n else\n change size by ((0.2) * ((60) - (size)))\n switch costume to (play button v)\n end\n change [speed v] by (5)\n point in direction ((([sin v] of (SPEED) ) * (3)) + (90))\nend\n\nwhen I receive [start game v]\nhide\n\n@music\n\nshow\n\nwhen flag clicked\nswitch costume to ( on v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <(music) = [on]> then\n set [music v] to [off]\n switch costume to ( off v)\n else\n set [music v] to [on]\n switch costume to ( on v)\n end\n play sound [Wood Tap2 v] until done\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [music v]) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen I receive [change scene v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [begin v]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nrepeat until <[0] = [1]>\n play sound [Odesong v] until done\nend\n\nwhen flag clicked\nset size to (10) %\ngo to [front v] layer\ngo [backward v] (3) layers\ngo to x: (213) y: (-150)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((120) - (size)))\n switch costume to (play button3 v)\n else\n change size by ((0.2) * ((100) - (size)))\n switch costume to (play button v)\n end\nend\n\n@Instructions\n\nwhen I receive [start screen v]\nwait (0.001) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (60) y: (-70)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((150) - (size)))\n switch costume to (play button3 v)\n else\n change size by ((0.2) * ((130) - (size)))\n switch costume to (play button v)\n end\n change [speed v] by (5)\n point in direction ((([sin v] of (SPEED) ) * (3)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nplay sound [Wood Tap v] until done\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\nbroadcast (Instructions v) and wait\n\n@Thumb\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <not <(Scene #) = [-96]>> then\n hide\n end\n if <(Scene #) = [-96]> then\n go to x: (36) y: (28)\n go to [back v] layer\n show\n end\n if <touching (player v)?> then\n broadcast (trampoline bounce v)\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [main menu v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [boing v] until done\n end\nend\n\n@Intro\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (1450) %\nswitch costume to (pfp v)\nforever\n change size by ((0.1) * ((300) - (size)))\nend\n\nwhen flag clicked\nwait (2) seconds\ncreate clone of (_myself_ v)\nrepeat (14)\n change y by (2)\nend\nwait (.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Begin v)\n\nwhen I start as a clone\nhide\nset size to (120) %\nswitch costume to (text v)\ngo to x: (0) y: (-206)\nshow\nrepeat (14)\n change y by (10)\nend\nwait (.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nplay sound [Low Whoosh v] until done\nwait (1.3) seconds\nplay sound [High Whoosh v] until done\nwait (1) seconds\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (3.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
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----------------------------CONTROLS----------------------------\nJump: ↑ or W or Space\nRight: → or D\nLeft: ← or A\nWall Jumping: Jump on Wall + ↑ or W or Space\n--------------------------CHANGELOG----------------------------\n2022-03-05 - Initial Release\n2022-03-06 - New Scene Added\n2022-03-06 - Boss Added\n2022-03-07 - Custom Life & Coin Counters Added\n2022-03-12 - New Scene Added\n2022-03-18 - Audio on/off Button Added\n2022-03-23 - Rotating Platforms Added\n2022-03-23 - New Scene Added\n2022-03-24 - Sliding Label Bug Fixed\n2022-03-25 - Changed Thumbnail\n2022-03-28 - Fixed Play Button Bug\n2022-04-03 - Coin Counter Bug Fixed\n2022-04-11 - Changed Starting Screen\n2022-04-27 - Inro Added\n2022-04-27 - Fixed Label Intro Bug\n2023-01-02 - Fixed Game Over Play Button Bug\n2023-02-25 - Fixed Lava Glitch\n-------------------------COMING SOON--------------------------\n- Mobile Accessibility\n- Settings Bar
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Autumn Platformer!!!
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (10211000257 v)\nend\n\n@キャラ\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [パステルハウス v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nclear graphic effects\nset size to (100) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [stage v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1.26)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1.26)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [14.72]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [ニュッ2 v]\n set [y v] to [18]\n end\n change y by (1)\n if <<(y position) < [-165]> or <touching (マグマ v)?>> then\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <[236] < (x position)> then\n if <not <(STAGE) = [11]>> then\n go to x: (-200) y: (0)\n hide\n go to x: (-200) y: (0)\n clear graphic effects\n go to x: (-200) y: (0)\n set [y v] to [0]\n go to x: (-200) y: (0)\n set [x v] to [0]\n go to x: (-200) y: (0)\n change [stage v] by (1)\n go to x: (-200) y: (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n\n@地面\n\nwhen flag clicked\nchange [☁ プレイされた回数 v] by (1)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(costume [number v]) = [12]> then\n if <(☁ World Record) > (TIME)> then\n set [☁ world record v] to (TIME)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<[11] > (backdrop [number v])> or <[11] = (backdrop [number v])>> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (STAGE)\nend\n\nwhen flag clicked\nif <(☁ World Record) = [0]> then\n set [☁ world record v] to [1000]\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (STAGE)\nend\n\n@マグマ\n\nwhen flag clicked\nforever\n switch costume to (STAGE)\nend\n\n@autumn_leaves_momiji\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n wait (pick random (0.1) to (0.6)) seconds\n repeat (pick random (1) to (5))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\npoint in direction (pick random (1) to (180))\ngo to x: (pick random (-180) to (180)) y: (180)\nshow\nrepeat until <<touching (地面 v)?> or <(y position) < [-100]>>\n change y by (pick random (-3) to (-7))\nend\ndelete this clone\n\n@コスチューム1 (5)\n\nwhen flag clicked\nhide\n\n
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https://scratch.mit.edu/projects/652841670
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2.5D! Fog | A Platformer
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@Stage\n\nwhen I receive [スタート v]\nset [time v] to [0]\nrepeat until <(ステージ番号) = [10]>\n wait (1) seconds\n change [time v] by (1)\nend\nset [ゴールした? v] to [1]\nbroadcast (タイム表示 v)\n\nwhen I receive [スタート v]\nforever\n play sound [Beave - Talk \[NCS Release\] v] until done\nend\n\nwhen I receive [introend v]\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nforever\n set [brightness v] effect to (背景明るさ)\nend\n\n@地形\n\nwhen I receive [スタート v]\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen I receive [ステージ切り替え v]\nchange [ステージ番号 v] by (1)\npoint in direction (90)\ngo to x: (0) y: (0)\nnext costume\nif <(ステージ番号) = [5]> then\n wait until <[0] > ([x position v] of [プレイヤー v])>\n wait until <([x position v] of [プレイヤー v]) > [0]>\n repeat (10)\n change y by (-10)\n end\nend\nif <(ステージ番号) = [6]> then\n wait until <[0] > ([x position v] of [プレイヤー v])>\n wait until <([x position v] of [プレイヤー v]) > [0]>\n set rotation style [all around v]\n repeat until <(動いてよろしい?) = [0]>\n turn right (0.1) degrees\n end\nend\nif <<(ステージ番号) = [7]> or <(ステージ番号) = [8]>> then\n wait until <[0] > ([x position v] of [プレイヤー v])>\n wait until <([x position v] of [プレイヤー v]) > [0]>\n set rotation style [all around v]\n repeat until <(動いてよろしい?) = [0]>\n move (1) steps\n turn right (0.1) degrees\n end\nend\nif <(ステージ番号) = [9]> then\n wait until <[0] > ([x position v] of [プレイヤー v])>\n wait until <([x position v] of [プレイヤー v]) > [0]>\n next costume\n start sound [剣で打ち合う3 v]\nend\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nset [ステージ番号 v] to [1]\nステージ生成\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nerase all\nhide\n\ndefine ステージ生成\nshow\nerase all\nset size to (50) %\nchange [brightness v] effect by (-10)\nrepeat (49)\n stamp\n change size by (1)\nend\nset [brightness v] effect to ((背景明るさ) * (-1))\nchange size by (1)\nset size to (100) %\nstamp\n\nwhen I receive [スタート v]\nforever\n ステージ生成\nend\n\nwhen I receive [死 v]\nwait (0.1) seconds\npoint in direction (90)\nglide (0.5) secs to x: (0) y: (0)\npoint in direction (90)\nif <(ステージ番号) = [5]> then\n wait until <[0] > ([x position v] of [プレイヤー v])>\n wait until <([x position v] of [プレイヤー v]) > [0]>\n repeat (10)\n change y by (-10)\n end\nend\nif <(ステージ番号) = [6]> then\n wait until <[0] > ([x position v] of [プレイヤー v])>\n wait until <([x position v] of [プレイヤー v]) > [0]>\n set rotation style [all around v]\n repeat until <(動いてよろしい?) = [0]>\n turn right (0.1) degrees\n end\nend\nif <<(ステージ番号) = [7]> or <(ステージ番号) = [8]>> then\n wait until <[0] > ([x position v] of [プレイヤー v])>\n wait until <([x position v] of [プレイヤー v]) > [0]>\n set rotation style [all around v]\n repeat until <(動いてよろしい?) = [0]>\n move (1) steps\n turn right (0.1) degrees\n end\nend\nif <(ステージ番号) = [9]> then\n wait until <[0] > ([x position v] of [プレイヤー v])>\n wait until <([x position v] of [プレイヤー v]) > [0]>\n next costume\n start sound [剣で打ち合う3 v]\nend\n\n@Intro\n\ndefine Shock wave\nset pen color to (#ffffff)\nset [list 保存 v] to [0]\nrepeat (length of [shock wave1\[intro\] v])\n set [sin v] to [0]\n change [list 保存 v] by (1)\n if <[0] = (round (item (List 保存) of [shock wave4\[intro\] v]))> then\n delete (List 保存) of [shock wave1\[intro\] v]\n delete (List 保存) of [shock wave2\[intro\] v]\n delete (List 保存) of [shock wave3\[intro\] v]\n delete (List 保存) of [shock wave4\[intro\] v]\n else\n repeat (50)\n set pen (transparency v) to ((item (List 保存) of [shock wave1\[intro\] v]) - (125))\n set pen size to (item (List 保存) of [shock wave4\[intro\] v])\n change [sin v] by (0.01)\n go to x: ((([sin v] of ((Sin) * (1500)) ) * (item (List 保存) of [shock wave1\[intro\] v])) + (item (List 保存) of [shock wave2\[intro\] v])) y: ((([cos v] of ((Sin) * (1500)) ) * (item (List 保存) of [shock wave1\[intro\] v])) + (item (List 保存) of [shock wave3\[intro\] v]))\n pen down\n end\n replace item (List 保存) of [shock wave4\[intro\] v] with ((item (List 保存) of [shock wave4\[intro\] v]) + (((0) - (item (List 保存) of [shock wave4\[intro\] v])) / (10)))\n replace item (List 保存) of [shock wave1\[intro\] v] with ((item (List 保存) of [shock wave1\[intro\] v]) + ((item (List 保存) of [shock wave4\[intro\] v]) / (8)))\n pen up\n end\nend\npen up\n\ndefine Shock wave add list (s) (x) (y) (h)\nadd (s) to [shock wave1\[intro\] v]\nadd (x) to [shock wave2\[intro\] v]\nadd (y) to [shock wave3\[intro\] v]\nadd (h) to [shock wave4\[intro\] v]\n\ndefine Textを描画\nif <[99] < (item (4) of [text cam v])> then\n switch costume to (ae v)\nelse\n switch costume to (text1 v)\nend\npoint in direction (item (3) of [text cam v])\ngo to x: (item (1) of [text cam v]) y: (item (2) of [text cam v])\nset size to (item (4) of [text cam v]) %\nswitch costume to ((item (6) of [text cam v]) + (1))\nset [ghost v] effect to (item (5) of [text cam v])\nstamp\nwait (0) seconds\nswitch costume to (ae v)\nset size to ((1) / ()) %\nreplace item (4) of [text cam v] with ((((100) - (item (4) of [text cam v])) / (5)) + (item (4) of [text cam v]))\nif <[7] > (timer)> then\n replace item (1) of [text cam v] with (([sin v] of ((timer) * (750)) ) * (((item (4) of [text cam v]) - (100)) / (2)))\n replace item (2) of [text cam v] with (([sin v] of ((timer) * (750)) ) * (((item (4) of [text cam v]) - (100)) / (2)))\nend\nif <[7] < (timer)> then\n change [color v] effect by (5)\nend\n\nwhen I receive [intro start v]\nplay sound [Pierce Fulton - Losing You \[Premiere\] v] until done\nwait (1) seconds\nbroadcast (introend v)\n\ndefine Line\nset [list 保存 v] to [0]\nset pen color to (#ffffff)\nrepeat (length of [line id v])\n change [list 保存 v] by (1)\n replace item (List 保存) of [line x v] with ((item (List 保存) of [line x v]) + ((item (List 保存) of [line spd v]) * (item (List 保存) of [line id v])))\n set pen size to (20)\n set x to (item (List 保存) of [line x v])\n repeat (35)\n set y to ((([cos v] of ((item (List 保存) of [line sin v]) * ((item (List 保存) of [line spd v]) * (11))) ) * (item (List 保存) of [line z v])) + (item (List 保存) of [line y v]))\n pen down\n change x by ((5) * (item (List 保存) of [line id v]))\n replace item (List 保存) of [line sin v] with ((item (List 保存) of [line sin v]) + (0.05))\n pen up\n end\n if <<[-480] > (item (List 保存) of [line x v])> or <[480] < (item (List 保存) of [line x v])>> then\n delete (List 保存) of [line id v]\n delete (List 保存) of [line x v]\n delete (List 保存) of [line y v]\n delete (List 保存) of [line spd v]\n delete (List 保存) of [line z v]\n delete (List 保存) of [line sin v]\n end\nend\npen up\n\ndefine Line add list (id) (x) (y) (z) (spd)\nadd (id) to [line id v]\nadd (x) to [line x v]\nadd (y) to [line y v]\nadd (z) to [line z v]\nadd (spd) to [line spd v]\nadd [0] to [line sin v]\n\nwhen flag clicked\ndelete all of [text cam v]\nadd [0] to [text cam v]\nadd [0] to [text cam v]\nadd [90] to [text cam v]\nadd [0] to [text cam v]\nadd [0] to [text cam v]\nadd [1] to [text cam v]\n\nwhen I receive [intro start v]\nwait (2) seconds\nLine add list [-1] [300] [50] [40] [20]\nLine add list [1] [-300] [-50] [40] [20]\nLine add list [1] [-300] [100] [40] [20]\nLine add list [-1] [300] [-100] [40] [20]\nShock wave add list [0] [0] [0] [100]\nShock wave add list [25] [0] [0] [125]\nreplace item (4) of [text cam v] with ((100) + (item (4) of [text cam v]))\nwait (0.5) seconds\nShock wave add list [0] [100] [100] [100]\nShock wave add list [25] [100] [100] [125]\nShock wave add list [0] [-100] [-100] [100]\nShock wave add list [25] [-100] [-100] [125]\nreplace item (4) of [text cam v] with ((100) + (item (4) of [text cam v]))\nwait (0.5) seconds\nShock wave add list [0] [-100] [100] [100]\nShock wave add list [25] [-100] [100] [125]\nShock wave add list [0] [100] [-100] [100]\nShock wave add list [25] [100] [-100] [125]\nreplace item (4) of [text cam v] with [0]\nwait (1) seconds\nLine add list [-1] [300] [-100] [20] [20]\nLine add list [1] [-300] [100] [20] [20]\nLine add list [1] [-300] [-50] [40] [20]\nLine add list [-1] [300] [50] [40] [20]\nShock wave add list [0] [0] [0] [100]\nShock wave add list [25] [0] [0] [125]\nreplace item (4) of [text cam v] with ((100) + (item (4) of [text cam v]))\nwait (1) seconds\nLine add list [1] [-300] [-100] [40] [20]\nLine add list [-1] [300] [100] [40] [20]\nShock wave add list [0] [100] [100] [100]\nShock wave add list [25] [100] [100] [125]\nShock wave add list [0] [-100] [-100] [100]\nShock wave add list [25] [-100] [-100] [125]\nShock wave add list [0] [-100] [100] [100]\nShock wave add list [25] [-100] [100] [125]\nShock wave add list [0] [100] [-100] [100]\nShock wave add list [25] [100] [-100] [125]\nreplace item (4) of [text cam v] with ((100) + (item (4) of [text cam v]))\n\nwhen I receive [intro start v]\nset size to ((1) / ()) %\ndelete all of [line id v]\ndelete all of [line x v]\ndelete all of [line y v]\ndelete all of [line z v]\ndelete all of [line spd v]\ndelete all of [line sin v]\ndelete all of [shock wave2\[intro\] v]\ndelete all of [shock wave3\[intro\] v]\ndelete all of [shock wave4\[intro\] v]\ndelete all of [shock wave1\[intro\] v]\n\nwhen I receive [intro start v]\nforever\n erase all\n BG\n Textを描画\n Shock wave\n Line\n Lights\nend\n\nwhen I receive [intro start v]\nreset timer\nwait until <[7.001] < (timer)>\nset [spd v] to [0]\nrepeat (50)\n replace item (2) of [text cam v] with ((SPD) + (item (2) of [text cam v]))\n replace item (3) of [text cam v] with (((SPD) / (-12)) + (item (3) of [text cam v]))\n replace item (5) of [text cam v] with ((5) + (item (5) of [text cam v]))\n change [spd v] by (-2)\nend\n\ndefine BG\ngo to x: (0) y: (0)\nset pen color to (#000000)\nset pen (transparency v) to (item (5) of [text cam v])\nset pen size to (item (1) of [bg v])\npen down\nrepeat (10)\npen up\nif <[7] > (timer)> then\n replace item (1) of [bg v] with ((((600) - (item (1) of [bg v])) / (18)) + (item (1) of [bg v]))\nelse\n replace item (1) of [bg v] with ((((0) - (item (1) of [bg v])) / (10)) + (item (1) of [bg v]))\nend\n\ndefine Lights\ngo to x: (0) y: (-360)\nset [list 保存 v] to [75]\nset pen size to ((item (1) of [bg v]) / (600))\nset pen color to (#000000)\nset pen (transparency v) to (90)\nrepeat (10)\n pen down\n repeat (1)\n change [list 保存 v] by (1)\n change pen size by ((item (1) of [bg v]) / (6))\n end\n set pen (transparency v) to ((List 保存) + (item (5) of [text cam v]))\nend\npen up\ngo to x: (0) y: (240)\nset [list 保存 v] to [75]\nset pen size to ((item (1) of [bg v]) / (600))\nset pen color to (#ffffff)\nset pen (transparency v) to (60)\nrepeat (10)\n repeat (1)\n pen down\n change [list 保存 v] by (1)\n change pen size by ((item (1) of [bg v]) / (6))\n end\n set pen (transparency v) to ((List 保存) + (item (5) of [text cam v]))\nend\npen up\n\nwhen flag clicked\ndelete all of [bg v]\nadd [0] to [bg v]\n\nwhen I receive [intro start v]\nwait until <[3] < (timer)>\nreplace item (6) of [text cam v] with [1]\nrepeat (16)\n replace item (6) of [text cam v] with ((1) + (item (6) of [text cam v]))\nend\nreplace item (6) of [text cam v] with [1]\n\nwhen I receive [intro start v]\nwait until <[5] < (timer)>\nreplace item (6) of [text cam v] with [1]\nrepeat (16)\n replace item (6) of [text cam v] with ((1) + (item (6) of [text cam v]))\nend\nreplace item (6) of [text cam v] with [1]\n\nwhen flag clicked\nbroadcast (Intro start v)\n\nwhen I receive [introend v]\nstop [other scripts in sprite v]\n\n@プレイヤー\n\nwhen flag clicked\nset [演出中 v] to [0]\nforever\n if <(演出中) = [1]> then\n set [brightness v] effect to ((背景明るさ) * (-1))\n else\n if <[200] > (distance to [月 v])> then\n set [brightness v] effect to (((distance to [月 v]) - (200)) / (2))\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I receive [スタート v]\nset [動いてよろしい? v] to [1]\ngo to [back v] layer\nshow\nset size to (100) %\nswitch costume to (player v)\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [ダメージハンデ v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [now v] to [1]\nforever\n if <(動いてよろしい?) = [1]> then\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n if <(ダメージハンデ) = [0]> then\n change [xv v] by (-0.9)\n point in direction (-90)\n end\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n if <(ダメージハンデ) = [0]> then\n change [xv v] by (0.9)\n point in direction (90)\n end\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\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 ((Xv) * (-1))\n change y by (-5)\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> and <(ダメージハンデ) = [0]>> 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 repeat until <not <touching (地形 v)?>>\n move (-1) steps\n end\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地形 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(ダメージハンデ) = [0]> then\n set [yv v] to [15]\n end\n end\n end\n change y by (1)\n if <<touching (ふわふわ v)?> and <(Yv) < [0]>> then\n set [yv v] to [-1]\n change y by (-1)\n else\n change [yv v] by (-1)\n end\n change y by (Yv)\n if <touching (地形 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n set [動いてよろしい? v] to [0]\n broadcast (next level v)\n change [now v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <(y position) < [-170]> then\n broadcast (死 v)\n set [演出中 v] to [1]\n start sound [指パッチン2 v]\n set [背景明るさ v] to [100]\n wait (0.1) seconds\n point in direction (90)\n glide (0.5) secs to x: (-201) y: (-50)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-50)\n repeat (10)\n change [背景明るさ v] by (-10)\n end\n set [演出中 v] to [0]\n set [動いてよろしい? v] to [1]\n clear graphic effects\n end\n if <<touching (針 v)?> and <(ダメージハンデ) = [0]>> then\n set [演出中 v] to [1]\n set [背景明るさ v] to [100]\n start sound [重いパンチ2 v]\n set [ダメージハンデ v] to [10]\n if <(Xv) < [0]> then\n set [xv v] to [20]\n else\n set [xv v] to [-20]\n end\n wait (0.05) seconds\n start sound [名称未設定 1 - 2022:02:19 16 v]\n set [演出中 v] to [0]\n set [背景明るさ v] to [0]\n end\n end\nend\n\nwhen I receive [ステージ切り替え v]\ngo to x: (-201) y: (-50)\n\nwhen I receive [死 v]\nset [動いてよろしい? v] to [0]\n\nwhen I receive [スタート v]\nforever\n if <(動いてよろしい?) = [1]> then\n if <not <(ダメージハンデ) = [0]>> then\n set [ghost v] effect to (50)\n change [ダメージハンデ v] by (-1)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\n@スコア\n\nwhen flag clicked\nhide\nforever\n set [不具合防止 v] to (☁ BestTime)\nend\n\ndefine 書く (数字) X (x) Y (y) 大きさ (大きさ) 明るさ (明るさ) 透明度 (透明度) 色 (色)\nset [color v] effect to (色)\nset [書けた? v] to [0]\nhide\ngo to [front v] layer\ngo to x: (x) y: (y)\nset size to (大きさ) %\nset [brightness v] effect to (明るさ)\nset [ghost v] effect to (透明度)\nset [数字の変数 v] to [0]\nrepeat (length of (数字))\n change [数字の変数 v] by (1)\n switch costume to (letter (数字の変数) of (数字))\n create clone of (_myself_ v)\n change x by ((大きさ) / (9.5))\nend\nset [書けた? v] to [1]\n\nwhen I start as a clone\ngo to [front v] layer\nwait until <(書けた?) = [1]>\nshow\n\nwhen I receive [タイム表示 v]\nif <(☁ BestTime) > (time)> then\n set [☁ besttime v] to (time)\nend\n書く (time) X [-150] Y [30] 大きさ [200] 明るさ [-100] 透明度 [0] 色 [0]\n書く (☁ BestTime) X [-150] Y [-30] 大きさ [200] 明るさ [-100] 透明度 [0] 色 [0]\n\nset [☁ besttime v] to [1000]\n\n@文字1\n\nwhen flag clicked\nset x to (-200)\nset y to (30)\nhide\n\nwhen I receive [タイム表示 v]\ngo to [front v] layer\nshow\n\nset [☁ best time v] to [100]\n\n@文字2\n\nwhen flag clicked\nset x to (-200)\nset y to (-30)\nhide\n\nwhen I receive [タイム表示 v]\ngo to [front v] layer\nshow\n\n@サムネ\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (コスチューム5 v)\nforever\n go to [front v] layer\nend\n\n@霧\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (1)\n end\n repeat (20)\n change [ghost v] effect by (-1)\n end\nend\n\n@next\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [next level v]\nshow\ngo to x: (465) y: (0)\nstart sound [指パッチン1 v]\nglide (0.3) secs to x: (0) y: (0)\nbroadcast (ステージ切り替え v)\nwait (0.3) seconds\nglide (0.3) secs to x: (-465) y: (0)\nhide\nset [背景明るさ v] to [0]\nset [演出中 v] to [0]\nset [動いてよろしい? v] to [1]\n\n
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Move with left and right arrow keys\nJump with the up arrow key
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【Platformer】RTA
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@Stage\n\nwhen flag clicked\nforever\n if <<[6] < (current [hour v])> and <[18] > (current [hour v])>> then\n switch backdrop to (背景1 v)\n else\n if <<<[17] < (current [hour v])> and <[25] > (current [hour v])>> or <<[0] < (current [hour v])> and <[7] > (current [hour v])>>> then\n switch backdrop to (背景2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\ngo to x: (-210) y: (-90)\nshow\nswitch costume to (1 v)\nset size to (100) %\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: (-90)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n point in direction (-90)\n change [x2 v] by (-0.8)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n change [x2 v] by (0.8)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <<touching (地形1 v)?> or <touching (地形2 v)?>> then\n change y by (1)\n if <<touching (地形1 v)?> or <touching (地形2 v)?>> then\n change y by (1)\n if <<touching (地形1 v)?> or <touching (地形2 v)?>> then\n change y by (1)\n if <<touching (地形1 v)?> or <touching (地形2 v)?>> then\n change y by (1)\n if <<touching (地形1 v)?> or <touching (地形2 v)?>> then\n change y by (1.0)\n if <<touching (地形1 v)?> or <touching (地形2 v)?>> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地形1 v)?> or <touching (地形2 v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [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 (地形1 v)?> or <touching (地形2 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: (-90)\n end\n if <[-165] > (y position)> then\n go to x: (-216) y: (-90)\n end\n if <touching (障害物 v)?> then\n go to x: (-216) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n 計算する (pick random (-100) to (100))\nend\n\ndefine 計算する ()\nset [変数 v] to ()\nset [変数 v] to (pick random () to ((((() * ()) + ()) / ()) * ()))\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\n@障害物\n\nwhen I receive [あ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@偽地形1\n\nwhen I receive [あ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (0)\nforever\n if <touching (プレイヤー v)?> then\n repeat (10)\n change [ghost v] effect by (5)\n end\n wait until <not <touching (プレイヤー v)?>>\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<[6] < (current [hour v])> and <[18] > (current [hour v])>> then\n show\n else\n hide\n end\nend\n\n@スプライト1\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (5))\nset [ghost v] effect to (pick random (0) to (60))\nset size to (pick random (30) to (70)) %\ngo to x: (310) y: (pick random (150) to (180))\nshow\nglide (pick random (3) to (10)) secs to x: (-300) y: (y position)\ndelete this clone\n\nwhen flag clicked\nforever\n wait (pick random (0.1) to (7)) seconds\n create clone of (_myself_ v)\nend\n\n@太陽\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nforever\n repeat (20)\n change size by (1)\n end\n wait (0.01) seconds\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <<[6] < (current [hour v])> and <[18] > (current [hour v])>> then\n switch costume to (コスチューム1 v)\n else\n if <<<[17] < (current [hour v])> and <[25] > (current [hour v])>> or <<[0] < (current [hour v])> and <[7] > (current [hour v])>>> then\n switch costume to (コスチューム2 v)\n end\n end\nend\n\n@地形1\n\nwhen I receive [あ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <<[6] < (current [hour v])> and <[18] > (current [hour v])>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <<key (any v) pressed?> or <mouse down?>>\n reset timer\nend\nrepeat until <(costume [number v]) = [13]>\n set [時間 v] to (timer)\nend\nbroadcast (クリア v)\nwait until <(costume [number v]) = [14]>\nbroadcast (うら v)\n\nwhen flag clicked\nset [時間 v] to [0]\n\n@地形2\n\nwhen I receive [あ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <<<[17] < (current [hour v])> and <[25] > (current [hour v])>> or <<[0] < (current [hour v])> and <[7] > (current [hour v])>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [時間 v] to [0]\n\nwhen flag clicked\nrepeat until <<key (any v) pressed?> or <mouse down?>>\n reset timer\nend\nrepeat until <(costume [number v]) = [13]>\n set [時間 v] to (timer)\nend\nbroadcast (クリア v)\nwait until <(costume [number v]) = [14]>\nbroadcast (うら v)\n\n@偽地形2\n\nwhen I receive [あ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (0)\nforever\n if <touching (プレイヤー v)?> then\n repeat (10)\n change [ghost v] effect by (5)\n end\n wait until <not <touching (プレイヤー v)?>>\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<<[17] < (current [hour v])> and <[25] > (current [hour v])>> or <<[0] < (current [hour v])> and <[7] > (current [hour v])>>> then\n show\n else\n hide\n end\nend\n\n@サムネイル\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@スプライト2\n\nwhen I receive [クリア v]\nshow variable [☁ 世界記録 v]\nshow\nif <<(☁ 世界記録) > (時間)> or <(時間) = (☁ 世界記録)>> then\n set [☁ 世界記録 v] to (時間)\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide\n\nwhen I receive [うら v]\nhide variable [☁ 世界記録 v]\nhide\n\n
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矢印キー、タップ、WASDキーで移動。\nしゃがめるよ!\n行きづまった時は地面に仕掛けがないか確認しよう!\n(すり抜けれる地面がある。)\n昼と夜で背景が変わるらしい...\n★と♡よろしく!!
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The World Without Color (a platformer)
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@Stage\n\nwhen I receive [level change 1 v]\nnext backdrop\n\nwhen I receive [meow v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [crazy!!! v]\nswitch backdrop to (backdrop37 v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nstop [this script v]\n\nwhen backdrop switches to [backdrop37 v]\nwait (0.5) seconds\nstop all sounds\nrepeat until <(backdrop [number v]) = [1]>\n play sound [Lost Woods Dubstep Remix - Ephixa \(Download at www.ephixa.com Zelda Step\).mp3 v] until done\nend\n\nwhen flag clicked\nwait (7) seconds\nstop all sounds\nrepeat until <(backdrop [number v]) = [38]>\n play sound [Temple theme.mp3 v] until done\nend\n\n@ball\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#525252)?> then\n change y by (1)\n if <touching color (#525252)?> then\n change y by (1)\n if <touching color (#525252)?> then\n change y by (1)\n if <touching color (#525252)?> then\n change y by (1)\n if <touching color (#525252)?> then\n change y by (1)\n if <touching color (#525252)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\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 color (#525252)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#525252)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#b7b7b7)?> then\n go to x: (-222) y: (-5)\n end\n if <touching (angry person v)?> then\n go to x: (-222) y: (-5)\n end\n if <touching (the light v)?> then\n hide\n stop all sounds\n broadcast (hide some cake v)\n switch backdrop to (backdrop1 v)\n end\n if <(backdrop [name v]) = [thing3]> then\n go to x: (-222) y: (-59)\n show\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-222) y: (20)\nforever\n if <(x position) > [238]> then\n broadcast (LEVEL CHANGE 1 v)\n go to x: (-222) y: (-5)\n end\nend\n\nwhen flag clicked\nif <touching (instructions v)?> then\n go [backward v] (1) layers\nelse\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop3]> then\n show\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (500) %\nset [ghost v] effect to (80)\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop3]> then\n show\n end\nend\n\nwhen I receive [hide some cake v]\nstop all sounds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nwait (3) seconds\nswitch backdrop to (backdrop36 v)\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop37]> then\n show\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop2 v)\nwait (1) seconds\nstart sound [Explosion_Ultra_Bass-Mark_DiAngelo-1810420658.mp3 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (20)\nrepeat (48)\n next costume\nend\nbroadcast (message1 v)\nhide\n\n@H3R0_0F_T1M3\n\nwhen I receive [message1 v]\ngo to [front v] layer\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nwait (0.8) seconds\nswitch backdrop to (backdrop3 v)\nstop all sounds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (h3r0_0f_t1m3 words v)\nhide\n\n@Instructions\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (6.5) seconds\ngo to x: (0) y: (112)\nshow\nset [ghost v] effect to (20)\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop3]> then\n show\n end\n if <(backdrop [name v]) = [backdrop1]> then\n hide\n end\nend\n\nwhen I receive [level change 1 v]\nnext costume\n\n@Angriest Person\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop33]> then\n go [backward v] (2) layers\n set size to (250) %\n show\n go to x: (232) y: (-32)\n repeat until <not <(backdrop [name v]) = [backdrop33]>>\n wait (0.005) seconds\n next costume\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop47]> then\n set size to (80) %\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n go to x: (-209) y: (-109)\n show\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [backdrop47]> then\n go to x: (43) y: (-82)\n show\n wait (0.2) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n delete this clone\n end\nend\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\n@The Light\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop35]> then\n show\n go to x: (162) y: (47)\n repeat until <not <(backdrop [name v]) = [backdrop35]>>\n next costume\n end\n stop all sounds\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop47]> then\n set [ghost v] effect to (100)\n go to x: (-59) y: (-67)\n show\n wait (2) seconds\n repeat (25)\n change [ghost v] effect by (-4)\n end\n broadcast (costume time v)\n stop [this script v]\n end\nend\n\nwhen I receive [costume time v]\nforever\n repeat until <(backdrop [name v]) = []>\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (0.09) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [time to go v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nstop [this script v]\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop47]> then\n set [ghost v] effect to (100)\n go to x: (142) y: (-95)\n show\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (-4)\n end\n broadcast (Coostume time v)\n stop [this script v]\n end\nend\n\nwhen I receive [coostume time v]\nforever\n repeat until <(backdrop [name v]) = []>\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (0.09) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [time to go v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nstop [this script v]\n\n@Anamation\n\nwhen flag clicked\nswitch costume to (backdrop37 v)\ngo [backward v] (1e+31) layers\nhide\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop36]> then\n go to [front v] layer\n show\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [11]>\n wait (0.004) seconds\n next costume\n end\n wait (1) seconds\n switch backdrop to (backdrop47 v)\n hide\n end\nend\n\n@Angry Person\n\nwhen I receive [c a k e e e e e e e v]\nrepeat until <not <(backdrop [name v]) = [backdrop26]>>\n glide (2) secs to x: (-40) y: (-65)\n glide (2) secs to x: (105) y: (-65)\nend\nhide\n\nwhen flag clicked\nwait (3) seconds\nif <touching (ball v)?> then\n broadcast (yum yum! v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset size to (100) %\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop24]> then\n go to x: (35) y: (-65)\n show\n repeat until <not <(backdrop [name v]) = [backdrop24]>>\n next costume\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop26]> then\n go to x: (43) y: (-65)\n show\n broadcast (C A K E E E E E E E v)\n repeat until <not <(backdrop [name v]) = [backdrop26]>>\n next costume\n end\n hide\n end\n if <(backdrop [name v]) = [backdrop47]> then\n switch costume to (costume1 v)\n go to x: (-59) y: (-67)\n create clone of (_myself_ v)\n show\n wait (1) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [backdrop47]> then\n switch costume to (costume1 v)\n go to x: (142) y: (-95)\n show\n wait (1) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop47]> then\n set [ghost v] effect to (100)\n go to x: (-209) y: (-109)\n show\n wait (2) seconds\n repeat (25)\n change [ghost v] effect by (-4)\n end\n broadcast (what the costume? v)\n stop [this script v]\n end\nend\n\nwhen I receive [what the costume? v]\nwait (5e-05) seconds\nforever\n repeat until <(backdrop [name v]) = []>\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (0.09) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [time to go v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nstop [this script v]\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\n if <(backdrop [name v]) = [backdrop47]> then\n set [ghost v] effect to (100)\n go to x: (43) y: (-82)\n show\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (-4)\n end\n broadcast (YOYOIT'SCOSTUMETIME v)\n stop [this script v]\n end\nend\n\nwhen I receive [yoyoit'scostumetime v]\nforever\n repeat until <(backdrop [name v]) = []>\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (0.09) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [time to go v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nstop [this script v]\n\n@Words\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <(backdrop [name v]) = [backdrop47]> then\n wait (5) seconds\n broadcast (huh v)\n stop [this script v]\n end\nend\n\nwhen I receive [oloy v]\nswitch costume to (costume8 v)\nrepeat until <(costume [number v]) = [19]>\n wait (0.05) seconds\n next costume\nend\nwait (3) seconds\nbroadcast (Speak... v)\nstop [this script v]\n\nwhen I receive [huh v]\nshow\ngo to x: (-4) y: (120)\nswitch costume to (costume2 v)\nrepeat until <(costume [number v]) = [6]>\n wait (0.5) seconds\n next costume\nend\nbroadcast (oloy v)\nstop [this script v]\n\nwhen I receive [speak... v]\nswitch costume to (costume20 v)\nrepeat until <(costume [number v]) = [45]>\n wait (0.05) seconds\n next costume\nend\nwait (3) seconds\nbroadcast (i cannot be saved. v)\nstop [this script v]\n\nwhen I receive [i've been here too long \(sob\) v]\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [114]>\n wait (0.05) seconds\n next costume\nend\nwait (3) seconds\nbroadcast (Bye!!!! v)\nstop [this script v]\n\nwhen I receive [bye!!!! v]\nswitch costume to (costume115 v)\nrepeat until <(costume [number v]) = [154]>\n wait (0.05) seconds\n next costume\nend\nwait (3) seconds\nbroadcast (155 v)\nstop [this script v]\n\nwhen I receive [155 v]\nswitch costume to (costume155 v)\nrepeat until <(costume [number v]) = [172]>\n wait (0.05) seconds\n next costume\nend\nwait (3) seconds\nbroadcast (time to go v)\nstop [this script v]\n\nwhen I receive [time to go v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nstop [this script v]\n\nwhen I receive [i cannot be saved. v]\nswitch costume to (costume47 v)\nrepeat until <(costume [number v]) = [69]>\n wait (0.05) seconds\n next costume\nend\nwait (3) seconds\nbroadcast (i've been here too long \(sob\) v)\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nshow\ngo to [front v] layer\n\n@Sprite7\n\nwhen I receive [time to go v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (meow v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nwait (1) seconds\nbroadcast (crazy!!! v)\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nstop all sounds\nforever\n play sound [Lost Woods Dubstep Remix - Ephixa \(Download at www.ephixa.com Zelda Step\).mp3 v] until done\nend\n\nwhen flag clicked\n\nif then\nend\n\n
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Press the green flag twice for the least amount of lag\n\nIt's my first ever platformer that I have made and I am pretty proud of it! For me it is pretty easy, but it might be hard idk xD\n\nInstructions are in the game.\n(In case you're too lazy to read the instructions, arrow keys to move and jump, and to wall jump just go against the wall and press the up arrow key and either the right or left arrow key to jump up the wall.)\n\nThe storyline is like this:\nYou, back on earth, were pushed into a locker by a bunch of bullies and were accidentally transported to The World Without Color, where you were turned into a ball. Now you are trying to get back to the regular world but you need to complete every level to get back. You have no memory of anything before coming to The World Without Color. \nCan you make it out?\n\nHope you enjoy!
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platformer
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@Stage\n\n@Player\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check If Touching Solid \n if <(touching) > [0]> then\n Collide X slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check If Touching Solid \n if <(touching) > [0]> then\n Collide Y- Celling or Floor\n end\nend\n\ndefine Check If Touching Solid \nif <<touching (level v)?> or <touching (platforms v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved By Moving Platforms\nswitch backdrop to <touching (level v)?>\nControls - Up and Down \nControls - Left and Right \nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down \nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check can wall slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right \nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELARATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin level\nshow\nset [invulnerable v] to [0]\nset [level # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [long jump v] to [0]\nset [wall slide v] to [0]\nset [jumping v] to [0]\npoint in direction (90)\nBegin Level # (SPAWN SCENE) Got to x, y : (SPAWN X) (SPAWN Y)\n\ngo to [front v] layer\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - first v)\n broadcast (Tick Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [233]> then\n Begin Level # ((Level #) + (1)) Got to x, y : [-233] []\nend\nif <(x position) < [-233]> then\n Begin Level # ((Level #) + (-1)) Got to x, y : [233] []\nend\nif <(y position) > [180]> then\n Begin Level # ((Level #) + (100)) Got to x, y : [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Level # ((Level #) + (-100)) Got to x, y : [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose life v)\nend\n\ndefine Begin Level # (level #) Got to x, y : (x) (y)\nset [level # v] to (level #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to change scene v)\nbroadcast (change level v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in direction [0]\nelse\n Fix Collision in direction [90]\nend\nSet Costume\nbroadcast (game loop v)\n\ndefine Fix Collision in direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check If Touching Solid \n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check If Touching Solid \n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X slope or Wall?\nCheck can wall slide\nchange y by (1)\nCheck If Touching Solid \nif <(touching) > [0]> then\n change y by (1)\n Check If Touching Solid \n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y- Celling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck If Touching Solid \nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck If Touching Solid \nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check can wall slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck If Touching Solid \nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(Lives) > [0]> then\n Reset and Begin level\nelse\n broadcast (Game over v)\nend\n\ndefine Moved By Moving Platforms\nchange x by (Platform dx)\nchange y by (Platform dy)\nCheck If Touching Solid \nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check If Touching Solid \n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen flag clicked\nhide\nbroadcast (Main Menu v)\n\nwhen I receive [you won v]\ngo to [back v] layer\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [accelaration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [30]\nReset and Begin level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [15]\n\n@Enemy\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (red1 v)\nset rotation style [left-right v]\nhide\n\nwhen I receive [change level v]\nif <(Level #) = [1]> then\n Spawn [Red] at [-7] [5] dir [-90]\nend\nif <(Level #) = [18]> then\n Spawn [Red] at [152] [-61] dir [-90]\n Spawn [Red] at [-145] [-6] dir [90]\nend\nif <(Level #) = [22]> then\n Spawn [Red] at [48] [11] dir [-90]\nend\nif <(Level #) = [27]> then\n Spawn [Red] at [40] [-18] dir [-90]\n Spawn [Red] at [70] [19] dir [90]\nend\nif <(Level #) = [30]> then\n Spawn [Red] at [-16] [-144] dir [-90]\nend\nif <(Level #) = [34]> then\n Spawn [Red] at [108] [-73] dir [-90]\nend\nif <(Level #) = [140]> then\n Spawn [Red] at [-51] [77] dir [90]\nend\nif <(Level #) = [142]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [160] [-77] dir [-90]\n else\n Spawn [Red] at [-55] [-77] dir [90]\n end\nend\nif <(Level #) = [145]> then\n Spawn [Red] at [46] [-138] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Down\n Move - Left or Right\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe sones v)?> or <touching (platforms v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [squish v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@level\n\ndefine Stamp Shadow\nchange y by (-18)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (78)\nstamp\nclear graphic effects\nchange y by (18)\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (4) steps\n stamp\n move (-4) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nerase all\n\nwhen I receive [change level v]\nshow\ngo to [back v] layer\nswitch costume to (join [level] (Level #))\nerase all\nStamp Outline\nStamp Shadow\n\nwhen flag clicked\nhide\n\n@Safe sones\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [change level v]\ngo to [back v] layer\nshow\nset [ghost v] effect to (100)\nswitch costume to (blank v)\nswitch costume to (join [level] (Level #))\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n go to [back v] layer\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [change level v]\ngo to [back v] layer\nshow\nswitch costume to (blank v)\nswitch costume to (join [level] (Level #))\nif <(Level #) = [14]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n go to [back v] layer\nend\n\n@platforms\n\nwhen I receive [change level v]\nhide\nswitch costume to (moving platforms v)\ngo to [back v] layer\nif <(Level #) = [3]> then\n Door at [75] [-18] key [Key 1]\nend\nif <(Level #) = [7]> then\n Door at [77] [24] key [Key 2]\nend\nif <(Level #) = [108]> then\n Door at [228] [110] key [Key 3]\nend\nif <(Level #) = [21]> then\n Door at [-103] [-32] key [Key 4]\nend\nif <(Level #) = [146]> then\n go to [back v] layer\n Door at [0] [-13] key [Key 5]\nend\n\ndefine Animate Platform\npoint in direction (90)\ngo to x: (-55) y: (-65)\nforever\n glide (2) secs to x: (55) y: (-65)\n wait (1) seconds\n glide (2) secs to x: (-55) y: (-65)\n wait (1) seconds\nend\n\ndefine Tick x: (new x) y: (new y)\nif <(new x) > (Last y)> then\n change y by (1)\nelse\n set y to ((Last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last x))\n set [platform dy v] to ((new y) - (Last y))\nend\ngo to x: (new x) y: (new y)\n\nwhen I receive [tick platforms v]\nTick x: (x position) y: (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine ANIMATE 2\ngo to x: (0) y: (-30)\npoint in direction (90)\ngo to [back v] layer\nforever\n glide (1.5) secs to x: (135) y: (68)\n wait (1) seconds\n glide (1.5) secs to x: (0) y: (-30)\n wait (0.5) seconds\nend\n\nif <(Level #) = [2]> then\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n go to [back v] layer\n if <[collected v] contains (key name)?> then\n start sound [Door Open v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Door Open v]\n repeat (24)\n change y by (-4)\n end\n start sound [Door smash v]\n else\n start sound [Closed v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nhide\n\n@Collectables\n\nwhen I receive [change level v]\nif <(Level #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [Apple]> then\n start sound [crunch v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Life]> then\n if <(Lives) < [3]> then\n start sound [Diamond v]\n change [lives v] by (1)\n end\n end\n if < (costume [name v]) contains [Key]?> then\n start sound [Key v]\n end\n if <(costume [name v]) = [Checkpoints]> then\n start sound [Flag v]\n set [spawn scene v] to (Level #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n add (costume [name v]) to [collected v]\n end\n if <(costume [name v]) = [Star]> then\n broadcast (You won v)\n end\n if <(costume [name v]) = [Diamond]> then\n start sound [Diamond v]\n change [apples v] by (5)\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [apples v] to [0]\nhide\nPlace [Apple] Scene [1] xy [155] [-25]\nPlace [Apple] Scene [1] xy [-65] [10]\nPlace [Apple] Scene [2] xy [-23] [-43]\nPlace [Key 1] Scene [2] xy [120] [-88]\nPlace [Key 2] Scene [106] xy [-61] [-130]\nPlace [Key 3] Scene [106] xy [-191] [-63]\nPlace [Diamond] Scene [106] xy [135] [-23]\nPlace [Apple] Scene [7] xy [-175] [-80]\nPlace [Apple] Scene [7] xy [-125] [-80]\nPlace [Apple] Scene [7] xy [200] [-50]\nPlace [Checkpoints] Scene [4] xy [195] [-90]\nPlace [Checkpoints] Scene [11] xy [50] [-16]\nPlace [Life] Scene [16] xy [154] [-18]\nPlace [Checkpoints] Scene [19] xy [17] [-88]\nPlace [Key 4] Scene [20] xy [-13] [-95]\nPlace [Diamond] Scene [21] xy [76] [-62]\nPlace [Checkpoints] Scene [143] xy [16] [51]\nPlace [Key 5] Scene [145] xy [96] [-106]\nPlace [Star] Scene [48] xy [-156] [34]\n\ndefine Place (costume name) Scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Main Menu\n\nwhen I receive [main menu v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((120) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n broadcast (Start game v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nswitch costume to (play v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Dialogue\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\nif <not < (costume [name v]) contains [Speaker]?>> then\n if <(effect) = []> then\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n wait until <(textdelay) = [0]>\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n delete this clone\n end\n if <(effect) = [wavy]> then\n set [effect v] to [0]\n repeat until <(textdelay) = [0]>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (([cos v] of ((effect) * (15)) ) * (2))\n change y by (([sin v] of ((effect) * (15)) ) * (2))\n change [effect v] by (1)\n end\n repeat until <key (space v) pressed?>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (([cos v] of ((effect) * (15)) ) * (2))\n change y by (([sin v] of ((effect) * (15)) ) * (2))\n change [effect v] by (1)\n end\n repeat until <not <key (space v) pressed?>>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (([cos v] of ((effect) * (15)) ) * (2))\n change y by (([sin v] of ((effect) * (15)) ) * (2))\n change [effect v] by (1)\n end\n delete this clone\n end\n if <(effect) = [shaky]> then\n repeat until <(textdelay) = [0]>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n repeat until <key (space v) pressed?>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n repeat until <not <key (space v) pressed?>>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n delete this clone\n end\nend\nif < (costume [name v]) contains [Speaker]?> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine Dialogue (text) (effect) (voice) (newspeaker?)\nset [t v] to [0]\nset [textpos v] to [0]\nset [textdelay v] to [1]\nset [ty v] to [0]\nset [effect v] to (effect)\nset [textlength v] to (length of (text))\nshow\nswitch costume to (textbox v)\nrepeat until <(t) = (length of (text))>\n change [t v] by (1)\n if <(letter (t) of (text)) = [|]> then\n change [ty v] by (1)\n set [textpos v] to [0]\n end\n if <(letter (t) of (text)) = [\]> then\n switch costume to (textbox v)\n wait (0.1) seconds\n end\n if <not <<(letter (t) of (text)) = [|]> or <(letter (t) of (text)) = [\]>>> then\n switch costume to (letter (t) of (text))\n create clone of (_myself_ v)\n go [backward v] (1) layers\n if <not <(letter (t) of (text)) = [ ]>> then\n start sound (voice)\n end\n if <[thin text v] contains (letter (t) of (text))?> then\n change [textpos v] by (0.5)\n else\n change [textpos v] by (1)\n end\n end\n switch costume to (textbox v)\n if <key (space v) pressed?> then\n TextSkip (text) (effect) (voice) (newspeaker?)\n end\nend\nwait until <not <key (space v) pressed?>>\nset [textdelay v] to [0]\nwait (0) seconds\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nhide\n\nif <not <(speaker) = [none]>> then\n switch costume to (join [Speaker] (join (speaker) (expression)))\n if <(newspeaker?) = [1]> then\n broadcast (speakerdelete v)\n create clone of (_myself_ v)\n end\nend\n\ndefine TextSkip (text) (effect) (voice) (newspeaker?)\nrepeat until <(t) = (length of (text))>\n change [t v] by (1)\n if <(letter (t) of (text)) = [|]> then\n change [ty v] by (1)\n set [textpos v] to [0]\n end\n if <(letter (t) of (text)) = [\]> then\n switch costume to (textbox v)\n repeat (3)\n wait (0) seconds\n end\n end\n if <not <<(letter (t) of (text)) = [|]> or <(letter (t) of (text)) = [\]>>> then\n switch costume to (letter (t) of (text))\n create clone of (_myself_ v)\n go [backward v] (1) layers\n if <not <(letter (t) of (text)) = [ ]>> then\n start sound (voice)\n end\n if <[thin text v] contains (letter (t) of (text))?> then\n change [textpos v] by (0.5)\n else\n change [textpos v] by (1)\n end\n end\n switch costume to (textbox v)\nend\n\nwhen I receive [text v]\nif <(Level #) = [1]> then\n Dialogue [Hey Scratch Cat] [] [1] [1]\n Dialogue [Welcome to the under ground!] [] [1] [1]\n Dialogue [I will be there sometimes to guide you.] [] [1] [1]\n Dialogue [Good luck.] [] [1] [1]\nend\nif <(Level #) = [2]> then\n Dialogue [Collect apples. Get the keys to open|doors!] [] [1] [1]\nend\n\n@APPLES COUNTER\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\ndefine setup\nhide\nswitch costume to (9 v)\nset size to (200) %\ngo to x: (0) y: (153)\nset [index v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n change costume to (letter (index) of (APPLES))\n set x to ((((index) - (0.5)) - ((length of (APPLES)) / (2))) * ((size) / (11)))\n change size by ((0.2) * ((200) - (size)))\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (220) %\nend\n\nwhen I receive [start game v]\nsetup\n\n@text appear\n\nwhen flag clicked\nswitch costume to (text v)\nhide\n\nwhen I receive [start game v]\nforever\n if <<(Level #) = [1]> or <(Level #) = [2]>> then\n if <(Level #) = [1]> then\n go to x: (-108) y: (10)\n show\n end\n if <(Level #) = [2]> then\n show\n go to x: (34) y: (-51)\n end\n else\n hide\n end\nend\n\nwhen I receive [change level v]\nforever\n if <touching (player v)?> then\n if <key (e v) pressed?> then\n broadcast (Text v)\n stop [this script v]\n end\n end\nend\n\n@HP\n\nwhen flag clicked\ngo to x: (-180) y: (155)\nhide\n\nwhen I receive [lose life v]\ngo to x: (-180) y: (155)\nrepeat (10)\n go to x: ((-180) + (pick random (1) to (-1))) y: ((159) + (pick random (1) to (-1)))\nend\ngo to x: (-180) y: (155)\n\nwhen I receive [start game v]\nshow\nforever\n if <(Lives) = [0]> then\n switch costume to (0 v)\n end\n if <(Lives) = [1]> then\n switch costume to (1 v)\n end\n if <(Lives) = [2]> then\n switch costume to (2 v)\n end\n if <(Lives) = [3]> then\n switch costume to (3 v)\n end\nend\n\n@Transitions\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [layers - background v] to [5]\ngo to [front v] layer\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (mini v)\nset size to (1116) %\nswitch costume to (mask #5 v)\nshow\nrepeat (4)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #5 v)\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #4 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #3 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #2 v)\nend\nswitch costume to (mini v)\nset size to (250) %\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #1 v)\nend\nswitch costume to (black v)\nset size to (100) %\nwait (0.5) seconds\nbroadcast (Start v)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (black v)\nset size to (100) %\nshow\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #1 v)\nend\nset size to ((size) * (0.5)) %\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #2 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #3 v)\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #4 v)\nend\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #5 v)\nend\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nbroadcast (Start v)\n\n@Splash Screen\n\nwhen flag clicked\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [you won v]\nstop all sounds\nswitch costume to (you won v)\nwait (0) seconds\nshow\ngo to [front v] layer\nset x to (0)\nset y to (500)\nrepeat (10)\n set y to ((y position) / (2))\nend\nwait (1) seconds\nstop [all v]\n\ngo to x: (0) y: (0)\nswitch costume to (you won v)\ngo to [front v] layer\nshow\n\n@Splash image\n\ndefine Stamp Shadow\nchange y by (-18)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (78)\nstamp\nclear graphic effects\nchange y by (18)\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (4) steps\n stamp\n move (-4) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\ngo to [back v] layer\nshow\nerase all\nStamp Outline\nStamp Shadow\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nhide\n\n@TB\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\n
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Try to reach the end.\nTo read the signs press e
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Save - A Platformer 1
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@Stage\n\nwhen flag clicked\nset [volume v] to [100]\nforever\n set volume to (VOLUME) %\nend\n\nwhen flag clicked\nforever\n if <<(LEVEL) < [12]> or <(LEVEL) > [18]>> then\n switch backdrop to (blue sky 2 v)\n else\n switch backdrop to (costume2 v)\n end\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset variables and position\nforever\n change level and player position\n death and win\n jumping controls\n walking controls\n resistance\n move in steps (([abs v] of (sx) ) + ([abs v] of (sy) ))\nend\n\ndefine move in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((sx) / (steps))\n check solid\n if <(touching) = [1]> then\n collide x - slope or wall\n end\n set [last value v] to (y position)\n change y by ((sy) / (steps))\n check solid\n if <(touching) = [1]> then\n collide y - ceiling or floor\n end\nend\n\ndefine jumping controls\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(wall slide) > [0]> then\n set [sy v] to (JUMP FORCE)\n set [wall slide v] to [0]\n turn right (180) degrees\n set [sx v] to (((direction) / (90)) * (15))\n end\n if <(falling) < [3]> then\n set [sy v] to (JUMP FORCE)\n end\nend\nif <(wall slide) > [0]> then\n check wall slide\n if <(sy) < [0]> then\n set [sy v] to ((sy) * (0.8))\n end\nend\n\ndefine walking controls\nset [key x v] to (<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>)\nif <(KEY X) = [0]> then\n switch costume to (player v)\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [sx v] to ((sx) * (0.98))\n end\n if <([abs v] of (sx) ) < [1]> then\n set [sx v] to [0]\n end\nelse\n change [sx v] by ((KEY X) * (ACCELERATION))\n if <(sy) > [0]> then\n switch costume to (playerup v)\n else\n switch costume to (playerright \(or left\) v)\n end\n point in direction ((KEY X) * (90))\nend\n\ndefine resistance\nset [sx v] to ((sx) * (RESISTANCE))\nchange [sy v] by (GRAVITY)\n\ndefine set variables and position\nset [level v] to [1]\nset [gravity v] to [-1]\nset [jump force v] to [12]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.85]\nset [sy v] to [0]\nset [wall slide v] to [0]\ngo to x: (-200) y: (55)\n\ndefine check solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\ndefine collide x - slope or wall\ncheck wall slide\nchange y by (1)\ncheck solid\nif <(touching) > [0]> then\n change y by (1)\n check solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [sx v] to [0]\n stop [this script v]\n end\n set [sx v] to ((sx) * (0.85))\nend\nset [sx v] to ((sx) * (0.95))\nslip\n\ndefine collide y - ceiling or floor\nset y to (last value)\nif <(sy) > [0]> then\n set [sy v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n slip\nend\nset [sy v] to ((sy) * (0.85))\n\ndefine slip\nchange y by (-2)\nchange x by (1)\ncheck solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [sx v] by (1)\n stop [this script v]\nend\nchange x by (-2)\ncheck solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [sx v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine check wall slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nset rotation style [left-right v]\ncheck solid\nset [wall slide v] to (touching)\n\ndefine change level and player position\nif <(x position) > [235]> then\n if <not <(LEVEL) = [19]>> then\n change [level v] by (1)\n go to x: (-200) y: (55)\n end\nend\n\ndefine death and win\nif <touching (trampoline v)?> then\n set [sy v] to [17.5]\nend\nif <(y position) < [-179]> then\n go to x: (-200) y: (55)\nelse\n if <touching (spikes - lava v)?> then\n go to x: (-200) y: (55)\n else\n if <touching (saws v)?> then\n go to x: (-200) y: (55)\n else\n if <touching (boss v)?> then\n go to x: (-200) y: (55)\n else\n if <<(LEVEL) = [18]> and <<([ceiling v] of (y position) ) < [-40]> and <([floor v] of (x position) ) > [200]>>> then\n set [win v] to [1]\n else\n set [win v] to [0]\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (playertrail v)\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [player v]) > [235]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nreset timer\nforever\n if <(LEVEL) < [19]> then\n set [gametime v] to (timer)\n else\n if <(GAMETIME) < (☁ WR)> then\n set [☁ wr v] to (GAMETIME)\n end\n end\nend\n\nwhen flag clicked\nset [costume v] to [0]\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (TIME)\n\n@Clouds\n\nwhen flag clicked\nhide\nset [ghost v] effect to (25)\nforever\n wait (3) seconds\n go to x: (0) y: (0)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(LEVEL) > [11]> then\n hide\nend\ngo to x: (240) y: (pick random (80) to (130))\nshow\nrepeat (192)\n change x by (-2.5)\n if <(LEVEL) > [11]> then\n hide\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [player v]) > [235]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Sprite1\n\n@Boss\n\nwhen flag clicked\nforever\n if <(LEVEL) = [18]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n repeat (50)\n change y by (1.5)\n end\n repeat (50)\n change y by (-1.5)\n end\nend\n\n@White Effect\n\nwhen flag clicked\nshow variable [☁ wr v]\nshow variable [gametime v]\nswitch costume to (costume1 v)\nforever\n if <(WIN) = [1]> then\n set [x v] to [-200]\n set [y v] to [55]\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n set [win v] to [0]\n wait (2) seconds\n set [level v] to [19]\n repeat (25)\n change [ghost v] effect by (4)\n end\n else\n set [ghost v] effect to (100)\n set [x v] to []\n set [y v] to []\n end\nend\n\nwhen [timer v] > (TIME)\nswitch costume to (costume2 v)\nshow\nhide variable [☁ wr v]\nhide variable [gametime v]\n\n@love\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <(title) = [1]>> then\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (3) to (3)) seconds\n switch costume to (download \(68\) v)\n go to x: (110) y: (-155)\n show\n go to [front v] layer\n start sound [Pop v]\n wait (1) seconds\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\n end\nend\n\n@Star\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\n@Heart\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\n
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Follow, love and fav\n18 Levels\nFight the boss and save your parents!\nHope you enjoy!\nWorld record and time playing\nArrow keys, WASD or mobile controls to move\nTo defeat the boss, touch the orange thing
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Twins || A platformer || #games #art #music
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Ticking v] until done\nend\n\n@Intro \n\ndefine 🎥 Disable from Cam Control? <disable?>\nif <disable?> then\n set [enabled? v] to [0]\nelse\n set [enabled? v] to [1]\nend\n\ndefine Play Intro\nSet size to [100] %\npoint in direction (90)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nhide\ndelete all of [\[intro\] cam x/y/z/r v]\nrepeat (4)\n add [0] to [\[intro\] cam x/y/z/r v]\nend\nset [costume v] to [blank]\nset [\[intro\] keyframe v] to [1]\n🎥 Move cam to [0] [0] [0] [0]\n🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n🎥 Disable from Cam Control? \n🖼 Set effects c/b/g [0] [0] [0]\nClone same sprite [controller] spec: [0] [0] [0]\nClone sprites [1] [1]\nClone same sprite [100] [1]\nClone same sprite [SF] spec: [0] [0] [100]\nswitch costume to (text v)\nbroadcast (\[Intro\] listen for keyframes v)\nreset timer\nclear sound effects\nplay sound [Kudasai - Technicolor v] until done\nbroadcast (\[Intro\] delete clones v)\nwait (1) seconds\nbroadcast (Start v)\nstop [other scripts in sprite v]\n\ndefine Set pos zrot: (x) (y) rot: (r) trans: (tx) (ty) scalar: (c)\nset [x v] to ((tx) + ((c) * ((([cos v] of (r) ) * (x)) - (([sin v] of (r) ) * (y)))))\nset [y v] to ((ty) + ((c) * ((([sin v] of (r) ) * (x)) + (([cos v] of (r) ) * (y)))))\n\ndefine 🎥 Cam set x/y/z/r (item) to: (val)\nreplace item (item) of [\[intro\] cam x/y/z/r v] with (val)\n\ndefine ⏱ Keyframe (keyframe)\nif <(\[Intro\] Keyframe) > (keyframe)> then\n\ndefine 🎥 Transition x/y/z/s/r (x) (y) (z) (s) (r) speed: (t)\nchange [x v] by (((round (x)) - (round (x))) / (t))\nchange [y v] by (((round (y)) - (round (y))) / (t))\nchange [z v] by (((round (z)) - (round (z))) / (t))\nchange [size v] by (((round (s)) - (round (size))) / (t))\nTransition direction (r) speed: (t)\n\nwhen I start as a clone\nif <(clone_id) = [controller]> then\n 🖼 Set effects c/b/g [0] [0] [100]\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v3 v] to [0]\n set [_v4 v] to [8]\n set [_v5 v] to [0]\n \n 🎥 Cam set x/y/z/r [1] to: ((_v1) * ([sin v] of (_v2) ))\n 🎥 Cam set x/y/z/r [2] to: ((_v1) * ([cos v] of (_v3) ))\n set [_v1 v] to ((_v1) * (.85))\n change [_v2 v] by (40)\n change [_v3 v] by (30)\n end\nend\n\ndefine Clone sprites (id) (count)\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_id v] by (1)\nend\nset [clone_id v] to [0]\n\ndefine Clone same sprite (id) (count)\nset [clone_val v] to [1]\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_val v] by (1)\nend\nset [clone_id v] to [0]\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [controller]> then\n set [_v1 v] to [0]\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n repeat until <(\[Intro\] Keyframe) > (length of [keyframes v])>\n wait until <(timer) > ((-.25) + (item (\[Intro\] Keyframe) of [keyframes v]))>\n broadcast (\[Intro\] keyframe signal v)\n change [\[intro\] keyframe v] by (1)\n end\nend\n\ndefine 💥 Gradient shockwave\nClone same sprite [GS] [1]\n\ndefine 💥 Shockwave (x) (y) (s) (speed)\nset [_v1 v] to (s)\nset [_v3 v] to (speed)\nClone same sprite [S] spec: (x) (y) [0]\n\nwhen I start as a clone\nif <(clone_id) = [SF]> then\n set [_v1 v] to [0]\n \n 🖼 Set effects c/b/g [0] [100] ((100) - (_v1))\n set [_v1 v] to ((_v1) * (.85))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [SF]> then\n switch costume to (screen v)\n Transition positions [0] [0] [100] speed: [1]\n Transition direction [90] speed: [1]\n go to [front v] layer\n set [_v1 v] to [30]\n delete this clone\nend\n\ndefine 🎥 Move cam to (x) (y) (z) (r)\nreplace item (1) of [\[intro\] cam x/y/z/r v] with (x)\nreplace item (2) of [\[intro\] cam x/y/z/r v] with (y)\nreplace item (3) of [\[intro\] cam x/y/z/r v] with (z)\nreplace item (4) of [\[intro\] cam x/y/z/r v] with (r)\n\nwhen I start as a clone\nif <(clone_id) = [SW]> then\n Transition direction (direction) speed: [1]\n Set size to [5000] %\n switch costume to (join [shockwave1/] ((360) / (_v2)))\n Transition positions (x) (y) (size) speed: [1]\n set [_v1 v] to [0]\n repeat ((3.2) * (costume))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n set [fisheye v] effect to (([ceiling v] of (([tan v] of (_v1) ) * (68.6)) ) * (_v1))\n change [_v1 v] by (((round (90)) - (round (_v1))) / ((5) * (costume)))\n end\n repeat ((.8) * (costume))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n change [ghost v] effect by ((5) * (costume))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [CE]> then\n switch costume to (join [circle] [explosion])\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / ((1.7) * (_v3)))\n end\n repeat ((.8) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / (_v3))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\ndefine Change size by: (s) costume ph: (ph)\nSet size to ((size) + (s)) %\nswitch costume to (ph)\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nif <(clone_id) = ((clone_id) * (1))> then\n forever\n if <(enabled?) = [1]> then\n Set size to [99999999999] %\n set x to (((x) - (item (1) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n set y to (((y) - (item (2) of [\[intro\] cam x/y/z/r v])) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1)))\n Set size to ((size) * (((item (3) of [\[intro\] cam x/y/z/r v]) / (z)) + (1))) %\n switch costume to (costume)\n else\n Set size to [99999999999] %\n set x to (x)\n set y to (y)\n Set size to (size) %\n switch costume to (costume)\n end\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n end\nelse\n Transition positions (x) (y) (size) speed: [1]\n Transition direction (direction) speed: [1]\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n 🎥 Disable from Cam Control? \n go [backward v] (3) layers\n show\nend\n\ndefine Transition direction (r) speed: (t)\nturn right (((round (r)) - (round (direction))) / (t)) degrees\n\ndefine Set size to (size) %\nif <[100] > (size)> then\n switch costume to (screen v)\nelse\n switch costume to (blank v)\nend\nset size to (size) %\nswitch costume to (screen v)\n\ndefine Clone same sprite (id) spec: (x) (y) (s)\nset [clone_id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\ncreate clone of (_myself_ v)\nset [clone_id v] to [0]\n\ndefine 💥 Line explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [LE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [LE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by (((round (11)) - (round (_v1))) / (costume))\n end\n repeat ((.8) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by (((round (11)) - (round (_v1))) / (costume))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [SE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [22]>\n switch costume to (join [splineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v1 v] by ((5) / (costume))\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n end\n delete this clone\nend\n\ndefine 💥 Spline explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [SE] spec: (x) (y) ((s) / (5))\n change [direction v] by ((spread) / (count))\nend\n\ndefine 🖼 Set effects c/b/g (c) (b) (g)\nset [color v] to (c)\nset [brightness v] to (b)\nset [ghost v] to (g)\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\n\ndefine 💥 Circle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [CE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\ndefine Transition positions (x) (y) (z) speed: (t)\nchange x by (((round (x)) - (round (x position))) / (t))\nchange y by (((round (y)) - (round (y position))) / (t))\nChange size by: (((round (z)) - (round (size))) / (t)) costume ph: (costume [name v])\n\ndefine 💥 Shockwave (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [_v2 v] to (spread)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [SW] spec: (x) (y) (s)\n change [direction v] by ((360) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [GS]> then\n 🖼 Set effects c/b/g (color) [50] [0]\n Transition positions [0] [0] [0] speed: [1]\n switch costume to (gradientshock v)\n repeat (25)\n change [ghost v] effect by (4)\n Transition positions [0] [0] [575] speed: [7]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [S]> then\n switch costume to (shock v)\n repeat until <(ghost) > [99]>\n set [ghost v] effect to (ghost)\n change [ghost v] by (((100) - (round (ghost))) / (_v3))\n Transition positions (x) (y) (_v1) speed: (_v3)\n end\n delete this clone\nend\n\ndefine 💥 Sparkle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nrepeat (count)\n set [_v3 v] to (pick random (5) to (speed))\n set [_v4 v] to (pick random (20) to (40))\n set [costume v] to (pick random (10) to (30))\n Clone same sprite [SP] spec: (pick random ((0) - (x)) to (x)) (pick random ((0) - (y)) to (y)) (pick random ((s) / (2.5)) to ((s) * (1.1)))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SP]> then\n Transition positions [0] [0] (size) speed: [1]\n Transition direction [90] speed: [1]\n switch costume to (sparkle v)\n set [_v1 v] to [10]\n set [_v2 v] to [0]\n set [_v5 v] to [0]\n set [z v] to [.9]\n repeat until <[1] > (_v1)>\n set [fisheye v] effect to ((5) * (round (((-45) + ((-45) * ([abs v] of ([sin v] of (_v2) ) ))) / (5))))\n change [_v1 v] by (((0) - (round (_v1))) / (costume))\n change [_v2 v] by (_v4)\n Transition positions (x) (y) (((size) / (100)) * (((50) * ([sin v] of (_v2) )) + ([abs v] of (([sin v] of (_v2) ) * ((_v1) * (costume))) ))) speed: (_v3)\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] delete clones v]\ndelete this clone\n\ndefine Setup\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n🖼 Set effects c/b/g [0] [0] [100]\nshow\nreset timer\nSet size to ([tan v] of (90) ) %\ngo to x: (-050000000000) y: (0)\nSet size to [1000] %\nswitch costume to (round (65))\nrepeat until <(costume [number v]) = [1]>\n next costume\nend\nhide\n\ndefine 💥 Scattered shockwave explosion\nrepeat (10)\n 💥 Shockwave [0] [0] [50] (pick random (190) to (280)) (pick random (-180) to (180)) [45] (pick random (5) to (7)) (pick random (7) to (10)) [0] [1]\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [0]> then\n ⏱ Keyframe [1]\n 🖼 Set effects c/b/g [0] [-100] [0]\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [1000] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g ((1) / (0)) [0] [100]\n set [costume v] to [text]\n ⏱ Keyframe [1]\n show\n set [_v1 v] to [0]\n set [_v2 v] to [0]\n set [_v3 v] to [0]\n set [_v4 v] to [0]\n set [_v5 v] to [40]\n repeat until <(\[Intro\] Keyframe) > [5]>\n set [x v] to ((_v5) * ([sin v] of (_v2) ))\n set [y v] to ((_v5) * ([cos v] of (_v2) ))\n change [size v] by (((round (110)) - (round (size))) / (5))\n change [_v5 v] by (((_v3) - (_v5)) / (4))\n set [_v3 v] to ((_v3) * (.85))\n set [_v1 v] to ((_v1) * (.9))\n change [_v2 v] by (40)\n change [ghost v] by (-4)\n end\n ⏱ Keyframe [5]\n set [ghost v] to [0]\n \n change [y v] by (((y) - (2)) / (5))\n change [ghost v] by (5)\n end\nend\n\ndefine Clone radial (x) (y) (s) (r) (fisheye) (frame)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\nset [direction v] to (r)\nset [_v4 v] to (f)\nset [_v5 v] to (frame)\nClone same sprite [2] [1]\n\nwhen I start as a clone\nif <(clone_id) = [1]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [0] [100]\n set [costume v] to [bg]\n wait (.5) seconds\n show\n repeat (20)\n change [ghost v] by (-5)\n end\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n ⏱ Keyframe [2]\n wait (.1) seconds\n repeat until <(\[Intro\] Keyframe) > [3]>\n change [brightness v] by (((round (-100)) - (round (brightness))) / (10))\n end\n wait (.1) seconds\n repeat until <(\[Intro\] Keyframe) > [4]>\n change [brightness v] by (((round (0)) - (round (brightness))) / (10))\n end\n ⏱ Keyframe [5]\n \n change [y v] by (((y) - (2)) / (5))\n change [ghost v] by (1)\n end\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(clone_id) = [controller]> then\n ⏱ Keyframe [1]\n set [_v4 v] to [0]\n set [_v5 v] to [0]\n repeat until <(\[Intro\] Keyframe) > [2]>\n change [_v5 v] by ((1) / (-200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat (5)\n change [_v4 v] by ((1) / (50))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat until <(\[Intro\] Keyframe) > [3]>\n change [_v4 v] by (((.6) - (_v4)) / (7))\n change [_v5 v] by ((1) / (200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat (5)\n change [_v4 v] by ((1) / (-25))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat until <(\[Intro\] Keyframe) > [4]>\n change [_v4 v] by (((-.2) - (_v4)) / (8))\n change [_v5 v] by ((1) / (-200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat (5)\n change [_v4 v] by ((1) / (30))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\n repeat until <(\[Intro\] Keyframe) > [5]>\n change [_v4 v] by (((.1) - (_v4)) / (9))\n change [_v5 v] by ((1) / (200))\n 🎥 Cam set x/y/z/r [3] to: ((_v4) + (_v5))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [100]> then\n set [_v3 v] to [10]\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n ⏱ Keyframe [2]\n repeat until <(\[Intro\] Keyframe) > [3]>\n change [brightness v] by (((round (100)) - (round (brightness))) / (10))\n end\n repeat until <(\[Intro\] Keyframe) > [4]>\n change [brightness v] by (((round (-100)) - (round (brightness))) / (10))\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n repeat until <(\[Intro\] Keyframe) > [4]>\n point in direction ((90) + ((_v5) * ([sin v] of (_v4) )))\n change [_v4 v] by (10)\n end\n set [_v4 v] to [0]\n repeat (24)\n turn right (_v4) degrees\n change [_v4 v] by (1)\n end\n \n turn right (((round (90)) - (direction)) / (7)) degrees\n end\nend\n\nwhen flag clicked\nSetup\nPlay Intro\n\n@Player 1\n\nwhen I receive [start v]\nforever\n if <(Level) = [2]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [2]>>\n end\n if <(Level) = [3]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [3]>>\n end\n if <(Level) = [4]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [4]>>\n end\n if <(Level) = [5]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [5]>>\n end\n if <(Level) = [6]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [6]>>\n end\n if <(Level) = [7]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [7]>>\n end\n if <(Level) = [8]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [8]>>\n end\n if <(Level) = [9]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [9]>>\n end\n if <(Level) = [10]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [10]>>\n end\n if <(Level) = [11]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [11]>>\n end\n if <(Level) = [12]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [12]>>\n end\n if <(Level) = [13]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [13]>>\n end\n if <(Level) = [14]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [14]>>\n end\n if <(Level) = [15]> then\n broadcast (lock and key v)\n wait until <not <(Level) = [15]>>\n end\nend\n\nwhen I receive [start v]\nshow\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-220) y: (150)\ngo to [front v] layer\nforever\n if <key (d v) pressed?> then\n change [xv v] by (1)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (w v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if then\n if <key (w v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n broadcast (Restart v)\n end\n if <touching (water v)?> then\n set [yv v] to [-1]\n if <key (w v) pressed?> then\n set [yv v] to [5]\n end\n if <key (s v) pressed?> then\n set [yv v] to [-5]\n end\n end\n if <touching (trampoline v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [next level v]\ngo to x: (-220) y: (150)\ngo to [front v] layer\n\nwhen I receive [restart v]\ngo to x: (-220) y: (150)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [restart v]\nbroadcast (lock and key v)\n\nwhen I receive [portal v]\ngo to (portal 2 v)\n\n@Player 2\n\nwhen I receive [start v]\nshow\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-220) y: (-50)\ngo to [front v] layer\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change x by ((Xv) * (-1))\n change y by (-5)\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 then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (lava v)?>> then\n broadcast (Restart v)\n end\n if <touching (water v)?> then\n set [yv v] to [-1]\n if then\n set [yv v] to [5]\n end\n if then\n set [yv v] to [-5]\n end\n end\n if <touching (trampoline v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nchange [level v] by (1)\ngo to x: (-220) y: (-50)\ngo to [front v] layer\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-50)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [portal 2 v]\ngo to (portal 2 v)\n\n@Ground\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [start v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nbroadcast (Illusions v)\n\nwhen I receive [start v]\nforever\n if <(fLAg) = [1]> then\n set [flag v] to [0]\n broadcast (Next Level v)\n end\nend\n\nchange [level v] by (1)\n\n@Flag\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [flag v] to [0]\nforever\n if <<touching (player 1 v)?> and <touching (player 2 v)?>> then\n change [flag v] by (1)\n wait until <not <<touching (player 1 v)?> and <touching (player 2 v)?>>>\n end\nend\n\n@Spikes\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\ngo to [back v] layer\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (-0.4)\n end\n repeat (20)\n change y by (0.4)\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen flag clicked\nset [level v] to [0]\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait (0.5) seconds\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (-0.4)\n end\n repeat (20)\n change y by (0.4)\n end\nend\n\n@Trampoline\n\nwhen I receive [start v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Portal 1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [sine v] to [0]\npoint in direction (90)\nset size to (100) %\nforever\n change [sine v] by (5)\n point in direction ((([sin v] of (sine) ) * (100)) + (0))\n set size to ((([sin v] of ((sine) * (2)) ) * (5)) + (50)) %\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\n if then\n broadcast (Portal v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [5]> then\n go to x: (15) y: (140)\n show\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [8]> then\n go to x: (47) y: (25)\n show\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [12]> then\n go to x: (-7) y: (65)\n show\n end\n if <(Level) = [13]> then\n go to x: (-20) y: (145)\n show\n end\n if <(Level) = [14]> then\n go to x: (75) y: (-40)\n show\n end\nend\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\n if then\n broadcast (Portal 2 v)\n end\nend\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nforever\n if <<touching (player 2 v)?> or <touching (player 1 v)?>> then\n broadcast (Key v)\n hide\n end\nend\n\nwhen I receive [lock and key v]\nshow\n\n@Lock\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n go [forward v] (888888888888888888888888888888888888888888888888888888888888888888888888888888888888888) layers\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [key v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [lock and key v]\nshow\n\n@2nd Key\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nforever\n if <<touching (player 2 v)?> or <touching (player 1 v)?>> then\n broadcast (2nd key v)\n hide\n end\nend\n\nwhen I receive [lock and key v]\nshow\n\n@2nd Lock\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n switch costume to (Level)\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [2nd key v]\nhide\n\nwhen I receive [lock and key v]\nshow\n\n@Portal 2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [sine v] to [0]\npoint in direction (90)\nset size to (100) %\nforever\n change [sine v] by (5)\n point in direction ((([sin v] of (sine) ) * (100)) + (0))\n set size to ((([sin v] of ((sine) * (2)) ) * (5)) + (50)) %\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [5]> then\n go to x: (110) y: (-15)\n show\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [8]> then\n go to x: (200) y: (-130)\n show\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [12]> then\n go to x: (200) y: (150)\n show\n end\n if <(Level) = [13]> then\n go to x: (200) y: (-130)\n show\n end\n if <(Level) = [14]> then\n go to x: (200) y: (130)\n show\n end\nend\n\n@THE END\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [14]> then\n show\n end\nend\n\n@TN\n\nwhen flag clicked\nshow\nswitch costume to (tn v)\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset volume to (100) %\n\n
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Arrow keys - Blue\nWASD - Red\n––\nAᴄᴄᴏᴜɴᴛꜱ:\nMain: @jindalsargun\nAlt: @sargunjindal\n––\nMusic: Ticking\n––\nYou might like this one :)\nhttps://scratch.mit.edu/projects/645837822/\n––\n@ᴘɪᴢᴢᴀʀᴜꜱʜ for the intro\nRest all by me :)\n––\nTᴀɢꜱ:\n#all #game #games #art #music #stories\n#jindalsargun #sargunjindal #platformer #platformers #pizzarush #madrid2030 #contest #entry #level #levels #player #spikes #music #green #purple #red #black #spike #spikes #lava #water #tampoline #trampolines #bounce #pads #moving #key #lock #trend #trending #portals #portal #teleportal #fun #cool #teleporters #ground #arrowkeys #ungeneric #WASD #explore #thumbnail #backdrop #sprite #twins #2\n#be #happy #and #do #not #look #at #tags\n––\nNot my best platformer but I kind of like it xD\nVery nice ratio there is. Likes to views XD
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Mountains - Platformer Rant #taginthetitle
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@Stage\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nchange [level v] by (1)\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (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 change [x v v] by (-1)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\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 v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<(y position) = [-179]> or <touching (spikes v)?>> and <(dead?) = [0]>> then\n set [dead? v] to [1]\n reset\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nclear graphic effects\nshow\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@words\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n
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me ranting
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Scrolling Platformer
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@Stage\n\nwhen flag clicked\n\nwhen I receive [start v]\n\nswitch backdrop to (title v)\n\nswitch backdrop to (backdrop1 v)\n\n@Character\n\nwhen I receive [start v]\nset [paused v] to [0]\nshow\ngo to x: (24) y: (54)\nset [yvel v] to [-1]\nset [xvel v] to [0]\nset [step v] to [0]\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n repeat until <not <(Paused) = [1]>>\n go [backward v] (1) layers\n wait (0.1) seconds\n end\n go to [front v] layer\n change [yvel v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xvel v] by (1)\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xvel v] by (-1)\n end\n end\n set [xvel v] to ((Xvel) / (1.097))\n Check For Walls\n if <not <(special) = [1]>> then\n change [scrollx v] by (() - (Xvel))\n end\n if <<<(ScrollX) > [0]> or <(ScrollX) < ((-480) * (11))>> or <(special) = [1]>> then\n change x by (Xvel)\n else\n set x to (0)\n end\n change y by (Yvel)\n if <touching color (#00ff6a)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-0.5)\n if <<key (up arrow v) pressed?> and <touching color (#00ff6a)?>> then\n set [yvel v] to [8]\n end\n change y by (0.5)\n switch costume to (step)\nend\n\ndefine Check For Walls\nset [bleh v] to [0]\nrepeat until <<not <touching color (#00ff6a)?>> or <(bleh) > [10]>>\n change [bleh v] by (1)\n change y by (1)\nend\nif <(bleh) > [10]> then\n change y by (-10)\n if <key (up arrow v) pressed?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n else\n if <(Xvel) > [0]> then\n set [xvel v] to (((Xvel) * (-1)) - (1))\n else\n set [xvel v] to (((Xvel) * (-1)) + (1))\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching color (#ff0000)?> or <touching color (#b5b5b5)?>> then\n change [lives v] by (-1)\n change [bleh v] by (0)\n hide\n start sound [rattle v]\n set [ouch? v] to [1]\n set [xvel v] to [0]\n wait (0.5) seconds\n set [xvel v] to [0]\n go to x: (0) y: (130)\n show\n wait (1) seconds\n end\n if <(answer) = [yes]> then\n if <(lives) < [1]> then\n stop [all v]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n set [step v] to (costume [number v])\n wait (0.05) seconds\n else\n switch costume to (costume1 v)\n set [step v] to [1]\n end\nend\n\nwhen [space v] key pressed\nhide\nwait (1) seconds\nshow\ngo to x: () y: (-75)\n\nwhen flag clicked\nbroadcast (start v)\n\nbroadcast (thing v)\n\nwhen flag clicked\nhide variable [lives v]\nask [Do you want there to be lives?] and wait\nif <(answer) = [yes]> then\n show variable [lives v]\n set [lives v] to [15]\nend\n\nif <(lives) > [0]> then\n\n@Scroller\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nif <(special) = [1]> then\n glide (1) secs to x: (x position) y: (350)\n hide\nelse\n show\n glide (1) secs to x: (x position) y: (0)\nend\n\nwhen I receive [start v]\nset [scrollx v] to [0]\nset [levelid v] to [0]\nswitch costume to (level 0 v)\ngo [backward v] (9999) layers\ngo to x: (0) y: (0)\nshow\nrepeat (13)\n create clone of (_myself_ v)\n change [levelid v] by (1)\nend\nswitch costume to (level 0 v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (10) layers\nswitch costume to (join [Level ] (LevelID))\nforever\n if <(ouch?) = [1]> then\n set [scrollxt v] to (ScrollX)\n repeat (25)\n change [scrollxt v] by (((((ScrollX) + (([abs v] of (ScrollX) ) mod (480))) + (480)) - (ScrollXT)) / (5))\n set x to ((ScrollXT) + ((480) * (LevelID)))\n if <<((ScrollXT) + ((480) * (LevelID))) > [479]> or <((ScrollXT) + ((480) * (LevelID))) < [-479]>> then\n hide\n else\n show\n end\n end\n set [ouch? v] to [0]\n set [scrollx v] to (ScrollXT)\n end\n if <<((ScrollX) + ((480) * (LevelID))) > [479]> or <((ScrollX) + ((480) * (LevelID))) < [-479]>> then\n hide\n else\n show\n end\n if <<(ScrollX) < [0]> and <(ScrollX) > ((-480) * (11))>> then\n set x to ((ScrollX) + ((480) * (LevelID)))\n end\nend\n\nwhen I receive [thing v]\nswitch costume to (level 0 v)\n\nset [levelid v] to [11]\n\n@Music mute button\n\nwhen I receive [start v]\nforever\n play sound [MJ1 v] until done\nend\n\nwhen I receive [start v]\nshow\nwait (0.1) seconds\nset volume to (100) %\ngo to x: (-7) y: (-146)\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (button v)\nwait (0.5) seconds\nforever\n if <not <touching (mouse-pointer v)?>> then\n change [ghost v] effect by (3)\n else\n change [ghost v] effect by (-3)\n if <mouse down?> then\n set volume to ((100) - ([abs v] of (volume) )) %\n next costume\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Secret Room\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-350)\nset [special v] to [0]\n\nwhen [space v] key pressed\nif <(special) = [0]> then\n set [special v] to [1]\n show\n glide (1) secs to x: (0) y: (0)\nelse\n set [special v] to [0]\n glide (1) secs to x: (0) y: (-350)\n hide\nend\n\nchange y by (-10)\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (-12) y: (18)\n\nhide\n\n
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Click the green flag and then answer if you want lives or not. Use arrow keys to move around. Your goal is to get through the obstacle course. Dodge lava and spikes. If you used lives comment how many lives you had left at the end (if you get to it!).\n\nTip: hold on up and right arrow keys to jump up wall.\n\n \n\n
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オンライン冒険ゲーム+棒人間プラットフォーマー!!Cloud Platformer Multiplayer Fun+Massive Multiplayer Platformer !!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\nwhen flag clicked\nforever\n if <(Active Players) = [1]> then\n hide variable [_hito v]\n set [_hito v] to [今は一人しかプレイしていないけど、みんなくるよ!]\n create clone of (youtube v)\n wait until <not <(Active Players) = [1]>>\n else\n set [_hito v] to (join [現在] (join (Active Players) [人がオンライン]))\n show variable [_hito v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n set [@player die v] to [1]\n end\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [2940]\n set [@spawn y v] to [-22]\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 [コインを集めて進化しよう!]\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\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\nset [@spawn x v] to [-500]\nset [@spawn y v] to [76]\nset [clock v] to [0]\nReset Player\nbroadcast (Reset v)\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n if <(username) = [yuuri623]> then\n switch costume to ((21) + (costume#))\n else\n switch costume to (costume#)\n end\n if <<(costume#) = [14]> or <((costume#) + (21)) = [35]>> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\nchange [color v] effect by (10)\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) = [yuuri623]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n if <(username) = [yuuri623]> then\n switch costume to ((22) + (costume#))\n else\n switch costume to (costume#)\n end\n if <<(costume#) = [14]> or <((costume#) + (22)) = [35]>> 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\nswitch costume to ( v)\nif <[] = [14]> then\n point in direction (90)\n set rotation style [all around v]\nelse\n set rotation style [left-right v]\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@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 <(flag id) = [1]> then\n if <(FLAG COUNT) = [1]> then\n show\n else\n hide\n end\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 change [_nyuusyufuragu 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 <(_nyuusyufuragu) = [8]> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nnext costume\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 [_nyuusyufuragu v] to [0]\nset [flag count v] to [0]\nsetup clone at x,y: (2940) (-22)\nsetup clone at x,y: (4955) (-160)\nsetup clone at x,y: (4971) (51)\nsetup clone at x,y: (4024) (223)\nsetup clone at x,y: (2980) (1210)\nsetup clone at x,y: (2415) (439)\nsetup clone at x,y: (2215) (807)\nsetup clone at x,y: (-392) (1318)\nsetup clone at x,y: (1401) (309)\nset [showing v] to [-1]\n\nnext costume\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@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@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 (y v) pressed?> or <key (t v) pressed?>>\n set [@player emoji v] to [0]\n if <key (t v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (y v) pressed?> or <key (t 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@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@Level3\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nhide\n\n@Parallax\n\nwhen flag clicked\nset [sprwid v] to [470]\nset [hsw v] to (sprWid)\ngo to x: (0) y: (0)\ngo [backward v] (100) layers\nDo Cloning\nshow\nhide\n\nwhen I receive [tick v]\nset [looping x v] to (((((Offset X) - ((Next Scr X) / (2))) + (hsw)) mod ((sprWid) * (2))) - (hsw))\nPosition and Show ([floor v] of (Looping X) ) ([floor v] of ((Next Scr Y) / (-2)) )\n\ndefine Do Cloning\ngo to [back v] layer\nshow\npoint in direction (90)\nswitch costume to (00.00.00 v)\nset [offset x v] to ((0) - (sprWid))\ncreate clone of (_myself_ v)\nswitch costume to (00.01.00 v)\nchange [offset x v] by (sprWid)\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [hide all v]\n\nwhen I receive [init level v]\ngo [backward v] (100) layers\nshow\nhide\n\nhide\n\nwhen I start as a clone\nrepeat until <[7] < (timer)>\n go to [back v] layer\nend\n\nforever\nend\n\n@YouTube\n\nwhen flag clicked\nswitch costume to (cooltext405958223545504 v)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\nwhen I receive [_ v]\nset [ghost v] effect to (0)\nchange [ghost v] effect by (7)\nswitch costume to (cooltext405959827480474 v)\nshow\ngo to [front v] layer\nrepeat (100)\n change [color v] effect by (3)\nend\nrepeat (40)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nwait (10) seconds\nforever\n if <(username) = ([last fastest v] of [game v])> then\n set [_2 v] to [1]\n broadcast (_ v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (empty game v)\ngo to [front v] layer\nwait until <not <(Active Players) = [1]>>\ndelete this clone\n\nwhen flag clicked\nforever\n repeat until <[20] < (timer)>\n go to [front v] layer\n if <(Active Players) = [1]> then\n hide\n else\n show\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n
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https://www.youtube.com/watch?v=Myz3roz3n4k\n↑攻略動画\nhttps://scratch.mit.edu/studios/31116452/comments\n↑まとめスタジオ毎週新ステージ追加!\nはいどうもyuuri623です \ngriffpatchさんのプラットフォーマーをリミックス\nしてみました!\n頑張ってクリアしてみてください!\nonline◎\n難易度 普通 タイムよりもみんなで遊ぶのを進める!\n\nー使い方ー\n矢印キーで移動。\n特殊スキルがある時に、スペースキーで使えます!\nT,Yキーで、”絵文字の”チャットです!(押した後は、クリックで選びます!)\nRキーでリトライ、リスポーンです!\nNキーでユーザー名を表示します!\n[Cursor keys] - To Move and Jump\n[Space] - Use special ability (if you have one)\n[T,Y] - Safe Chat \n[R] - Respawn \n[N] - appear Names\n\n\nボタン等は飾りです。\nステージだけの再現になります。\nコインを全部集めスペースキーで!\n\n\n\n\nグライダーが変わりますみんなも見てね!
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晴天のプラットフォーマー/Platformer #all #games
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@Stage\n\nwhen I receive [intro終了 v]\nforever\n play sound [Sunshine v] until done\nend\n\n@ぷれいやあ\n\nwhen flag clicked\nhide\n\ndefine 初期設定プログラム\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (ノーマル v)\ngo to x: (-200) y: (-50)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (くろおん v)\nrepeat (7)\n change size by (-5)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\nwhen I receive [intro終了 v]\n初期設定プログラム\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> 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 (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n set [地面 v] to [0]\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n start sound [Suction Cup v]\n else\n set [x v] to [-10]\n start sound [Suction Cup v]\n end\n set [y v] to [11]\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)>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n set [y v] to [15]\n start sound [Jump v]\n end\n end\n change y by (1)\n 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 <[238] < (x position)> then\n if <not <(ステージ) = [12]>> then\n start sound [Rip v]\n 初期設定プログラム\n broadcast (メッセージ1 v)\n wait (0.81) seconds\n end\n end\n if <<touching (トゲ v)?> or <<(y position) < [-178]> or <touching (溶岩 v)?>>> then\n 初期設定プログラム\n start sound [crashed oof v]\n end\nend\n\n@地面\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\n\nwhen I receive [メッセージ1 v]\nif <(ステージ) = [12]> then\n wait (0.81) seconds\n show variable [time v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro終了 v]\nshow\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [intro終了 v]\nset [time v] to [0]\nhide variable [time v]\nrepeat until <(ステージ) = [12]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@トゲ\n\nwhen flag clicked\nhide\n\nwhen I receive [intro終了 v]\nshow\npoint in direction (90)\ngo to [back v] layer\nforever\n switch costume to (ステージ)\n if <(ステージ) = [7]> then\n turn right (-6) degrees\n end\n if <(ステージ) = [8]> then\n point in direction (90)\n end\nend\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [intro終了 v]\nforever\n go to [back v] layer\n change [太陽大きさ v] by (5)\nend\n\nwhen I receive [intro終了 v]\nshow\nset size to (100) %\nforever\n change size by ([cos v] of (太陽大きさ) )\nend\n\n@サムネ\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@溶岩\n\nwhen flag clicked\nhide\n\nwhen I receive [intro終了 v]\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nshow\nwait (0.81) seconds\nhide\n\n@Free Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (140) %\n show\n repeat (50)\n go to [front v] layer\n go [forward v] (1000) layers\n switch costume to (size hack v)\n change size by (((100) - (size)) / (5))\n switch costume to (screen v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to x: (-1000) y: (-1000)\n point in direction (0)\n go to [front v] layer\n switch costume to (name v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [back v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (13.4) seconds\n delete this clone\nend\n\ndefine Create Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [White End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n set [brightness v] effect to (100)\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((22) - (x position)) / (6))\n change y by (((22) - (y position)) / (6))\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n end\n repeat (20)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n switch costume to (cheveron v)\n set size to (5) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (50)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n change size by (((360) - (size)) / (12))\n switch costume to (cheveron v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (12) seconds\nCreate Clone [Black End]\nCreate Clone [White End]\n\nwhen flag clicked\nstart sound [Nurko & luma - tonight \[NIGHTCORE\] v]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (15) seconds\nbroadcast (intro終了 v)\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (grid v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (-2)\n end\n wait (2.9) seconds\n switch costume to (diamonds v)\n wait (1.65) seconds\n switch costume to (hexagon pattern v)\n wait (1.55) seconds\n switch costume to (triangle pattern v)\n wait (1.55) seconds\n switch costume to (checkerboard pattern v)\n wait (1.2) seconds\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0) seconds\nwait (.5) seconds\nCreate Clone [Grid]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (4.6) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (6.24) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7.8) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (9.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (4.38) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.9) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (7.51) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.02) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (10.6) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3.88) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (5.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (8.5) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (10.1) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Lines]> then\n show\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (1 v)\n set [line size v] to [20]\n repeat (15)\n change size by (Line Size)\n change [line size v] by (-1)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (20)\n change size by (Line Size)\n end\nend\n\nwhen flag clicked\nwait (4.4) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (5.92) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (7.53) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (10.62) seconds\nCreate Clone [Lines]\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (1.54) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (3.15) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (4.73) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (6.31) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (name v)\n\nwhen flag clicked\nwait (9.02) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\n
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~English~ 日本語下にあります\nIt's a platformer!\nIf you have any advice, please leave a comment.\n\nHow to play ⇩\nOperate with the arrow keys and WAD keys. Or tap.\nIt is mobile compatible.\nIf you hit a thorn or magma, you will die.\n\n\n~日本語~\nプラットフォーマーです!\nアドバイスなどあったらコメントよろです。\n\n遊び方⇩\n矢印キー、WADキーで操作。またはタップ。\nモバイル対応です。\nトゲやマグマに当たったらタヒにます。
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Long Platformer 30!!!
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (istockphoto-920960836-170667a v)\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n change [time v] by (0.1)\n wait (0.066) seconds\n if <(STAGE) = [30]> then\n change [time v] by (-0.1)\n wait (0.066) seconds\n end\nend\n\nwhen flag clicked\nforever\n repeat (20)\n change [brightness v] effect by (0.45)\n end\n repeat (25)\n change [brightness v] effect by (-0.45)\n end\n repeat (15)\n change [brightness v] effect by (0.15)\n end\nend\n\n@キャラクター\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [Nebula v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nclear graphic effects\nset size to (100) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [stage v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<key (left arrow v) pressed?> or <<<(mouse x) < (x position)> and <mouse down?>> or <key (a v) pressed?>>> then\n change [x v] by (-1.2)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<<(x position) < (mouse x)> and <mouse down?>> or <key (d v) pressed?>>> then\n change [x v] by (1.2)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-12]\n else\n set [x v] to [12]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [ニュッ2 v]\n set [y v] to [18]\n end\n change y by (1)\n if <<<<(y position) < [-174]> or <touching (トゲ v)?>> or <touching (大砲 v)?>> or <touching color (#ff5050)?>> then\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <[239] < (x position)> then\n broadcast (uuu v)\n if <not <(STAGE) = [30]>> then\n wait (0.02) seconds\n start sound [Pop v]\n hide\n clear graphic effects\n set [y v] to [0]\n set [x v] to [0]\n change [stage v] by (1)\n go to x: (-200) y: (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (2.4)\nend\n\nwhen flag clicked\nforever\n if <touching (バネ v)?> then\n start sound [バネ v]\n set [y v] to [20]\n end\nend\n\nwhen I receive [ii v]\ngo to x: (-200) y: (0)\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@地面\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (STAGE)\nend\n\nwhen [timer v] > (0)\nhide\n\n@トゲ\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nswitch costume to (コスチューム1 \(1\) v)\nforever\n if <(STAGE) = [1]> then\n hide\n else\n if <(STAGE) = [2]> then\n switch costume to (コスチューム1 \(1\) v)\n point in direction (90)\n show\n go to x: (140) y: (96)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [3]> then\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [4]> then\n go to x: (-50) y: (0)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [5]> then\n go to x: (75) y: (-36)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [6]> then\n go to x: (-140) y: (-120)\n create clone of (_myself_ v)\n go to x: (-40) y: (-120)\n create clone of (_myself_ v)\n go to x: (60) y: (-120)\n create clone of (_myself_ v)\n go to x: (160) y: (-120)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [7]> then\n show\n go to x: (-20) y: (107)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [8]> then\n go to x: (10) y: (37)\n create clone of (_myself_ v)\n go to x: (-100) y: (-70)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [10]> then\n show\n go to x: (0) y: (20)\n create clone of (_myself_ v)\n go to x: (0) y: (120)\n create clone of (_myself_ v)\n go to x: (0) y: (-120)\n create clone of (_myself_ v)\n go to x: (150) y: (0)\n create clone of (_myself_ v)\n go to x: (-150) y: (0)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [11]> then\n hide\n else\n if <(STAGE) = [12]> then\n show\n go to x: (-60) y: (94)\n create clone of (_myself_ v)\n go to x: (60) y: (-160)\n create clone of (_myself_ v)\n go to x: (90) y: (-160)\n create clone of (_myself_ v)\n go to x: (120) y: (-160)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [13]> then\n go to x: (-85) y: (-102)\n create clone of (_myself_ v)\n go to x: (130) y: (-117)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [14]> then\n hide\n else\n if <(STAGE) = [15]> then\n go to x: (0) y: (-110)\n create clone of (_myself_ v)\n go to x: (100) y: (-110)\n create clone of (_myself_ v)\n go to x: (100) y: (-60)\n create clone of (_myself_ v)\n go to x: (-100) y: (-110)\n create clone of (_myself_ v)\n go to x: (200) y: (-110)\n create clone of (_myself_ v)\n go to x: (-100) y: (-60)\n create clone of (_myself_ v)\n go to x: (-200) y: (-110)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [16]> then\n point in direction (90)\n go to x: (-50) y: (-117)\n create clone of (_myself_ v)\n go to x: (90) y: (-117)\n create clone of (_myself_ v)\n go to x: (230) y: (-117)\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (20) y: (-28)\n create clone of (_myself_ v)\n go to x: (160) y: (-28)\n create clone of (_myself_ v)\n go to x: (-120) y: (-28)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [17]> then\n point in direction (90)\n hide\n else\n if <(STAGE) = [19]> then\n show\n go to x: (140) y: (-144)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [20]> then\n go to x: (0) y: (-144)\n create clone of (_myself_ v)\n go to x: (0) y: (-104)\n create clone of (_myself_ v)\n go to x: (-140) y: (-144)\n create clone of (_myself_ v)\n go to x: (140) y: (-144)\n create clone of (_myself_ v)\n go to x: (140) y: (-104)\n create clone of (_myself_ v)\n go to x: (140) y: (-64)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [21]> then\n switch costume to (15 v)\n go to x: (0) y: (-50)\n else\n if <(STAGE) = [22]> then\n point in direction (90)\n switch costume to (コスチューム1 \(1\) v)\n go to x: (-80) y: (80)\n create clone of (_myself_ v)\n go to x: (160) y: (-138)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [23]> then\n point in direction (90)\n switch costume to (コスチューム1 \(1\) v)\n go to x: (-120) y: (-109)\n create clone of (_myself_ v)\n go to x: (160) y: (-138)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [24]> then\n show\n switch costume to (15 v)\n go to x: (-140) y: (-119)\n create clone of (_myself_ v)\n go to x: (140) y: (-119)\n create clone of (_myself_ v)\n go to x: (0) y: (60)\n else\n if <(STAGE) = [25]> then\n hide\n switch costume to (コスチューム1 \(1\) v)\n point in direction (90)\n else\n if <(STAGE) = [26]> then\n show\n point in direction (-90)\n go to x: (0) y: (160)\n create clone of (_myself_ v)\n go to x: (30) y: (160)\n create clone of (_myself_ v)\n go to x: (60) y: (160)\n create clone of (_myself_ v)\n go to x: (120) y: (160)\n create clone of (_myself_ v)\n go to x: (150) y: (160)\n create clone of (_myself_ v)\n go to x: (-30) y: (160)\n create clone of (_myself_ v)\n go to x: (-120) y: (160)\n create clone of (_myself_ v)\n go to x: (-150) y: (160)\n create clone of (_myself_ v)\n go to x: (-60) y: (160)\n create clone of (_myself_ v)\n go to x: (-90) y: (160)\n create clone of (_myself_ v)\n go to x: (90) y: (160)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [27]> then\n switch costume to (15 v)\n go to x: (0) y: (-140)\n create clone of (_myself_ v)\n go to x: (0) y: (140)\n create clone of (_myself_ v)\n go to x: (200) y: (50)\n else\n if <(STAGE) = [28]> then\n switch costume to (15 v)\n go to x: (100) y: (-140)\n create clone of (_myself_ v)\n go to x: (0) y: (140)\n create clone of (_myself_ v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\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 [color v] effect by (1)\nend\n\nwhen I start as a clone\nshow\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [15]> then\n turn right (-5.5) degrees\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@隠し地面\n\nwhen flag clicked\nforever\n if <(STAGE) = [15]> then\n show\n switch costume to (コスチューム1 v)\n if <touching (キャラクター v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(STAGE) = [24]> then\n show\n switch costume to (コスチューム2 v)\n if <touching (キャラクター v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(STAGE) = [25]> then\n show\n switch costume to (コスチューム3 v)\n if <touching (キャラクター v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(STAGE) = [26]> then\n show\n switch costume to (コスチューム4 v)\n if <touching (キャラクター v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(STAGE) = [27]> then\n show\n switch costume to (コスチューム5 v)\n if <touching (キャラクター v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(STAGE) = [28]> then\n show\n switch costume to (コスチューム6 v)\n if <touching (キャラクター v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@バネ\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 \(2\) v)\nset size to (100) %\n\nwhen flag clicked\nforever\n if <(STAGE) = [20]> then\n show\n go to x: (75) y: (-153)\n else\n if <(STAGE) = [24]> then\n show\n go to x: (-200) y: (-125)\n else\n if <(STAGE) = [26]> then\n show\n go to x: (0) y: (-97)\n else\n if <(STAGE) = [28]> then\n show\n go to x: (-40) y: (-97)\n else\n hide\n end\n end\n end\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@SKIPボタン\n\nwhen this sprite clicked\nchange [stage v] by (1)\nbroadcast (ii v)\nhide\n\nwhen flag clicked\nshow\nforever\n if <(STAGE) = [30]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0)\nhide\n\n@大砲2\n\nwhen flag clicked\nhide\n\n@Champ99\n\nwhen flag clicked\nhide\n\n@大砲\n\nwhen flag clicked\nhide\nforever\n if <(STAGE) = [22]> then\n point in direction (90)\n set size to (100) %\n switch costume to (大砲:通常 v)\n show\n go to x: (70) y: (-130)\n wait (0.4) seconds\n create clone of (_myself_ v)\n else\n if <(STAGE) = [23]> then\n point in direction (90)\n switch costume to (大砲:通常 v)\n show\n go to x: (0) y: (-130)\n wait (0.3) seconds\n create clone of (_myself_ v)\n else\n if <(STAGE) = [24]> then\n hide\n else\n if <(STAGE) = [25]> then\n point in direction (0)\n switch costume to (大砲:通常 v)\n show\n go to x: (200) y: (-130)\n wait (0.6) seconds\n create clone of (_myself_ v)\n go to x: (200) y: (120)\n create clone of (_myself_ v)\n else\n if <(STAGE) = [26]> then\n hide\n else\n if <(STAGE) = [28]> then\n show\n go to x: (200) y: (-80)\n wait (1.2) seconds\n create clone of (_myself_ v)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (大砲:たま v)\nif <<(STAGE) = [25]> or <(STAGE) = [28]>> then\n switch costume to (大砲:たま v)\n repeat until <touching (_edge_ v)?>\n change x by (-22)\n end\n delete this clone\nelse\n repeat until <touching (_edge_ v)?>\n change y by (22)\n end\n delete this clone\nend\n\nwhen [timer v] > (0)\nhide\n\n@コスチューム7\n\nwhen flag clicked\nhide\n\n
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(English)\n[➡] Go to the right\n[⬅] Go to the left\n[⬆] Jump\n(日本語)\n[➡] 右に進む \n[⬅] 左に進む\n[⬆] ジャンプ
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スクラッチナップ Scratchnapped Multiplayer Platformer v1.0
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nset [showing v] to [-1]\n\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (4004) (275)\nsetup clone at x,y: (1835) (40)\nset [showing v] to [-1]\n\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [Itty Bitty 8 Bit v] until done\n end\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: ((y) + (50))\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((3) + ((8) * ([sin v] of ((timer) * (110)) )))\nposition (round (((x) - (@Scroll X)) * (4))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@Blocks\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
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https://www.youtube.com/watch?v=BgPgRD6MLz4\n↑攻略動画\nhttps://scratch.mit.edu/studios/31116452/comments\n↑まとめスタジオ毎週新ステージ追加!\nはいどうもyuuri623です フォロー企画について↓\ngriffpatchさんのプラットフォーマーをリミックス\nしてみました!\nonline◎\n難易度 簡単\n最速タイムをコメントして自分をフォローしてもらおう!詳細はした!\n\n操作erで絵文字\n十字キーで操作\nzとスペースでも可\n下長押しから上で大ジャンプ\n走りながら一瞬下を押して上で横大ジャンプ!\n\n❤最速タイムフォロー企画について★\nある一定の時期に(予告ある時とない時がある)\nその時間の間一位の記録を取った人はフォローしてもらえる!!作者がいるときにたまに開催するよー\nまたコメントでかなり速いタイムが打たれたときその人に作者がコメントをしてそのコメントしたタイム以上のタイムを出せればフォローしてもらえる!現状一位のタイムの人は下に書くのでその人は凄いゲームがうまいから褒めてね!最速タイムでフォローします!(コメントの方)星とハートも!\n\n\n最速@nice525 21.8
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Dream - A platformer (Mobile Friendly)
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@Stage\n\nwhen flag clicked\nwait until <not <(timer) = [0]>>\nforever\n play sound [Trance Music for Racing Game v] until done\nend\n\nwhen flag clicked\nforever\n if <<(level) = [12]> or > then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(☁ last) = (current [month v])>> then\n set [☁ last v] to (current [month v])\n set [☁ highs v] to [86400]\n set [☁ u v] to [283004300850]\n end\nend\n\n@blank\n\n@dream\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\nreset\ngo to x: (-200) y: (y position)\nforever\n erase all\n point in direction (90)\n switch costume to (hitbox v)\n tick\n if <key (h v) pressed?> then\n set [ghost v] effect to (0)\n stamp\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n end\n costume\nend\n\ndefine slope\nset [slope v] to [0]\nrepeat until <<[8] < (slope)> or <not <touching (platforms v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\n\ndefine costume\ngo to [front v] layer\ngo [backward v] (17) layers\nset [joystick direction v] to [90]\nset [joystick power v] to [0]\nif <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(Joystick power x) < [-0.4]>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (left v)\nelse\n if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <[0.4] < (Joystick power x)>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (right v)\n else\n switch costume to (idle v)\n end\nend\npoint in direction (((xvel) * (1.2)) + (90))\n\ndefine reset\nswitch costume to (hitbox v)\ngo to x: (-240) y: (-180)\nrepeat until <not <touching (platforms v)?>>\n change y by (1)\nend\n\ndefine tick\nchange [xvel v] by ((<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <[0.4] < (Joystick power x)>> - <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(Joystick power x) < [-0.4]>>) * (4))\nset [xvel v] to ((xvel) * (0.7))\nchange x by (xvel)\nchange x by ((<(xvel) < [0]> - <[0] < (xvel)>) * (-1))\nslope\nchange x by ((<[0] < (xvel)> - <(xvel) < [0]>) * (-1))\nif <[8] < (slope)> then\n change y by (-9)\n change x by ((xvel) * (-1))\n set [xvel v] to [0]\n if <touching (platforms v)?> then\n out\n end\nend\nchange [yvel v] by (-1)\nchange y by (yvel)\nif <touching (platforms v)?> then\n change y by ((yvel) * (-1))\n if <(hands) = [1]> then\n in\n change y by (-1)\n end\n set [yvel v] to [0]\nend\nset [hands v] to [0]\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <[0.333] < (Joystick power y)>> and <not <touching (water v)?>>> then\n change y by (-3)\n if <touching (platforms v)?> then\n set [yvel v] to [14]\n else\n change y by (16)\n if <touching (platforms v)?> then\n set [yvel v] to [10]\n set [hands v] to [1]\n end\n change y by (-16)\n end\n change y by (3)\nend\nif <touching (water v)?> then\n set [yvel v] to ((yvel) * (0.75))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <[0.333] < (Joystick power y)>> then\n change [yvel v] by (3)\n else\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <(Joystick power y) < [-0.1]>> then\n change [yvel v] by (0.25)\n else\n change [yvel v] by (1.1)\n end\n end\nend\nif <<touching (spikes v)?> or <<key (r v) pressed?> and <not <key (q v) pressed?>>>> then\n start sound (pick random (1) to (2))\n reset\n go to x: (-200) y: (y position)\n switch costume to (idle v)\n wait until <not <key (r v) pressed?>>\nend\nif <<<key (r v) pressed?> and <key (q v) pressed?>> and <not <(level) = [18]>>> then\n set [xvel v] to [0]\n set [yvel v] to [0]\n set [level v] to [1]\n set [hands v] to [0]\n go to x: (-200) y: (-58)\n switch costume to (idle v)\n repeat until <not <<key (r v) pressed?> and <key (q v) pressed?>>>\n reset timer\n end\n repeat until <<<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> or <[0.3] < (Joystick Power)>>\n reset timer\n end\nend\nif <[235] < (x position)> then\n reset\n change [level v] by (1)\nend\nif <(y position) < [-185]> then\n start sound (pick random (1) to (2))\n reset\n go to x: (-200) y: (y position)\nend\n\ndefine in\nrepeat until <touching (platforms v)?>\n change y by (1)\nend\n\ndefine out\nrepeat until <not <touching (platforms v)?>>\n change y by (1)\nend\n\nwhen flag clicked\nrepeat until <not <(x position) = [-200]>>\n reset timer\nend\n\nwhen flag clicked\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [joystick direction v] to [-90]\n set [joystick power v] to [25]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [joystick direction v] to [-45]\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [joystick direction v] to [-125]\n set [joystick power v] to [25]\n end\n end\n else\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [joystick direction v] to [90]\n set [joystick power v] to [25]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [joystick direction v] to [45]\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [joystick direction v] to [125]\n set [joystick power v] to [25]\n end\n end\n else\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [joystick direction v] to [0]\n set [joystick power v] to [25]\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [joystick direction v] to [-180]\n set [joystick power v] to [25]\n else\n set [joystick direction v] to [90]\n set [joystick power v] to [0]\n end\n end\n end\n end\nend\n\n@dream's hands\n\nwhen flag clicked\nset [hands v] to [0]\nforever\n go to (dream v)\n if <(hands) = [1]> then\n show\n else\n hide\n end\n go to [front v] layer\nend\n\nset [hands v] to [1]\n\n@platforms\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\n if <(level) = [12]> then\n go to [back v] layer\n go to x: (0) y: (([cos v] of ((timer) * (100)) ) * (30))\n else\n go to [front v] layer\n go [backward v] (16) layers\n go to x: (0) y: (0)\n end\nend\n\n@water\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@text\n\nwhen flag clicked\nforever\n switch costume to (costume10 v)\n go to x: (0) y: (([cos v] of ((timer) * (100)) ) * (10))\n switch costume to (level)\n go to [front v] layer\n go [forward v] ((1) / (0)) layers\nend\n\nswitch costume to (costume19 v)\n\n@timer\n\ndefine draw timer\ngo to x: (-220) y: (155)\nset [num v] to [0]\nrepeat (length of (timer))\n change [num v] by (1)\n switch costume to (letter (num) of (timer))\n create clone of (_myself_ v)\n change x by (25)\nend\n\nwhen flag clicked\nhide\nforever\n broadcast (delete clones v)\n draw timer\n if <(level) = [18]> then\n if <(timer) < (☁ highs)> then\n set [☁ highs v] to (timer)\n broadcast (hi v)\n end\n forever\n end\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <touching (text v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@high score\n\ndefine draw timer\ngo to x: (220) y: (155)\nset [num v] to (length of (☁ highs))\nrepeat (length of (☁ highs))\n switch costume to (letter (num) of (☁ highs))\n create clone of (_myself_ v)\n change x by (-25)\n change [num v] by (-1)\nend\n\nwhen flag clicked\nhide\nforever\n repeat until <(level) = [18]>\n draw timer\n end\n draw timer\n forever\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <touching (text v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nset [☁ highs v] to [99999]\n\n@username highscore\n\ndefine ren\npoint in direction (90)\ngo to x: (215) y: (125)\nset [l v] to ((length of (username)) + (1))\nrepeat (length of (username))\n change [l v] by (-1)\n switch costume to (letter (l) of (username))\n create clone of (_myself_ v)\n change x by (-8.25)\n set y to (125)\n if <not <(timer) < [0.1]>> then\n change y by (([cos v] of (((timer) * (100)) * (l)) ) * (2))\n end\nend\n\nwhen flag clicked\nhide\nforever\n broadcast (usus get v)\nend\n\nwhen flag clicked\nforever\n broadcast (del v)\n ren\nend\n\nwhen I receive [del v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <touching (text v)?> then\n set [ghost v] effect to (50)\nend\n\n@Joystick\n\nwhen flag clicked\nset size to (100) %\nset [base sprite v] to [Joystick]\nset [joystick x pos v] to [185]\nset [joystick y pos v] to [-125]\nset [maximum stick power v] to ((size) / (4))\ngo to x: (Joystick x Pos) y: (Joystick y Pos)\nset [ghost v] effect to (60)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n switch costume to (base v)\n go to x: (Joystick x Pos) y: (Joystick y Pos)\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n switch costume to (stick v)\n set [joystick power v] to []\n set [joystick power x v] to [0]\n set [joystick power y v] to [0]\n set [joystick direction v] to [90]\n repeat until <mouse down?>\n go to x: (Joystick x Pos) y: (Joystick y Pos)\n point in direction (Joystick Direction)\n move (Joystick Power) steps\n end\n if <(distance to [mouse-pointer v]) < ((size) * (.45))> then\n if <touching (mouse-pointer v)?> then\n set [x+ v] to ((x position) - (mouse x))\n set [y+ v] to ((y position) - (mouse y))\n else\n set [x+ v] to []\n set [y+ v] to []\n end\n Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Drag\nrepeat until <not <mouse down?>>\n go to x: ((mouse x) + (x+)) y: ((mouse y) + (y+))\n point towards (base sprite)\n turn right (180) degrees\n set [joystick direction v] to (direction)\n set [joystick power v] to (distance to [(base sprite) v])\n if <(Maximum Stick Power) < (Joystick Power)> then\n move ((Maximum Stick Power) - (Joystick Power)) steps\n set [joystick power v] to (Maximum Stick Power)\n end\n set [joystick power v] to ((Joystick Power) / (Maximum Stick Power))\n set [joystick power x v] to ((Joystick Power) * ([sin v] of (Joystick Direction) ))\n set [joystick power y v] to ((Joystick Power) * ([cos v] of (Joystick Direction) ))\nend\n\n@encode decode\n\nwhen flag clicked\nbroadcast (init v)\n\ndefine encode (text)\nset [letter v] to [0]\nset [output v] to []\nrepeat (length of (text))\n change [letter v] by (1)\n switch costume to (letter (letter) of (text))\n if <[9] < (costume [number v])> then\n set [output v] to (join (output) (costume [number v]))\n else\n set [output v] to (join (output) (join [0] (costume [number v])))\n end\nend\n\nwhen I receive [init v]\ndelete all of [chars v]\nadd [A] to [chars v]\nadd [a] to [chars v]\nadd [B] to [chars v]\nadd [b] to [chars v]\nadd [C] to [chars v]\nadd [c] to [chars v]\nadd [D] to [chars v]\nadd [d] to [chars v]\nadd [E] to [chars v]\nadd [e] to [chars v]\nadd [F] to [chars v]\nadd [f] to [chars v]\nadd [G] to [chars v]\nadd [g] to [chars v]\nadd [H] to [chars v]\nadd [h] to [chars v]\nadd [I] to [chars v]\nadd [i] to [chars v]\nadd [J] to [chars v]\nadd [j] to [chars v]\nadd [K] to [chars v]\nadd [k] to [chars v]\nadd [L] to [chars v]\nadd [l] to [chars v]\nadd [M] to [chars v]\nadd [m] to [chars v]\nadd [N] to [chars v]\nadd [n] to [chars v]\nadd [O] to [chars v]\nadd [o] to [chars v]\nadd [P] to [chars v]\nadd [p] to [chars v]\nadd [Q] to [chars v]\nadd [q] to [chars v]\nadd [R] to [chars v]\nadd [r] to [chars v]\nadd [S] to [chars v]\nadd [s] to [chars v]\nadd [T] to [chars v]\nadd [t] to [chars v]\nadd [U] to [chars v]\nadd [u] to [chars v]\nadd [V] to [chars v]\nadd [v] to [chars v]\nadd [W] to [chars v]\nadd [w] to [chars v]\nadd [X] to [chars v]\nadd [x] to [chars v]\nadd [Y] to [chars v]\nadd [y] to [chars v]\nadd [Z] to [chars v]\nadd [z] to [chars v]\nadd [`] to [chars v]\nadd [~] to [chars v]\nadd [1] to [chars v]\nadd [!] to [chars v]\nadd [2] to [chars v]\nadd [@] to [chars v]\nadd [3] to [chars v]\nadd [#] to [chars v]\nadd [4] to [chars v]\nadd [$] to [chars v]\nadd [5] to [chars v]\nadd [%] to [chars v]\nadd [6] to [chars v]\nadd [^] to [chars v]\nadd [7] to [chars v]\nadd [&] to [chars v]\nadd [8] to [chars v]\nadd [*] to [chars v]\nadd [9] to [chars v]\nadd [\(] to [chars v]\nadd [0] to [chars v]\nadd [\)] to [chars v]\nadd [-] to [chars v]\nadd [_] to [chars v]\nadd [=] to [chars v]\nadd [+] to [chars v]\nadd [\[] to [chars v]\nadd [{] to [chars v]\nadd [\]] to [chars v]\nadd [}] to [chars v]\nadd [|] to [chars v]\nadd [\] to [chars v]\nadd [;] to [chars v]\nadd [:] to [chars v]\nadd ['] to [chars v]\nadd ["] to [chars v]\nadd [,] to [chars v]\nadd [<] to [chars v]\nadd [.] to [chars v]\nadd [>] to [chars v]\nadd [/] to [chars v]\nadd [?] to [chars v]\nadd [ ] to [chars v]\n\ndefine decode (text)\nset [letter v] to [1]\nset [output v] to []\nrepeat ((length of (text)) / (2))\n switch costume to (item (join (letter (letter) of (text)) (letter ((letter) + (1)) of (text))) of [chars v])\n set [output v] to (join (output) (costume [name v]))\n change [letter v] by (2)\nend\n\nwhen I receive [hi v]\nset [e v] to [1]\nencode (username)\nset [☁ u v] to (output)\nset [e v] to [0]\n\nwhen I receive [usus get v]\nif <(e) = [0]> then\n decode (☁ u)\n set [username v] to (output)\nend\n\ndecode []\n\nwhen flag clicked\nset [e v] to [0]\n\n@Sprite1\n\nwhen flag clicked\n\nhide\nif <not <(username) = [TrendingProjects]>> then\n show\n stop [all v]\nend\n\n
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WAD, ⬆️⬅️➡️, or use the joystick to move. The score on the right is the high score. If the high score is not updating, that means you are not a scratcher. \n\n\nAdded:\n• Highscore\n• Mobile Joystick\n• Highscore Username\n• Highscore resets (automatically does it every month)\n• Bug fix
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tortoises! A platformer
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@Stage\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\nwhen flag clicked\nforever\n play sound [Dance Chill Out v] until done\nend\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n if <<(backdrop [number v]) = [4]> or <(backdrop [number v]) = [7]>> then\n create clone of (_myself_ v)\n wait until <not <<(backdrop [number v]) = [4]> or <(backdrop [number v]) = [7]>>>\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (85) y: (-96)\nforever\n if <(backdrop [number v]) = [4]> then\n point in direction (90)\n glide (3) secs to x: (-100) y: (-96)\n point in direction (-90)\n glide (3) secs to x: (190) y: (-96)\n end\n if <(backdrop [number v]) = [7]> then\n point in direction (90)\n glide (3) secs to x: (-50) y: (-96)\n point in direction (-90)\n glide (3) secs to x: (140) y: (-96)\n end\nend\n\nwhen I start as a clone\nforever\n if <not <<(backdrop [number v]) = [4]> or <(backdrop [number v]) = [7]>>> then\n delete this clone\n end\nend\n\n@Sprite3\n\nwhen [timer v] > (0.0001)\nshow\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\n
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Welcome to [Turtles! a platformer].\nIn this game, use your arrow keys for movement.\n<move left\n>move right\n^jump\n1st one:\nhttps://scratch.mit.edu/projects/639342810/\ncheck out my youtube channel!\nhttps://www.youtube.com/channel/UCwKrwrnlkmfFAajlwpmLa0g\n30 loves or favs for part 2; tortoises!\n\nno tortoises were harmed in the makings of this game.
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Error platformer/v1.0
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@Stage\n\n@Player\n\nwhen flag clicked\nshow\nrstart\nforever\n sous\nend\n\ndefine rstart\nset size to (125) %\ngo to x: (-200) y: (-70)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine sous\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n if <(level) = [8]> then\n change [x v] by (1)\n point in direction (90)\n else\n change [x v] by (1)\n point in direction (90)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n if <(level) = [8]> then\n change [x v] by (-1)\n point in direction (90)\n else\n change [x v] by (-1)\n point in direction (90)\n end\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nrepeat (8)\n if <touching (じ v)?> then\n change y by (1.1)\n end\nend\nif <touching (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 (じ v)?> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching (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 <[235] < (x position)> then\n rstart\n change [level v] by (1)\nend\nif <<(y position) < [-180]> or <touching (障害物 v)?>> then\n rstart\nend\nif <(level) = [9]> then\n if <touching (bounce v)?> then\n if <<touching color (#ff0b0b)?> or <touching color (#ff0505)?>> then\n set [y v] to [20]\n broadcast (t v)\n else\n rstart\n end\n end\nelse\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nif <touching (bounce v)?> then\n\n\n\nwhen flag clicked\nforever\n play sound [【Windows】RED_ZONE v] until done\nend\n\nwhen flag clicked\n\nset [time タイム v] to [0]\nforever\n\nif <(制限) = [50]> then\n wait (0.1) seconds\n change [time タイム v] by (0.1)\nend\n\nwhen flag clicked\nwait (0.00000001) seconds\nhide variable [☁ time world record タイム世界記録 v]\nset [制限 v] to [50]\n\nforever\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(level) = [10]> then\n set [制限 v] to [0]\n if <(☁ Time world record タイム世界記録) > (time タイム)> then\n set [☁ time world record タイム世界記録 v] to ((round ((☁ Time world record タイム世界記録) * (10))) / (10))\n set [☁ time world record タイム世界記録 v] to (time タイム)\n end\n end\nend\n\nshow variable [☁ time world record タイム世界記録 v]\n\nset [☁ time world record タイム世界記録 v] to [35]\n\n\n\nwhen flag clicked\nforever\n\n\n\nwhen flag clicked\nset [level v] to [1]\n\nshow variable [☁ time world record タイム世界記録 v]\n\nset [level v] to [9]\n\nchange [☁ time world record タイム世界記録 v] by (1)\n\nshow variable [☁ time world record タイム世界記録 v]\n\nset [☁ time world record タイム世界記録 v] to [35]\n\n@じ\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (-104)\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\ngo to x: (-180) y: (-80)\n\nswitch costume to (1 v)\n\n@障害物\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (25) y: (0)\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\n if <(level) = [7]> then\n go to x: (26) y: (-19)\n end\n if <(level) = [9]> then\n go to x: (25) y: (3)\n end\nend\n\ngo to x: (-8) y: (-76)\n\ncreate clone of (_myself_ v)\n\nset size to (80) %\n\n@sign\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-228) y: (-88)\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\nwait (0.1) seconds\n\nshow\n\ngo [forward v] (2) layers\n\n@bounce\n\nwhen flag clicked\nshow\ngo to x: (-76) y: (-84)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(level) = [9]> then\n repeat (10)\n move (10) steps\n wait (0.05) seconds\n end\n repeat (10)\n move (-10) steps\n wait (0.05) seconds\n end\n end\nend\n\nrepeat (10)\n move (2) steps\nend\nrepeat (10)\n move (-2) steps\nend\nif <touching (player v)?> then\n if <(y position) < [−40]> then\nend\n\nwhen I receive [t v]\nhide\n\nwhen flag clicked\ndelete this clone\n\nforever\n\nswitch costume to (9 v)\n\ncreate clone of (_myself_ v)\n\nrepeat (10)\n change y by (-2)\n change y by (2)\nend\n\nglide (0.5) secs to x: (-100) y: ()\nglide (0.5) secs to x: (-76) y: ()\n\nchange x by (-10)\n\ngo to x: (-104) y: (-84)\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n forever\n hide\n end\n end\nend\n\nmove (x2) steps\n\nset [x2 v] to [10]\n\nset [x2 v] to [0]\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\n@背景\n\nwhen flag clicked\ngo to x: (1) y: (0)\nwait (0.1) seconds\ngo to [back v] layer\n\n@スプライト2\n\nwhen flag clicked\nhide\n\ngo to x: (-12) y: (-5)\n\nforever\nend\n\nif <(level) = [8]> then\nelse\nend\n\nshow\nhide\nrepeat (10)\nend\n\nmove (10) steps\ngo to x: (-12) y: (-5)\n\ngo [forward v] (1) layers\n\n@サムネ\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwait (0.00001) seconds\n\nshow variable [time タイム v]\n\nchange [ghost v] effect by (25)\n\n@8DB078D0-F9ED-4873-81DF-7A39DE691DAF\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\ngo to x: (1) y: (40)\n\ngo to [front v] layer\n\nset [☁ time world record タイム世界記録 v] to [50]\n\nshow\n\nshow\n\n@スプライト4\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@スプライト5\n\nwhen flag clicked\nhide\n\n
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矢印キーで操作します
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プラットフォーマー Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@主人公\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n switch costume to (主人公 v)\nend\nif <(costume [number v]) = [2]> then\n switch costume to (しゃがみ v)\nend\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (主人公 v)\npoint in direction (90)\ngo to x: (-200) y: (-20)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow 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?>> 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 (-6)\n if <<<mouse down?> and <[0] < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [ジャンプ 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 [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<mouse down?> and <[0] < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <touching (地面 v)?> then\n start sound [ジャンプ v]\n set [y v] to [14]\n end\n end\n change y by (1)\n create clone of (_myself_ v)\n if <[240] < (x position)> then\n broadcast (ステージ切り替え v)\n go to x: (-200) y: (-20)\n end\n if <<touching (棘 v)?> or <(y position) < [-160]>> then\n start sound [やられた v]\n go to x: (-200) y: (-20)\n set [x v] to [0]\n set [y v] to [0]\n point in direction (-90)\n end\n if <touching (バネ v)?> then\n start sound [大ジャンプ v]\n set [y v] to [19.5]\n end\n if <<<mouse down?> and <(y position) > (mouse y)>> or <key (down arrow v) pressed?>> then\n switch costume to (しゃがみ v)\n else\n switch costume to (主人公 v)\n end\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [ステージ切り替え v]\nnext costume\n\n@棘\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [ステージ切り替え v]\nnext costume\n\n@バネ\n\nwhen I receive [ステージ切り替え v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@文字\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [ステージ切り替え v]\nnext costume\n\n@さむね\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\nchange [ghost v] effect by (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
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日本語は下\n《Engish》\nUse the mouse or arrow keys to operate. \nIf you touch a thorn or fall to the bottom, it will be done. It may be a little difficult, but please do your best to clear it!\n\n❤️ and ⭐️ press me!\n Please follow me!\n\n《日本語》\nマウスまたは矢印キーで操作します。\n棘に触れたり底に落ちたらアウトです。\n少し難しいかもしれませんが\n頑張ってクリアを目指して下さい!\n\n❤️と⭐️押してね!\nフォローもよろしく!
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Nether - a platformer part 2 V.1.1
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@Stage\n\nwhen flag clicked\nwait (0) seconds\nforever\n play sound [Vexento - Across The Ocean.mp3 v] until done\n set volume to (65) %\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@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 (boss3 v)\n else\n switch costume to (boss2 v)\n end\n else\n switch costume to (boss2 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 (50) %\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\nwhen [space v] key pressed\nbroadcast (Next level v)\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@Wh\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@Kukla 1\n\nwhen flag clicked\nhide\n\n@Control Stick\n\nwhen flag clicked\nshow\nset [base sprite v] to [Control Stick]\nset [max stick v] to [25]\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (base sprite)\n end\n if <(distance to [mouse-pointer v]) < [60]> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\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 flag clicked\nforever\n go to [front v] layer\nend\n\n
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-Nether - a platformer part 2\n-Arrows Wasd Mobile!\n-Part 3 25 likes!\n-Part 1 https://scratch.mit.edu/projects/652205408\nHave Fun!
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platformer+
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@Stage\n\nwhen I receive [start v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [next v]\nif <(ステージ) = [14]> then\n switch backdrop to (背景3 v)\nend\n\n@プレイヤー\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\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\nwhen flag clicked\nforever\n if <(音楽) = [0]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [bgm v] until done\nend\n\nwait (10) seconds\nstop [this script v]\n\nwhen I receive [start v]\nset size to (50) %\nwait (0.5) seconds\nshow\nset rotation style [left-right v]\nswitch costume to ([costume # v] of [スキン 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\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 change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [x v] by (-1)\n end\n 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 (針 v)?>> 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 <(変数1) = [1]> then\n stop [this script v]\n end\n if <(変数2) = [1]> then\n stop [this script v]\n end\n if <(変数3) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [隠しstart v]\nset size to (50) %\nwait (0.5) seconds\nshow\nset rotation style [left-right v]\nswitch costume to ([costume # v] of [スキン 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\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 change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.88))\n change x by (x)\n if <touching (隠しのステージ v)?> then\n change y by (1)\n if <touching (隠しのステージ v)?> then\n change y by (1)\n if <touching (隠しのステージ v)?> then\n change y by (1)\n if <touching (隠しのステージ v)?> then\n change y by (1)\n if <touching (隠しのステージ v)?> then\n change y by (1)\n if <touching (隠しのステージ v)?> then\n change y by (1)\n if <touching (隠しのステージ 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 (隠しのステージ 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 (隠しのステージ v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (隠しNEXT v)\n go to x: (-200) y: (10)\n end\n if 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\nend\n\nwhen I receive [サムネ終了 v]\nhide\n\n@スキン\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\n\nwhen I receive [スキンを変える v]\nwait (0.3) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [次のコスチューム v]\nnext costume\n\nwhen I receive [スキンok v]\nhide\n\nwhen flag clicked\nset [タイム v] to [0]\nhide variable [タイム v]\n\nwhen I receive [start v]\nshow variable [タイム v]\n\nwhen I receive [ホントにスタート v]\nforever\n wait (1) seconds\n change [タイム v] by (1)\n if <(ステージ) = [14]> then\n show variable [☁ 世界記録 v]\n stop [this script v]\n end\nend\n\nwhen I receive [ステージ終了 v]\nif <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\nelse\n set [☁ 世界記録 v] to (☁ 世界記録)\nend\n\nwhen flag clicked\nhide variable [☁ 隠し世界 v]\n\nwhen I receive [サムネ終了 v]\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\n\nwhen I receive [ホントに隠しstart v]\nforever\n wait (1) seconds\n change [隠しtime v] by (1)\n if <(隠しステージ) = [13]> then\n switch backdrop to (背景6 v)\n show variable [☁ 隠し世界 v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [隠しtime v] to [0]\nhide variable [隠しtime v]\n\nwhen I receive [サムネ終了 v]\nhide variable [隠しtime v]\nhide variable [☁ 隠し世界 v]\n\nwhen I receive [隠し終了 v]\nif <(隠しTIME) < (☁ 隠し世界)> then\n set [☁ 隠し世界 v] to (隠しTIME)\nelse\n set [☁ 隠し世界 v] to (☁ 隠し世界)\nend\n\nwhen flag clicked\nset [激ムズタイム v] to [0]\nhide variable [激ムズタイム v]\n\nwhen I receive [激ムズstart v]\nforever\n wait (1) seconds\n change [激ムズタイム v] by (1)\nend\n\nwhen I receive [隠しstart v]\nshow variable [隠しtime v]\n\n@サムネイル\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (サムネ終了 v)\nhide\n\n@ステージ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [ホントにスタート v]\nnext costume\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen I receive [next v]\nset [ステージ v] to ((ステージ) + (1))\n\nwhen I receive [サムネ終了 v]\nhide\n\nwhen I receive [next v]\nif <(costume [number v]) = [15]> then\n broadcast (ステージ終了 v)\nend\n\nwhen I receive [隠しコース v]\nhide\n\n@針\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ホントにスタート v]\nforever\n if <(ステージ) = [2]> then\n switch costume to (コスチューム1 v)\n go to [front v] layer\n show\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [サムネ終了 v]\nhide\n\nwhen I receive [隠しコース v]\nhide\n\nwhen I receive [隠しコース v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\nforever\n if <(ステージ) = [2]> then\n hide\n end\nend\n\n@スタート画面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [サムネ終了 v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [隠しコース v]\nhide\n\nwhen I receive [激ムズ v]\nhide\n\n@秘密ボタン\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [サムネ終了 v]\nshow\n\nwhen this sprite clicked\n\nwhen I receive [start v]\nhide\n\nwhen I receive [隠しコース v]\nhide\n\nwhen I receive [激ムズ v]\nhide\n\n@設定ボタン\n\nwhen flag clicked\ngo to x: (-215) y: (154)\nhide\n\nwhen I receive [サムネ終了 v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (設定 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [隠しコース v]\nhide\n\nwhen I receive [激ムズ v]\nhide\n\n@設定画面\n\nwhen flag clicked\ngo to x: (445) y: (0)\nhide\n\nwhen I receive [設定 v]\ngo to [front v] layer\nshow\nglide (0.2) secs to x: (0) y: (0)\n\nwhen this sprite clicked\nbroadcast (設定終了 v)\nglide (0.2) secs to x: (445) y: (0)\nhide\n\n@おん\n\nwhen flag clicked\ngo to x: (-15) y: (34)\nhide\n\nwhen I receive [設定 v]\nset size to (100) %\nwait (0.2) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nset [音楽 v] to [0]\nbroadcast (音楽on v)\nset size to (105) %\n\nwhen I receive [音楽off v]\nset size to (100) %\n\nwhen I receive [設定終了 v]\nhide\n\n@おふ\n\nwhen flag clicked\ngo to x: (117) y: (34)\nhide\n\nwhen I receive [設定 v]\nset size to (100) %\nwait (0.2) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nset [音楽 v] to [1]\nbroadcast (音楽off v)\nset size to (105) %\n\nwhen I receive [音楽on v]\nset size to (100) %\n\nwhen I receive [設定終了 v]\nhide\n\n@スキンボタン\n\nwhen flag clicked\ngo to x: (-15) y: (-49)\nhide\n\nwhen I receive [設定 v]\nwait (0.2) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (スキンを変える v)\n\nwhen I receive [設定終了 v]\nhide\n\n@スキンカバー2\n\nwhen flag clicked\ngo to x: (0) y: (-168)\nhide\n\nwhen I receive [スキンを変える v]\ngo to [front v] layer\nshow\nglide (0.2) secs to x: (0) y: (0)\n\nwhen I receive [スキンok v]\nglide (0.2) secs to x: (0) y: (-168)\nhide\n\n@設定画面2\n\nwhen flag clicked\ngo to x: (0) y: (303)\nhide\n\nwhen I receive [やり方 v]\ngo to [front v] layer\nshow\nglide (0.2) secs to x: (0) y: (0)\n\nwhen this sprite clicked\nglide (0.2) secs to x: (0) y: (303)\nhide\n\n@スキンカバー3\n\nwhen flag clicked\ngo to x: (0) y: (164)\nhide\n\nwhen I receive [スキンを変える v]\ngo to [front v] layer\nshow\nglide (0.2) secs to x: (0) y: (0)\n\nwhen I receive [スキンok v]\nglide (0.2) secs to x: (0) y: (164)\nhide\n\n@スキンボタン2\n\nwhen flag clicked\ngo to x: (0) y: (-138)\nhide\n\nwhen I receive [スキンを変える v]\nwait (0.3) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (次のコスチューム v)\n\nwhen I receive [スキンok v]\nhide\n\n@スキンボタン3\n\nwhen flag clicked\ngo to x: (191) y: (-146)\nhide\n\nwhen I receive [スキンを変える v]\nwait (0.3) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (スキンOK v)\nhide\n\n@スキンボタン4\n\nwhen flag clicked\ngo to x: (72) y: (51)\nhide\n\nwhen I receive [サムネ終了 v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (START v)\nhide\n\nwhen I receive [隠しコース v]\nhide\n\nwhen I receive [激ムズ v]\nhide\n\n@スキンボタン5\n\nwhen I receive [サムネ終了 v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (72) y: (-41)\nhide\n\nwhen this sprite clicked\nbroadcast (やり方 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [隠しコース v]\nhide\n\nwhen I receive [激ムズ v]\nhide\n\n@Glow-3\n\nwhen I receive [start v]\nwait (0.5) seconds\ngo to x: (296) y: (0)\ngo to [front v] layer\nswitch costume to (1 v)\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 (ホントにスタート v)\n\nwhen flag clicked\nhide\n\nwhen I receive [隠しstart v]\nwait (0.5) seconds\ngo to x: (296) y: (0)\ngo to [front v] layer\nswitch costume to (1 v)\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 (ホントに隠しSTART v)\n\nwhen I receive [激ムズstart v]\nwait (0.5) seconds\ngo to x: (296) y: (0)\ngo to [front v] layer\nswitch costume to (1 v)\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 (ホントに激ムズSTART v)\n\n@隠し画面\n\nwhen flag clicked\ngo to x: (-450) y: (0)\nset [ghost v] effect to (15)\nhide\n\nwhen I receive [秘密発動 v]\ngo to [front v] layer\nshow\nglide (0.2) secs to x: (0) y: (0)\n\nwhen this sprite clicked\nglide (0.2) secs to x: (-450) y: (0)\nhide\n\n@ホームへ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ステージ終了 v]\nwait (0.001) seconds\ngo to [front v] layer\nshow\nstop [this script v]\n\nwhen this sprite clicked\nbroadcast (サムネ終了 v)\nhide\n\nwhen I receive [隠し終了 v]\ngo to [front v] layer\nshow\n\nwhen I receive [激ムズ終了 v]\ngo to [front v] layer\nshow\n\n
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ホントは3つのコースができるようにしたんですけど、重すぎたので一つにしました…。重すぎて動かんw\n操作方法\n矢印キーで操作。世界記録を塗り替えよう!\n設定からスキンは変えられます。
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Summer Platformer ー 夏のプラットフォーマー #all #game #games
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@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [あなたのタイム v]\nset [あなたのタイム v] to [0]\nforever\n if <(ステージ) = [13]> then\n switch backdrop to (背景2 v)\n else\n switch backdrop to (背景1 v)\n end\nend\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n set [変数2 v] to [1]\n set [操作可能 v] to [0]\n stop [all v]\n else\n hide\n set [変数2 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n change [turbo v] by (1)\nend\n\nwhen flag clicked\nrepeat until <(ステージ) = [14]>\n wait (1) seconds\n change [あなたのタイム v] by (1)\nend\nif <(あなたのタイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (あなたのタイム)\nend\n\nwhen I receive [next,end v]\nif <(ステージ) = [14]> then\n show variable [あなたのタイム v]\n show variable [☁ 世界記録 v]\nend\n\n@player\n\nwhen I receive [next,end v]\nset [操作可能 v] to [1]\n\ndefine OUT\nbroadcast (OUT v)\nstart sound [OUT v]\nset [操作可能 v] to [0]\nset [変数 v] to [0]\nset [y v] to [0]\nswitch costume to (正面向き v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (0.05) seconds\nset [操作可能 v] to [1]\ngo to x: (-209) y: (‐190)\nclear graphic effects\n\ndefine NEXT\ngo to x: (-209) y: (‐190)\nset [操作可能 v] to [0]\nset [y v] to [0]\nchange [ステージ v] by (1)\nbroadcast (NEXT v)\n\nwhen flag clicked\nshow\ngo [forward v] (1) layers\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-209) y: (‐190)\nset [ステージ v] to [1]\nset [操作可能 v] to [1]\nset [変数 v] to [0]\nset [y v] to [0]\nforever\n if <(操作可能) = [1]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change [変数 v] by (1)\n switch costume to (右向き v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [変数 v] by (-1)\n switch costume to (左向き v)\n end\n change x by (変数)\n set [変数 v] to ((変数) * (0.9))\n end\nend\n\nwhen flag clicked\nforever\n if <(操作可能) = [1]> then\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 ((変数) * (-1.2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n if <(変数) > [0]> then\n set [変数 v] to [-6]\n else\n set [変数 v] to [6]\n end\n set [y v] to [10]\n start sound [壁ジャンプ v]\n else\n set [変数 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 <[0] < (mouse y)>>>> then\n if <touching (地面 v)?> then\n start sound [ジャンプ v]\n set [y v] to [14]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n end\n if <not <key (any v) pressed?>> then\n switch costume to (正面向き v)\n end\n if <(x position) = [245]> then\n NEXT\n end\n if <<touching (針\(スイカ\) v)?> or <<(y position) < [-180]> or <<touching (手裏剣みたいなやつ\(ヒトデ\) v)?> or <touching (巨大クワガタ v)?>>>> then\n OUT\n end\n if <touching (ばね\(浮き輪\) v)?> then\n set [y v] to [20]\n start sound [ばねのやつ\(?\) v]\n wait until <touching (ばね\(浮き輪\) v)?>\n end\nend\n\n@影\n\nwhen flag clicked\nclear graphic effects\npoint in direction (50)\ngo [forward v] (1) layers\nshow\nforever\n go to (player v)\nend\n\nwhen I receive [out v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (0.05) seconds\nclear graphic effects\n\n@地面\n\nwhen flag clicked\ngo [forward v] (3) layers\nshow\nforever\n switch costume to (ステージ)\nend\n\n@NEXT\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [next v]\nset [変数 v] to [0]\nset [y v] to [0]\nset [操作可能 v] to [0]\ngo to [front v] layer\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\nstart sound [High Whoosh v]\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-221) y: (166)\n glide (0.3) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.3) secs to x: (-221) y: (166)\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n go to x: (211) y: (166)\n glide (0.3) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.3) secs to x: (211) y: (166)\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n go to x: (211) y: (-166)\n glide (0.3) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.3) secs to x: (211) y: (-166)\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to x: (-221) y: (-166)\n glide (0.3) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.3) secs to x: (-221) y: (-166)\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n go to [front v] layer\n go to x: (0) y: (-238)\n go to [front v] layer\n wait (0.15) seconds\n go to [front v] layer\n glide (0.15) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.15) secs to x: (0) y: (238)\n broadcast (NEXT,END v)\n delete this clone\nend\n\n@針(スイカ)\n\nwhen flag clicked\ngo [forward v] (3) layers\nshow\nforever\n switch costume to (ステージ)\nend\n\n@ばね(浮き輪)\n\nwhen flag clicked\ngo [forward v] (3) layers\nshow\nforever\n switch costume to (ステージ)\nend\n\n@手裏剣みたいなやつ(ヒトデ)\n\nwhen flag clicked\ngo [forward v] (3) layers\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\npoint in direction (90)\nshow\nforever\n turn left (4.5) degrees\nend\n\nwhen flag clicked\npoint in direction (90)\nshow\nforever\n if <(ステージ) = [12]> then\n go [forward v] (4) layers\n go to x: (0) y: (20)\n go [forward v] (4) layers\n glide (1.5) secs to x: (0) y: (-110)\n go [forward v] (4) layers\n wait (0.4) seconds\n go [forward v] (4) layers\n glide (1.5) secs to x: (0) y: (20)\n go [forward v] (4) layers\n wait (0.4) seconds\n end\n if <(ステージ) = [6]> then\n go [backward v] (1) layers\n go to x: (0) y: (30)\n end\nend\n\n@巨大クワガタ\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(ステージ) = [13]> then\n wait (0.11) seconds\n next costume\n else\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\ngo [forward v] (3) layers\nforever\n if <(ステージ) = [13]> then\n show\n go to x: (0) y: (10)\n else\n hide\n end\nend\n\nchange [ステージ v] by (-1)\n\n@太陽\n\ndefine セミの鳴き声を鳴らす\nstart sound (pick random (1) to (10))\n\nwhen flag clicked\nset [cos v] to [0]\ngo [backward v] (1) layers\ngo to x: (196) y: (168)\nset size to (110) %\nset volume to (100) %\nshow\nforever\n change [cos v] by (8)\nend\n\nwhen flag clicked\nforever\n wait (pick random (8) to (10)) seconds\n セミの鳴き声を鳴らす\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (cos) )\nend\n\n@テロップ\n\nwhen flag clicked\ngo [forward v] (3) layers\ngo to x: (0) y: (0)\nforever\n if <(ステージ) = [14]> then\n show\n else\n hide\n end\nend\n\n@❤,☆,フォロー\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (15)) seconds\n 表示\n wait (5) seconds\n 非表示\nend\n\ndefine 表示\nshow\ngo to [front v] layer\ngo to x: (125) y: (189)\nstart sound [決定、ボタン押下7 v]\nrepeat (7)\n change y by (((135) - (y position)) / (2))\nend\nrepeat (15)\n change y by (((156) - (y position)) / (4.5))\nend\n\ndefine 非表示\nrepeat (10)\n change y by (((135) - (y position)) / (3))\nend\nrepeat (7)\n change y by (((189) - (y position)) / (2))\nend\nhide\n\n@ひまわり\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\ngo to x: (0) y: (0)\nshow\nclear graphic effects\ngo to [front v] layer\nhide variable [☁ 世界記録 v]\nhide variable [あなたのタイム v]\n\n
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日本語は下\n-------------------------------------------------------------------------\n<<How to play>>\nOperate with the arrow keys, WASD key, and tap.\nMobile compatible.\n\nThis is a summer platformer!\nI made it with the image of summer!\n\nNeedles and springs are for summer.\n\nLet's aim for clearing in the bright sun!\n\n<<⚠Notes⚠>>\n・ Never change the remix.\n・ Please stop using turbo mode. (If you use it, you will not be able to play)\n・ Please stop advertising.\n・ Please stop anti-comment.\n・ When borrowing, please borrow from the credit.\n・ If there are any bugs, please let us know in the comments.\n・ Scratch and new scratcher cannot break the world record.\n-------------------------------------------------------------------------\n矢印キー、WASDキー、タップで操作します。\nモバイル対応しています。\n\nこれは夏のプラットフォーマーです!\n夏のイメージで作りました!\n\n針やばねなどが夏のものになっています。\n\n眩しい太陽の下でクリアまで目指そう!\n\n<<⚠注意事項⚠>>\n・無変更リミックスは絶対にやめてください。\n・ターボモード使用はやめてください。(使用した場合、強制的に遊べなくなります)\n・アンチコメントはやめてください。\n・借りる場合、クレジットからお借りください。\n・バグがあった場合、コメントでお知らせください。\n・scratchにログインしていない方、new scratcherの方は世界記録を更新できません。\n-------------------------------------------------------------------------
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(WIP) EP 7 Griffpatch platformer
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@Stage\n\n@Player2\n\nwhen flag clicked\nset [gravity v] to [-1.2]\nset [jump force v] to [12]\nset [jump duration v] to [4]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nReset and Begin Level\n\ndefine Move - in steps (steps)\nchange [player: falling v] by (1)\nrepeat (steps)\n set [player: last value v] to (x position)\n change x by ((Player: speed x2) / (steps))\n Check Touching Solid\n if <(Player: touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [player: last value v] to (y position)\n change y by ((Player: speed y2) / (steps))\n Check Touching Solid\n if <(Player: touching) > [0]> then\n Collide Y - Celling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platforms v)?>> then\n set [player: touching v] to [1]\nelse\n set [player: touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <<(Player: wall slide) > [0]> and <(Player: jumping) = [0]>> then\n set [player: jumping v] to [1]\n set [player: falling v] to [3]\n set [player: wall slide v] to [0]\n turn right (180) degrees\n set [player: speed x2 v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(Player: falling) < [3]> and <(Player: jumping) = [0]>> then\n set [player: jumping v] to [1]\n set [player: falling v] to [3]\n end\n if <<(Player: jumping) > [0]> and <(Player: jumping) < (JUMP DURATION)>> then\n change [player: jumping v] by (1)\n set [player: speed y2 v] to (JUMP FORCE)\n end\nelse\n set [player: jumping v] to [0]\nend\nchange [player: speed y2 v] by (GRAVITY)\nif <(Player: wall slide) > [0]> then\n Check Can Wall Slide\n if <(Player: speed y2) < [0]> then\n set [player: speed y2 v] to ((Player: speed y2) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KEY X) = [0]> then\n if <<(Player: falling) > [2]> and <(Player: wall slide) < [1]>> then\n set [player: speed x2 v] to ((Player: speed x2) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (Player: speed x2) ) < [1]> then\n set [player: frame v] to [0]\n set [player: speed x2 v] to [0]\n else\n change [player: frame v] by (0.5)\n end\nelse\n change [player: speed x2 v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [player: frame v] by (1)\nend\nset [player: speed x2 v] to ((Player: speed x2) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [player: speed y2 v] to [0]\nset [player: speed x2 v] to [0]\nset [player: falling v] to [99]\nset [player: wall slide v] to [0]\nset [player: jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # [1] go to x, y: [-150] [55]\n\nwhen I receive [game loop v]\nclear graphic effects\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <(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)?> or <touching (lava v)?>> then\n broadcast (lose life lol v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (direction)\nset [player: temp v] to (direction)\nset [player: distance v] to [1]\npoint in direction (direction)\nrepeat (128)\n Check Touching Solid\n if <(Player: touching) < [1]> then\n point in direction (Player: temp)\n stop [this script v]\n end\n move (Player: distance) steps\n turn right (180) degrees\n change [player: distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Player: wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(Player: falling) > [1]> then\n if <(Player: speed y2) > [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 <(Player: frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((Player: frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(Player: touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(Player: touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(Player: touching) > [0]> then\n change y by (-2)\n set x to (Player: last value)\n set [player: speed x2 v] to [0]\n stop [this script v]\n end\n set [player: speed x2 v] to ((Player: speed x2) * (0.1))\nend\nset [player: speed x2 v] to ((Player: speed x2) * (0.95))\nSlip\n\ndefine Collide Y - Celling or Floor\nset y to (Player: last value)\nif <(Player: speed y2) > [0]> then\n set [player: speed y2 v] to [0]\n stop [this script v]\nend\nif <(Player: falling) > [0]> then\n set [player: falling v] to [0]\n Slip\nend\nset [player: speed y2 v] to ((Player: speed y2) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(Player: touching) < [1]> then\n set [player: falling v] to [9]\n change [player: speed x2 v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(Player: touching) < [1]> then\n set [player: falling v] to [9]\n change [player: speed x2 v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(Player: falling) < [2]> then\n set [player: 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 [player: wall slide v] to (Player: touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life lol v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nReset and Begin Level\n\n@Level\n\nwhen flag clicked\nclear graphic effects\nwait (0.5) seconds\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nforever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\n@Platforms\n\nwhen flag clicked\nclear graphic effects\nwait (0.5) seconds\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\n
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Too lazy.\nTo type.\nThe Name.
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Mario Multiverse - A Platformer Creator
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@Stage\n\nwhen I receive [load backdrop v]\nswitch backdrop to (BACKDROP)\n\nwhen I receive [shake camera v]\nrepeat (3)\n set [shake v] to [-20]\n wait (0.05) seconds\nend\n\nwhen I receive [position tiles v]\nif <(SHAKE) < [0]> then\n change [shake v] by (5)\nelse\n if <(SHAKE) > [0]> then\n change [shake v] by (-1)\n end\nend\n\nwhen I receive [level - load v]\nset [shake v] to [0]\n\n@Mario\n\ndefine move camera\nif <(AUTOSCROLL) = [1]> then\n set [camera x v] to (x)\nelse\n if <(EDITOR) < [1]> then\n if <(AUTOSCROLL) = [2]> then\n change [camera x v] by (1)\n else\n if <(AUTOSCROLL) = [3]> then\n change [camera x v] by (2)\n else\n if <(AUTOSCROLL) = [4]> then\n change [camera x v] by (3)\n else\n if <(AUTOSCROLL) = [5]> then\n change [camera x v] by (5)\n else\n if <(AUTOSCROLL) = [6]> then\n change [camera x v] by (7)\n else\n if <(AUTOSCROLL) = [7]> then\n change [camera x v] by (-1)\n else\n if <(AUTOSCROLL) = [8]> then\n change [camera x v] by (-2)\n else\n if <(AUTOSCROLL) = [9]> then\n change [camera x v] by (-3)\n else\n if <(AUTOSCROLL) = [10]> then\n change [camera x v] by (-5)\n else\n if <(AUTOSCROLL) = [11]> then\n change [camera x v] by (-7)\n else\n change [camera x v] by (((x) - (CAMERA X)) / (80))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <<((CAMERA X) - (300)) > (x)> or <((CAMERA X) + (300)) < (x)>> then\n if <touching (_edge_ v)?> then\n set [mario v] to [Mini]\n broadcast (mario - lose life v)\n end\n end\n else\n change [camera x v] by (((x) - (CAMERA X)) / (80))\n end\nend\nif <(EDITOR) < [1]> then\n if <(AUTOSCROLL) = [12]> then\n change [camera y v] by (1)\n else\n if <(AUTOSCROLL) = [13]> then\n change [camera y v] by (3)\n else\n if <(AUTOSCROLL) = [14]> then\n change [camera y v] by (5)\n else\n if <(AUTOSCROLL) = [15]> then\n change [camera y v] by (-1)\n else\n if <(AUTOSCROLL) = [16]> then\n change [camera y v] by (-3)\n else\n if <(AUTOSCROLL) = [17]> then\n change [camera y v] by (-5)\n else\n change [camera y v] by (((y) - (CAMERA Y)) / (4))\n end\n end\n end\n end\n end\n end\n if <<((CAMERA Y) - (200)) > (y)> or <((CAMERA Y) + (200)) < (y)>> then\n if <touching (_edge_ v)?> then\n set [mario v] to [Mini]\n hide\n broadcast (mario - lose life v)\n end\n end\nelse\n change [camera y v] by (((y) - (CAMERA Y)) / (4))\nend\nif <(EDITOR) > [0]> then\n limit camera edge x: [240] edge y: [180]\nelse\n limit camera edge x: [272] edge y: [180]\nend\n\ndefine reset player\nshow\nset [-tiny v] to [-0.000001]\nif <(spawn index) > [0]> then\n set [x v] to ([floor v] of (((spawn index) - (1)) / (GRID HEIGHT)) )\n set [y v] to (((spawn index) - (1)) mod (GRID HEIGHT))\nelse\n set [x v] to [3]\n set [y v] to [3]\nend\nset [fireballs v] to [0]\nset [x v] to (((x) * (32)) + (16))\nset [y v] to (((y) * (32)) + (height))\nset [width v] to [8]\nset [height v] to [24]\nset [camera x v] to (x)\nset [camera y v] to (y)\nset [jumping v] to [99]\nset [falling v] to [99]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [mario v] to [Mini]\nset [invulnerable v] to [0]\npoint in direction (90)\nmove camera\n\ndefine game loop\nforever\n broadcast (check controls v)\n broadcast (move player v)\n broadcast (move enemy v)\n broadcast (move player after enemy v)\n broadcast (hide fireballs v)\n broadcast (check fireballs v)\n broadcast (position tiles v)\nend\n\nwhen I receive [move player v]\nset [bump index v] to []\nset [stomp index \(mario\) v] to []\nset [stomp index \(enemy\) v] to []\nif <(EDITOR) > [0]> then\n set [invulnerable v] to [0]\n handle - God Mode\nelse\n if <<(falling) > [2]> and <(speed y) < [-1]>> then\n set [bop y v] to (y)\n else\n set [bop y v] to []\n end\n handle keys - left right\n handle keys - jump / Crouch\n move sprite x\n move sprite y\n check around player\n tick power-up abilities\n handle keys - fire\nend\npaint sprite\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: (y) part: []\n if <not <<(player action) = [crouch]> or <(MARIO) = [Mini]>>> then\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) + (height)) part: []\n end\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\n\ndefine fix collision at point x: (x) y: (y) part: (part)\nget tile at x: (x) y: (y)\nif <<(tile shape) = []> or <(tile shape) = [OE]>> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nset [temp v] to (letter (1) of (tile shape))\nif <<(temp) = [\]> or <(temp) = [/]>> then\n set [m v] to ((1) / (letter (2) of (tile shape)))\n set [c v] to ((letter (3) of (tile shape)) * ((32) * (m)))\n if <(temp) = [\]> then\n set [m v] to ((0) - (m))\n set [c v] to ((32) - (c))\n end\n set [offset y v] to ((mod y) - (((mod x) * (m)) + (c)))\n if <not <(offset y) < [0]>> then\n stop [this script v]\n end\n if <(fix dy) < [0]> then\n change [y v] by ((0) - (offset y))\n set [solid v] to [10]\n stop [this script v]\n end\n if <<(fix dy) = [0]> and <<(fix dx) > [0]> = <(m) > [0]>>> then\n change [x v] by ((offset y) / (m))\n set [solid v] to [10]\n stop [this script v]\n end\nend\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\nend\nset [solid v] to [10]\nif <(tile shape) = [IB]> then\n if <(fix dy) < [0]> then\n set [solid v] to []\n end\n if <(fix dx) < [0]> then\n set [solid v] to []\n end\n if <(fix dx) > [0]> then\n set [solid v] to []\n end\n stop [this script v]\nend\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\n add (tile index) to [stomp indexes v]\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((-TINY) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((-TINY) - (mod x))\nend\n\ndefine handle keys - left right\nif <(player action) = [crouch]> then\n if <([abs v] of (speed x) ) > [0.4]> then\n change [speed x v] by ((-0.4) * (([abs v] of (speed x) ) / (speed x)))\n make skid smoke\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\nelse\n if <not <([player action v] of [mario v]) = [lose life]>> then\n set [player action v] to [walk]\n end\n set [key walk v] to ([x axis v] of [controls v])\n if <(KEY WALK) = [0]> then\n if <(falling) < [2]> then\n if <key (space v) pressed?> then\n if <(speed x) > [0.6]> then\n change [speed x v] by (-0.4)\n else\n if <(speed x) < [-0.6]> then\n change [speed x v] by (0.4)\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\n end\n else\n if <(speed x) > [0.1]> then\n change [speed x v] by (-0.1)\n else\n if <(speed x) < [-0.1]> then\n change [speed x v] by (0.1)\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\n end\n end\n end\n else\n point in direction ((90) * (KEY WALK))\n if <key (space v) pressed?> then\n if <(RUN SPEED) = [9]> then\n if <((KEY WALK) * (speed x)) < [13]> then\n if <((KEY WALK) * (speed x)) < [0]> then\n change [speed x v] by ((KEY WALK) * (0.4))\n if <(falling) < [2]> then\n if <not <([player action v] of [mario v]) = [lose life]>> then\n set [player action v] to [turn]\n end\n make skid smoke\n end\n else\n change [speed x v] by ((KEY WALK) * (0.4))\n end\n end\n else\n if <((KEY WALK) * (speed x)) < [10]> then\n if <((KEY WALK) * (speed x)) < [0]> then\n change [speed x v] by ((KEY WALK) * (0.8))\n if <(falling) < [2]> then\n if <not <([player action v] of [mario v]) = [lose life]>> then\n set [player action v] to [turn]\n end\n make skid smoke\n end\n else\n change [speed x v] by ((KEY WALK) * (0.4))\n end\n end\n end\n else\n if <((KEY WALK) * (speed x)) < [5]> then\n if <((KEY WALK) * (speed x)) < [0]> then\n change [speed x v] by ((KEY WALK) * (0.8))\n if <(falling) < [2]> then\n if <not <([player action v] of [mario v]) = [lose life]>> then\n set [player action v] to [turn]\n end\n make skid smoke\n end\n else\n change [speed x v] by ((KEY WALK) * (0.2))\n end\n end\n end\n end\n set [temp v] to (([abs v] of (speed x) ) / (19))\n if <(temp) < [0.2]> then\n set [temp v] to [0.2]\n end\n change [player frame v] by (temp)\nend\n\ndefine handle keys - jump / Crouch\nchange [speed y v] by (-2)\nif <(speed y) < [-22]> then\n set [speed y v] to [-22]\nend\nif <<([down v] of [controls v]) > [0]> and <not <(MARIO) = [Mini]>>> then\n if <(falling) < [2]> then\n set [player action v] to [crouch]\n end\n set [jumping v] to [0]\nelse\n if <(player action) = [crouch]> then\n handle - get up\n else\n if <([up v] of [controls v]) > [0]> then\n if <<(falling) < [2]> or <(jumping) > [0]>> then\n change [jumping v] by (1)\n if <(jumping) < [11]> then\n set [player action v] to [jump]\n set [speed y v] to [13]\n if <(jumping) = [1]> then\n start sound [Jump v]\n if <(MARIO) = [Mini]> then\n set [jumping v] to [3]\n end\n end\n end\n end\n else\n set [jumping v] to [0]\n end\n end\nend\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nfix collision in direction dx: [0] dy: [-1]\nif <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n end\nelse\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.85))\n end\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nfix collision in direction dx: [0] dy: (speed y)\ncheck around player at x: ((x) - ((width) / (2))) y: (((y) - (height)) - (8))\ncheck around player at x: ((x) + ((width) / (2))) y: (((y) - (height)) - (8))\ncheck around player at x: (x) y: (((y) - (height)) - (8))\nif <(solid) > [0]> then\n if <(speed y) < [0]> then\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n bump head\n end\n set [speed y v] to [0]\nend\n\ndefine paint sprite\ngo to [front v] layer\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: (((y) - (CAMERA Y)) + (SHAKE))\nif <(throw) > [0]> then\n switch costume to (join (MARIO) (join [Throw] ([ceiling v] of (throw) )))\n change [throw v] by (-0.25)\n stop [this script v]\nend\nif <(player action) = [crouch]> then\n switch costume to (join (MARIO) [Crouch])\n stop [this script v]\nend\nif <(player action) = [lose life]> then\n switch costume to (minideath v)\n stop [this script v]\nend\nif <(player action) = [editor]> then\n switch costume to (join (MARIO) [Walk1])\nend\nif <(EDITOR) < [1]> then\n if <(falling) > [1]> then\n if <<(player action) = [jump]> and <(speed y) > [0]>> then\n switch costume to (join (MARIO) [Jump])\n if <(RUN SPEED) = [9]> then\n switch costume to (join (MARIO) [RunJump])\n if <(MARIO) = [Hammer]> then\n switch costume to (join (MARIO) [Jump])\n end\n end\n else\n switch costume to (join (MARIO) [Walk3])\n if <(RUN SPEED) = [9]> then\n switch costume to (join (MARIO) [RunJump])\n if <(MARIO) = [Hammer]> then\n switch costume to (join (MARIO) [Jump])\n end\n end\n end\n stop [this script v]\n end\n if <(player action) = [turn]> then\n switch costume to (join (MARIO) [Turn])\n stop [this script v]\n end\n switch costume to (join (MARIO) [Walk1])\n if <(RUN SPEED) = [9]> then\n switch costume to (join (MARIO) [Run1])\n end\n switch costume to ((costume [number v]) + (([floor v] of (player frame) ) mod (4)))\nend\n\ndefine make skid smoke\nchange [player frame v] by (1)\nif <((player frame) mod (3)) < [1]> then\n add [smoke] to [particles v]\n add (x) to [particles v]\n add ((y) - (20)) to [particles v]\n start sound [Skid v]\nend\n\ndefine handle - God Mode\nset [player action v] to [editor]\nswitch costume to (join (MARIO) [Walk1])\nchange [speed x v] by ((6) * ([x axis v] of [controls v]))\nchange [speed y v] by ((6) * ([y axis v] of [controls v]))\nset [speed x v] to ((0.7) * (speed x))\nset [speed y v] to ((0.7) * (speed y))\nchange [x v] by (speed x)\nchange [y v] by (speed y)\n\ndefine check around player\nif <(y) < [0]> then\n if <(level clear progress) = [0]> then\n broadcast (mario - fall off cliff v)\n else\n hide\n end\nend\ncheck around player at x: (x) y: ((y) - (8))\nif <<not <(player action) = [crouch]>> or <not <(MARIO) = [Mini]>>> then\n check around player at x: (x) y: ((y) + (8))\nend\n\ndefine limit camera edge x: (edge x) edge y: (edge y)\nif <(CAMERA X) < (edge x)> then\n set [camera x v] to (edge x)\nend\nif <(CAMERA Y) < (edge y)> then\n set [camera y v] to (edge y)\nend\nif <(CAMERA X) > (((32) * (GRID WIDTH)) - (edge x))> then\n set [camera x v] to (((32) * (GRID WIDTH)) - (edge x))\nend\nif <(CAMERA Y) > (((32) * (GRID HEIGHT)) - (edge y))> then\n set [camera y v] to (((32) * (GRID HEIGHT)) - (edge y))\nend\n\nwhen I receive [level - stop!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [level - start game loop v]\nset [coins v] to [0]\ngame loop\n\ndefine check around player at x: (x) y: (y)\nget tile at x: (x) y: (y)\nif <(tile) = [24]> then\n start sound [Coin v]\n replace item (tile index) of [tile grid v] with [2]\n change [coins v] by (1)\n change [score v] by (200)\nend\nif <<<(tile) = [133]> or <(tile) = [137]>> or <(tile) = [140]>> then\n if <not <(player action) = [lose life]>> then\n set [mario v] to [Mini]\n broadcast (mario - lose life v)\n end\nend\nget tile at x: ((x) - (width)) y: ((y) - ((height) / (2)))\nif <(tile shape) = [^]> then\n set [stomp index \(mario\) v] to (tile index)\n set [bounce player v] to [5]\nend\nget tile at x: ((x) + (width)) y: ((y) - ((height) / (2)))\nif <(tile shape) = [^]> then\n set [stomp index \(mario\) v] to (tile index)\n set [bounce player v] to [5]\nend\n\nwhen I receive [level - start game loop - respawn v]\nset [player action v] to [walk]\nset [coins v] to [0]\nreset player\ngame loop\n\nwhen I receive [level - done loading... v]\nbroadcast (load backdrop v)\nset [spawn index v] to (item # of [28] in [tile grid v])\nif <(EDITOR) < [1]> then\n replace item (spawn index) of [tile grid v] with [2]\nend\n\nwhen I receive [move player after enemy v]\nif <(BOUNCE PLAYER) > [0]> then\n change [bounce player v] by (-1)\n set [speed y v] to [13]\n set [falling v] to [2]\n set [jumping v] to [1]\nend\nmove camera\npaint sprite\n\ndefine bump head\nget tile at x: (x) y: ((y) + ((height) + (8)))\nif <(tile) = [20]> then\n set [bump index v] to (tile index)\n set [jumping v] to [0]\n stop [this script v]\nend\nif <(tile) = [85]> then\n set [bump index v] to (tile index)\n set [jumping v] to [0]\n stop [this script v]\nend\nif <(tile) = [105]> then\n set [bump index v] to (tile index)\n set [jumping v] to [0]\n stop [this script v]\nend\nif <(tile) = [149]> then\n set [bump index v] to (tile index)\n set [jumping v] to [0]\n stop [this script v]\nend\nif <(tile) = [154]> then\n set [bump index v] to (tile index)\n set [jumping v] to [0]\n stop [this script v]\nend\n\nwhen I receive [mario - lose life v]\nstart sound [Lose Life v]\nset [freeze particles v] to [1]\nset [player action v] to [lose life]\nstop [other scripts in sprite v]\nrepeat (25)\n set [player action v] to [lose life]\n paint sprite\n broadcast (position tiles v)\nend\nset [speed y v] to [17]\nrepeat until <((y) - (CAMERA Y)) < [-400]>\n set [player action v] to [lose life]\n change [speed y v] by (-1)\n change [y v] by (speed y)\n paint sprite\n broadcast (position tiles v)\nend\nrepeat (30)\n set [player action v] to [lose life]\n paint sprite\n broadcast (position tiles v)\nend\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [mario - level complete v]\nset [level clear progress v] to [1]\nstart sound [GoalCard1 v]\nstop [other scripts in sprite v]\nset [speed x v] to [0]\nrepeat until <(falling) < [1]>\n paint sprite\n move camera\n handle keys - jump / Crouch\n move sprite x\n move sprite y\n broadcast (position tiles v)\nend\npoint in direction (90)\nset [level clear progress v] to [2]\nrepeat (100)\n set [speed x v] to [5]\n change [x v] by (speed x)\n change [player frame v] by (0.4)\n paint sprite\n broadcast (position tiles v)\n handle keys - jump / Crouch\nend\nset [editor v] to [1]\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [move player after enemy v]\ndelete all of [stomp indexes v]\n\ndefine handle - get up\nset [player action v] to []\nset [orig y v] to (y)\nfix collision in direction dx: [0] dy: [1]\nif <(solid) > [0]> then\n set [player action v] to [crouch]\n set [y v] to (orig y)\n change [speed x v] by ((direction) / (200))\nend\n\nwhen I receive [level - start game loop v]\nif <(speed x) > [10]> then\n set [speed x v] to [10]\nend\nif <(speed x) < [-10]> then\n set [speed x v] to [-10]\nend\n\nwhen I receive [mario - fall off cliff v]\nstart sound [Lose Life v]\nset [freeze particles v] to [1]\nset [y v] to [-300]\nstop [other scripts in sprite v]\nrepeat (95)\n paint sprite\n broadcast (position tiles v)\nend\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen [0 v] key pressed\nshow\nswitch costume to (mariowalk1 v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen [timer v] > (stop sign detector)\ngo to [back v] layer\n\nwhen I receive [level - start game loop v]\nset [level clear progress v] to [0]\n\nwhen I receive [level - start game loop v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [level - start game loop - respawn v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [position tiles v]\nif <(player action) = [lose life]> then\n set [player action v] to [lose life]\nend\n\nwhen I receive [level - start game loop - respawn v]\nset [freeze particles v] to [0]\n\nwhen I receive [level - start game loop v]\nset [freeze particles v] to [0]\n\ndefine Loop Transformation\nrepeat (3)\n if <(MARIO) = [Hammer]> then\n switch costume to (hammertransform v)\n else\n switch costume to (mariotransform v)\n end\n repeat (2)\n broadcast (position tiles v)\n end\n switch costume to (join (MARIO) [Walk1])\n repeat (3)\n broadcast (position tiles v)\n end\nend\n\nwhen I receive [collect mushroom v]\nset [freeze particles v] to [1]\nif <not <(MARIO) = [Mini]>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nwait (0) seconds\nLoop Transformation\nset [mario v] to [Mario]\nLoop Transformation\nset [freeze particles v] to [0]\nbroadcast (LEVEL - Continue Game Loop v)\n\nwhen I receive [level - continue game loop v]\ngame loop\n\nwhen I receive [mario - hurt v]\nif <(invulnerable) > [0]> then\n stop [this script v]\nend\nif <(MARIO) = [Mini]> then\n broadcast (mario - lose life v)\n stop [this script v]\nend\nset [freeze particles v] to [1]\nstart sound [Power Down v]\nstop [other scripts in sprite v]\nwait (0) seconds\nset [invulnerable v] to [70]\nset [throw v] to [0]\nif <<(MARIO) = [Fire]> or <(MARIO) = [Hammer]>> then\n set [mario v] to [Mario]\n paint sprite\n repeat (30)\n broadcast (position tiles v)\n end\nelse\n Loop Transformation\n set [mario v] to [Mini]\n Loop Transformation\nend\nset [freeze particles v] to [0]\nbroadcast (LEVEL - Continue Game Loop v)\n\nwhen I receive [position tiles v]\nif <(invulnerable) > [0]> then\n change [invulnerable v] by (-1)\nend\nif <((invulnerable) mod (2)) < [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (99)\nend\n\nwhen I receive [green flag v]\nclear graphic effects\n\nwhen flag clicked\nhide variable [level # v]\nhide variable [time v]\nset [coins v] to [0]\n\nwhen I receive [collect hammer suit v]\nset [freeze particles v] to [1]\nif <(MARIO) = [Hammer]> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nwait (0) seconds\nLoop Transformation\nset [mario v] to [Hammer]\nLoop Transformation\nset [freeze particles v] to [0]\nbroadcast (LEVEL - Continue Game Loop v)\n\ndefine tick power-up abilities\nif <not <key (space v) pressed?>> then\n set [space key v] to [0]\nend\nif <(MARIO) = [Hammer]> then\n if <(fire rate) > [0]> then\n change [fire rate v] by (-1)\n else\n if <key (space v) pressed?> then\n if <(space key) = [0]> then\n set [throw v] to [2]\n start sound [Fireball v]\n set [space key v] to [1]\n broadcast (mario - hammer v)\n set [fire rate v] to [20]\n end\n end\n end\nend\n\nwhen I receive [mario - fix collision v]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\n add (tile index) to [stomp indexes v]\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((-TINY) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((-TINY) - (mod x))\nend\n\nwhen I receive [collect fire flower v]\nset [freeze particles v] to [1]\nif <(MARIO) = [Fire]> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nwait (0) seconds\nLoop Transformation\nset [mario v] to [Fire]\nLoop Transformation\nset [freeze particles v] to [0]\nbroadcast (LEVEL - Continue Game Loop v)\n\ndefine handle keys - fire\nif <([button b v] of [controls v]) = [1]> then\n if <(MARIO) = [Fire]> then\n if <(FIREBALLS) < [2]> then\n change [fireballs v] by (1)\n start sound [Fireball v]\n set [throw v] to [2]\n broadcast (mario - fireball v)\n end\n end\nend\n\nwhen I receive [level - load v]\nset [level clear progress v] to [0]\n\nwhen I receive [game v]\nbroadcast (green flag v)\nbroadcast (generate level v) and wait\nbroadcast (clone level tiles v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v) and wait\n\n@Controls\n\nwhen I receive [check controls v]\ngo to x: (0) y: (0)\nset [left v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\nset [right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [down v] to <<key (down arrow v) pressed?> or <key (s v) pressed?>>\nset [up v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nset [x axis v] to ((right) - (left))\nset [y axis v] to ((up) - (down))\nif <key (space v) pressed?> then\n change [button b v] by (1)\nelse\n set [button b v] to []\nend\n\n@Tiles\n\ndefine setup\nshow\nset [tile index v] to [1]\nset [tile x v] to [16]\nrepeat (CLONE COUNT X)\n set [tile y v] to [16]\n repeat (CLONE COUNT Y)\n create clone of (_myself_ v)\n change [tile y v] by (32)\n change [tile index v] by (1)\n end\n change [tile x v] by (32)\n change [tile index v] by ((GRID HEIGHT) - (CLONE COUNT Y))\nend\nhide\nset [tile index v] to []\n\nwhen I receive [position tiles v]\nif <(tile index) = []> then\n editor brush\nelse\n if <([abs v] of ((tile x) - (CAMERA X)) ) > ((CLONE COUNT X) * (16))> then\n if <(tile x) < (CAMERA X)> then\n loop tile x (CLONE COUNT X)\n else\n loop tile x ((0) - (CLONE COUNT X))\n end\n end\n if <([abs v] of ((tile y) - (CAMERA Y)) ) > ((CLONE COUNT Y) * (16))> then\n if <(tile y) < (CAMERA Y)> then\n loop tile y (CLONE COUNT Y)\n else\n loop tile y ((0) - (CLONE COUNT Y))\n end\n end\n set [tile v] to (item (tile index) of [tile grid v])\nend\nswitch costume to (big v)\ngo to x: ((tile x) - (CAMERA X)) y: (((tile y) - (CAMERA Y)) + (SHAKE))\nif <(tile) < [2]> then\n set [tile v] to [2]\nelse\n if <<(tile) = [20]> or <(tile) = [24]>> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\n if <(EDITOR) < [1]> then\n if <(BUMP INDEX) = (tile index)> then\n replace item (tile index) of [tile grid v] with [9]\n start sound [block hit v]\n set [bumped v] to [180]\n if <(item # of (tile index) in [object idx v]) = [0]> then\n add [coin] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (32)) to [particles v]\n change [coins v] by (1)\n change [score v] by (200)\n end\n end\n end\n if <(EDITOR) < [1]> then\n if <(ENEMY BUMP INDEX) = (tile index)> then\n start sound [block hit v]\n replace item (tile index) of [tile grid v] with [9]\n set [bumped v] to [180]\n if <(item # of (tile index) in [object idx v]) = [0]> then\n add [coin] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (32)) to [particles v]\n change [coins v] by (1)\n change [score v] by (200)\n end\n end\n end\n end\nend\nif <(bumped) > [0]> then\n change [bumped v] by (-30)\n change y by ((24) * ([sin v] of (bumped) ))\nend\nif <(bumped) < [0]> then\n change [bumped v] by (30)\n change y by ((24) * ([sin v] of (bumped) ))\nend\nif <([abs v] of (bumped) ) < [30]> then\n set [bumped v] to [0]\nend\nif <(tile) = [85]> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (3))\n if <(EDITOR) < [1]> then\n if <(BUMP INDEX) = (tile index)> then\n start sound [block hit v]\n set [bumped v] to [180]\n end\n if <<(STOMP INDEX \(MARIO\)) = (tile index)> or < (STOMP INDEXES) contains (tile index)?>> then\n start sound [block hit v]\n delete (item # of (tile index) in [stomp indexes v]) of [stomp indexes v]\n set [bumped v] to [-180]\n set [stomp index \(mario\) v] to []\n end\n if <<(STOMP INDEX \(ENEMY\)) = (tile index)> or < (STOMP INDEXES) contains (tile index)?>> then\n start sound [block hit v]\n delete (item # of (tile index) in [stomp indexes v]) of [stomp indexes v]\n set [bumped v] to [-180]\n set [stomp index \(enemy\) v] to []\n end\n end\nend\nif <(tile) = [133]> then\n go to [front v] layer\n go [backward v] (2) layers\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\nend\nif <(tile) = [137]> then\n go to [front v] layer\n go [backward v] (2) layers\nend\nif <(tile) = [140]> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\nend\nif <(tile) = [149]> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\n if <(EDITOR) < [1]> then\n if <(BUMP INDEX) = (tile index)> then\n if <(item # of (tile index) in [object idx v]) = [0]> then\n if <(MARIO) = [Mini]> then\n start sound [block hit v]\n set [bumped v] to [180]\n else\n start sound [BrickShatter v]\n start sound [block hit v]\n replace item (tile index) of [tile grid v] with [2]\n add [brick] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (32)) to [particles v]\n change [score v] by (100)\n end\n else\n replace item (tile index) of [tile grid v] with [9]\n start sound [block hit v]\n set [bumped v] to [180]\n end\n end\n if <(ENEMY BUMP INDEX) = (tile index)> then\n if <(item # of (tile index) in [object idx v]) = [0]> then\n start sound [BrickShatter v]\n replace item (tile index) of [tile grid v] with [2]\n add [brick] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (32)) to [particles v]\n change [score v] by (100)\n else\n replace item (tile index) of [tile grid v] with [9]\n start sound [block hit v]\n set [bumped v] to [180]\n end\n end\n end\nend\nif <(tile) = [154]> then\n if <(EDITOR) > [0]> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\n end\n if <(EDITOR) < [1]> then\n set [tile v] to [9]\n if <(BUMP INDEX) = (tile index)> then\n start sound [block hit v]\n replace item (tile index) of [tile grid v] with [9]\n set [bumped v] to [180]\n if <(item # of (tile index) in [object idx v]) = [0]> then\n add [coin] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (32)) to [particles v]\n change [coins v] by (1)\n change [score v] by (200)\n end\n end\n end\nend\nif <(item (tile index) of [tile grid v]) = [30]> then\n set [ghost v] effect to (100)\nend\nif <(item (tile index) of [tile grid v]) = [154]> then\n if <(EDITOR) = [0]> then\n set [tile v] to [2]\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nelse\n if <(EDITOR) = [0]> then\n set [ghost v] effect to (0)\n end\nend\nif <(tile) = [159]> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\nend\nif <(tile) = [163]> then\n change [tile v] by (([floor v] of ((timer) * (8)) ) mod (4))\nend\nif <(tile) = [167]> then\n if <not <([player action v] of [mario v]) = [lose life]>> then\n if <touching (mario v)?> then\n set [frame v] to [0]\n else\n change [frame v] by (1)\n if <((frame) mod (69)) = [0]> then\n start sound [SMA4-BulletBill v]\n add [bullet] to [particles v]\n add (tile x) to [particles v]\n add (tile y) to [particles v]\n end\n end\n end\nend\nswitch costume to (tile)\n\ndefine loop tile x (tile skip)\nchange [tile x v] by ((tile skip) * (32))\nchange [tile index v] by ((tile skip) * (GRID HEIGHT))\n\ndefine loop tile y (tile skip)\nchange [tile y v] by ((tile skip) * (32))\nchange [tile index v] by (tile skip)\n\nwhen I receive [clone level tiles v]\nset [clone count x v] to [16]\nset [clone count y v] to [13]\nsetup\n\ndefine editor brush\ngo to [front v] layer\nif <<(EDITOR) < [1]> or <mouse down?>> then\n hide\n stop [this script v]\nend\nset [tile x v] to (((32) * ([tile grid x v] of [editor v])) + (16))\nset [tile y v] to (((32) * ([tile grid y v] of [editor v])) + (16))\nset [tile v] to ([chosen brush v] of [editor v])\nset [ghost v] effect to (50)\nshow\n\nwhen I receive [level - done loading... v]\nif <(tile index) > []> then\n set [tile index v] to ((1) + ([floor v] of ((tile y) / (32)) ))\n change [tile index v] by ((GRID HEIGHT) * ([floor v] of ((tile x) / (32)) ))\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] ((LAYERS - BACKGROUND) + (1)) layers\n\nwhen I receive [green flag v]\nstop all sounds\ngo to [front v] layer\nset size to (200) %\ndelete all of [stomp indexes v]\nset [ghost v] effect to (100)\nwait (0) seconds\nclear graphic effects\n\nwhen flag clicked\nhide\n\n@Enemy\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine fix collision at point x: (x) y: (y) part: (part)\nget tile at x: (x) y: (y)\nif <<(tile shape) = []> or <<(tile shape) = [IB]> or <(tile shape) = [Q]>>> then\n stop [this script v]\nend\nif <<<(type) = [Podoboo]> or <(type) = [Boo]>> or <<(type) = [Lakitu]> or <(type) = [Leaf]>>> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nset [temp v] to (letter (1) of (tile shape))\nif <<(temp) = [\]> or <(temp) = [/]>> then\n set [m v] to ((1) / (letter (2) of (tile shape)))\n set [c v] to ((letter (3) of (tile shape)) * ((32) * (m)))\n if <(temp) = [\]> then\n set [m v] to ((0) - (m))\n set [c v] to ((32) - (c))\n end\n set [offset y v] to ((mod y) - (((mod x) * (m)) + (c)))\n if <not <(offset y) < [0]>> then\n stop [this script v]\n end\n if <(fix dy) < [0]> then\n change [y v] by ((0) - (offset y))\n set [solid v] to [10]\n stop [this script v]\n end\n if <<(fix dy) = [0]> and <<(fix dx) > [0]> = <(m) > [0]>>> then\n change [x v] by ((offset y) / (m))\n set [solid v] to [10]\n stop [this script v]\n end\nend\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\nend\nif <(type) = [Hammer Bro]> then\n if <(hammer bro jumping?) = [1]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\n if <(drop) = [1]> then\n stop [this script v]\n end\n end\nend\nset [solid v] to [10]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\n add (tile index) to [stomp indexes v]\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((-TINY) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((-TINY) - (mod x))\nend\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: (y) part: []\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) + (height)) part: []\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nif <<not <(type) = [boo]>> and <<not <(type) = [Hammer]>> and <not <(type) = [Leaf]>>>> then\n fix collision in direction dx: [0] dy: [-1]\n if <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n if <(type) = [Boom Boom]> then\n point in direction ([direction v] of [mario v])\n else\n if <<not < (type) contains [shell]?>> and <not <(type) = [Hammer Bro]>>> then\n turn right (180) degrees\n else\n if < (type) contains [shell]?> then\n if <(assigned direction) = [90]> then\n set [assigned direction v] to [-90]\n else\n set [assigned direction v] to [90]\n end\n end\n end\n end\n end\n else\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.85))\n end\n end\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nif <<<not <(type) = [Podoboo]>> and <not <(type) = [Boo]>>> and <<not <(type) = [Hammer]>> and <not <(type) = [Leaf]>>>> then\n fix collision in direction dx: [0] dy: (speed y)\n check bounce at x: ((x) - ((width) / (2))) y: (((y) - (height)) - (8))\n check bounce at x: ((x) + ((width) / (2))) y: (((y) - (height)) - (8))\n check bounce at x: (x) y: (((y) - (height)) - (8))\nend\nif <(solid) > [0]> then\n if <(speed y) < [0]> then\n set [hammer bro jumping? v] to [0]\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n end\n set [speed y v] to [0]\nend\n\ndefine paint sprite\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: (((y) - (CAMERA Y)) + (SHAKE))\nswitch costume to (costume)\n\nwhen I receive [position tiles v]\nif <(type) > []> then\n paint sprite\nend\n\nwhen I receive [move enemy v]\nclear sound effects\nif <<(EDITOR) > [0]> or <(type) = []>> then\n stop [this script v]\nend\nMove Enemy\nif <(visible) = [1]> then\n hide\nend\n\ndefine tick goomba\nchange [speed y v] by (-1)\nmove sprite y\nif <(direction) > [0]> then\n if <(speed x) < [1]> then\n change [speed x v] by (0.1)\n end\nelse\n if <(speed x) > [-1]> then\n change [speed x v] by (-0.1)\n end\nend\nmove sprite x\nchange [frame v] by (0.25)\nset [costume v] to ((2) + ([floor v] of ((frame) mod (2)) ))\npaint sprite\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n point in direction (90)\n set [frame v] to [0]\n set [type v] to [squish]\n set [costume v] to [Goomba Squish]\n set [bounce player v] to [5]\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n change [score v] by (100)\n else\n broadcast (mario - hurt v)\n end\nend\nCheck Flip\n\ndefine spawn type (tile type)\nset [frame v] to []\nif <(tile type) = [29]> then\n Set Type [Goomba] costume [2] width [14] height [14]\nend\nif <(tile type) = [30]> then\n set [frame v] to [-1]\n Set Type [Life] costume [Life] width [16] height [16]\nend\nif <(tile type) = [196]> then\n set [frame v] to [-1]\n Set Type [Hammer Suit] costume [85] width [16] height [16]\nend\nif <(tile type) = [197]> then\n set [frame v] to [-1]\n Set Type [Fire Flower] costume [86] width [16] height [16]\nend\nif <(tile type) = [198]> then\n Set Type [Leaf] costume [88] width [16] height [16]\nend\nif <(tile type) = [47]> then\n Set Type [EndBox] costume [EndBox] width [16] height [16]\nend\nif <(tile type) = [83]> then\n Set Type [Spiny] costume [27] width [14] height [14]\nend\nif <(tile type) = [126]> then\n Set Type [Paragoomba] costume [28] width [14] height [14]\nend\nif <(tile type) = [127]> then\n Set Type [Nipper Plant] costume [30] width [14] height [14]\nend\nif <(tile type) = [138]> then\n set [falling v] to [10]\n Set Type [Thwomp] costume [36] width [17] height [50]\nend\nif <(tile type) = [139]> then\n Set Type [Podoboo] costume [38] width [14] height [14]\nend\nif <(tile type) = [144]> then\n Set Type [Dry Bones] costume [43] width [16] height [24]\nend\nif <(tile type) = [145]> then\n Set Type [Piranha Plant] costume [9] width [16] height [32]\nend\nif <(tile type) = [146]> then\n Set Type [Green Koopa] costume [5] width [16] height [24]\nend\nif <(tile type) = [147]> then\n Set Type [Buzzy Beetle] costume [65] width [16] height [16]\nend\nif <(tile type) = [148]> then\n Set Type [Boo] costume [72] width [16] height [16]\nend\nif <(tile type) = [158]> then\n Set Type [Boom Boom] costume [73] width [32] height [24]\nend\nif <(tile type) = [194]> then\n Set Type [Hammer Bro] costume [49] width [16] height [24]\nend\nif <(tile type) = [195]> then\n Set Type [Lakitu] costume [83] width [16] height [32]\nend\nif <(tile type) = [199]> then\n Set Type [Door] costume [89] width [16] height [32]\nend\n\nwhen I receive [level - done loading... v]\nbroadcast (ENTITY - clear v)\nbroadcast (ENTITY - setup v)\n\nwhen I receive [entity - clear v]\ndelete this clone\n\nwhen I receive [entity - setup v]\nSpawn Loop\n\ndefine Spawn Loop\nset [object item # v] to [1]\nrepeat (length of [object idx v])\n set [spawn index v] to (item (object item #) of [object idx v])\n spawn type (item (object item #) of [object type v])\n change [object item # v] by (1)\n hide\nend\nset [object item # v] to []\nset [type v] to []\n\ndefine Set Type (type) costume (costume) width (width) height (height)\nshow\ngo to [front v] layer\nset [tick v] to [0]\nset [type v] to (type)\nset [costume v] to (costume)\nset [width v] to (width)\nset [height v] to (height)\nset [x v] to ([floor v] of (((spawn index) - (1)) / (GRID HEIGHT)) )\nset [y v] to (((spawn index) - (1)) mod (GRID HEIGHT))\nset [x v] to (((x) * (32)) + (16))\nset [y v] to (((y) * (32)) + (height))\npoint in direction ([direction v] of [mario v])\nif <(type) = [Piranha Plant]> then\n change [x v] by (16)\n if <(EDITOR) < [1]> then\n change [y v] by (-64)\n go to [back v] layer\n go [forward v] (LAYERS - BACKGROUND) layers\n end\nend\nif <(type) = [Thwomp]> then\n point in direction (90)\n set [thwomp y v] to (y)\nend\nif <(type) = [Podoboo]> then\n set [podoboo y v] to (y)\nend\nif <(type) = [Boom Boom]> then\n change [y v] by (-4)\nend\npaint sprite\nif <<<(EDITOR) > [0]> or <(frame) = []>> or <(frame) = [-1]>> then\n set [visible v] to [1]\nend\ncreate clone of (_myself_ v)\nset [visible v] to []\n\ndefine Tick Leaf\nif <(frame) > [-1]> then\n change [frame v] by (1)\nend\nif <(frame) < [16]> then\n go to [back v] layer\n hide\n stop [this script v]\nend\nif <([player action v] of [mario v]) = [lose life]> then\n go to [back v] layer\n hide\n stop [this script v]\nend\nif <(frame) < [48]> then\n if <(frame) = [24]> then\n show\n go [forward v] (LAYERS - BACKGROUND) layers\n start sound [ItemSprout v]\n end\n set [visible v] to [1]\n change [y v] by (1)\nelse\n if <<touching (mario v)?> and <(frame) > [32]>> then\n start sound [Just What I Needed v]\n start sound [Power Up v]\n change [score v] by (1000)\n broadcast (Collect Mushroom v)\n delete this clone\n end\n go to [front v] layer\n change [speed y v] by (-0.1)\n move sprite y\n if <(direction) > [0]> then\n if <(speed x) < [5]> then\n change [speed x v] by (0.2)\n else\n set [speed x v] to [0]\n set [speed y v] to [-0.5]\n turn left (180) degrees\n end\n else\n if <(speed x) > [-5]> then\n change [speed x v] by (-0.2)\n else\n set [speed x v] to [0]\n set [speed y v] to [-0.5]\n turn left (180) degrees\n end\n end\n move sprite x\nend\n\ndefine Check Flip\nif <(BUMP INDEX) < [1]> then\n stop [this script v]\nend\nget tile at x: ((x) - (width)) y: (((y) - (height)) - (8))\nif <not <(tile index) = (BUMP INDEX)>> then\n get tile at x: ((x) + (width)) y: (((y) - (height)) - (8))\n if <not <(tile index) = (BUMP INDEX)>> then\n stop [this script v]\n end\nend\nFlip\n\ndefine Check Life Bump\nif <(BUMP INDEX) < [1]> then\n stop [this script v]\nend\nget tile at x: ((x) - (width)) y: (((y) - (height)) - (8))\nif <not <(tile index) = (BUMP INDEX)>> then\n get tile at x: ((x) + (width)) y: (((y) - (height)) - (8))\n if <not <(tile index) = (BUMP INDEX)>> then\n stop [this script v]\n end\nend\nset [speed y v] to [11]\n\nwhen [0 v] key pressed\nstop all sounds\n\ndefine Tick - Spiny\nchange [speed y v] by (-1)\nmove sprite y\nif <(direction) > [0]> then\n if <(speed x) < [1]> then\n change [speed x v] by (0.1)\n end\nelse\n if <(speed x) > [-1]> then\n change [speed x v] by (-0.1)\n end\nend\nmove sprite x\nchange [frame v] by (0.25)\nset [costume v] to ((26) + ([floor v] of ((frame) mod (2)) ))\npaint sprite\nif <touching (mario v)?> then\n broadcast (mario - hurt v)\nend\nCheck Flip\n\ndefine check bounce at x: (x) y: (y)\nget tile at x: (x) y: (y)\nif <not <(type) = [podoboo]>> then\n if <not <(type) = [boo]>> then\n if <(tile shape) = [^]> then\n set [stomp index \(enemy\) v] to (tile index)\n set [speed y v] to [12]\n move sprite y\n end\n end\nend\n\nwhen I receive [mario - level complete v]\nif <<<<(type) = [Goomba]> or <(type) = [Paragoomba]>> or <<(type) = [Nipper Plant]> or <(type) = [Thwomp]>>> or <<<(type) = [Dry Bones]> or <(type) = [Dry Bones Shell]>> or <<<(type) = [Podoboo]> or <(type) = [Spiny]>> or <<<<(type) = [Green Koopa]> or <(type) = [Green Koopa Shell]>> or <(type) = [flip]>> or <<<(type) = [Spiny Shell]> or <(type) = [Buzzy Beetle Shell]>> or <<<(type) = [Hammer Bro]> or <(type) = [Lakitu]>> or <<(type) = [Boo]> or <(type) = [Boom Boom]>>>>>>>> then\n add [explosion] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n delete this clone\nend\nif <<(type) = [squish]> or <(type) = [flip]>> then\n delete this clone\nend\n\nwhen I receive [level - done loading... v]\nset [score v] to [0]\n\ndefine Tick - Paragoomba\nchange [speed y v] by (-1)\nmove sprite y\nif <(direction) > [0]> then\n if <(speed x) < [1]> then\n change [speed x v] by (0.1)\n end\nelse\n if <(speed x) > [-1]> then\n change [speed x v] by (-0.1)\n end\nend\nif <(falling) < [2]> then\n change [paragoomba jump v] by (1)\n if <(paragoomba jump) = [35]> then\n set [speed y v] to [10]\n end\nelse\n set [paragoomba jump v] to [0]\nend\nmove sprite x\nchange [frame v] by (0.2)\nset [costume v] to ((28) + ([floor v] of ((frame) mod (2)) ))\npaint sprite\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n set [frame v] to [0]\n set [type v] to [goomba]\n set [bounce player v] to [5]\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add ((y) + (8)) to [particles v]\n change [score v] by (100)\n else\n broadcast (mario - hurt v)\n end\nend\nCheck Flip\n\ndefine Tick - Nipper Plant\nchange [speed y v] by (-1.5)\nmove sprite y\nchange [frame v] by (0.2)\nif <not <(falling) > [0]>> then\n set [costume v] to ((30) + ([floor v] of ((frame) mod (2)) ))\n if <(x) > ([x v] of [mario v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\nelse\n set [costume v] to ((32) + ([floor v] of ((frame) mod (2)) ))\nend\npaint sprite\nif <touching (mario v)?> then\n broadcast (mario - hurt v)\nend\nif <<<<(falling) < [2]> and <(distance to [mario v]) < [150]>> and <([falling v] of [mario v]) > [5]>> and <([y v] of [mario v]) > (y)>> then\n set [speed y v] to [14]\nend\nCheck Flip\n\ndefine Tick - Thwomp\nif <(distance to [mario v]) < [300]> then\n if <not <(falling) < [1]>> then\n set [visible v] to [2]\n change [speed y v] by (-1.5)\n move sprite y\n set [tick v] to [0]\n end\n if <touching (mario v)?> then\n broadcast (mario - hurt v)\n end\nend\nchange [tick v] by (1)\nif <<(falling) < [1]> and <(tick) < [2]>> then\n broadcast (shake camera v)\n start sound [Thwomp v]\nend\nif <(tick) > [5]> then\n set [visible v] to [1]\nend\nif <(tick) > [50]> then\n if <(falling) < [1]> then\n if <not <(y) > ((thwomp y) - (1))>> then\n if <touching (mario v)?> then\n if <not <([player action v] of [mario v]) = [lose life]>> then\n broadcast (mario - hurt v)\n end\n end\n if <not <([player action v] of [mario v]) = [lose life]>> then\n change [y v] by (3)\n end\n else\n set [falling v] to [9]\n set [tick v] to [0]\n end\n end\nend\nif <touching (mario v)?> then\n broadcast (mario - hurt v)\nend\n\nwhen I start as a clone\nset [tick v] to [0]\nif <(type) = [Fireball]> then\n set [costume v] to [15]\n set [width v] to [8]\n set [height v] to [8]\n set [x v] to ([x v] of [mario v])\n set [y v] to (([y v] of [mario v]) + (14))\n set rotation style [all around v]\n if <([direction v] of [mario v]) > [0]> then\n set [speed x v] to [10]\n else\n set [speed x v] to [-10]\n end\n set [speed y v] to [-6]\n paint sprite\n set [visible v] to [2]\n set [frame v] to [0]\nend\nif <(type) = [Hammer]> then\n set [costume v] to [87]\n set [width v] to [8]\n set [height v] to [8]\n set [x v] to ([x v] of [mario v])\n set [y v] to (([y v] of [mario v]) + (14))\n set rotation style [all around v]\n paint sprite\n set [speed y v] to [20]\n if <([direction v] of [mario v]) > [0]> then\n set [speed x v] to [4]\n else\n set [speed x v] to [-4]\n end\n set [visible v] to [2]\n set [frame v] to [0]\nend\n\ndefine Tick - Podoboo (Lava Bubble)\nif <(y) > [-100]> then\n if <(speed y) > [-18]> then\n change [speed y v] by (-1.2)\n end\nend\nmove sprite y\nif <(y) < [-100]> then\n set [speed y v] to [0]\n set [falling v] to [0]\n change [tick v] by (1)\n if <(tick) > [20]> then\n set [podoboo jumping v] to [1]\n set [tick v] to [0]\n end\nend\nif <(podoboo jumping) = [1]> then\n if <not <(y) > ((podoboo y) - (1))>> then\n set [speed y v] to [12]\n else\n set [podoboo jumping v] to [0]\n end\nend\nchange [frame v] by (0.5)\nif <(speed y) > [0]> then\n set [costume v] to ((37) + ([floor v] of ((frame) mod (3)) ))\nelse\n set [costume v] to ((40) + ([floor v] of ((frame) mod (3)) ))\nend\nif <touching (mario v)?> then\n broadcast (mario - hurt v)\nend\n\ndefine Tick - Dry Bones\nget tile at x: (x) y: ((y) - ((height) + (8)))\nif <(item (tile) of [tile shape v]) = []> then\n if <(direction) > [0]> then\n point in direction (-90)\n change [x v] by (-5)\n set [speed x v] to [0]\n else\n point in direction (90)\n change [x v] by (5)\n set [speed x v] to [0]\n end\nend\nchange [speed y v] by (-1)\nmove sprite y\nif <(direction) > [0]> then\n if <(speed x) < [1]> then\n change [speed x v] by (0.1)\n end\nelse\n if <(speed x) > [-1]> then\n change [speed x v] by (-0.1)\n end\nend\nmove sprite x\nchange [frame v] by (0.15)\nset [costume v] to ((43) + ([floor v] of ((frame) mod (2)) ))\npaint sprite\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n start sound [dry bones v]\n set [frame v] to [1]\n set [dry bones shell phase v] to [1]\n set [type v] to [Dry Bones Downed]\n set [bounce player v] to [5]\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n change [score v] by (100)\n else\n broadcast (mario - hurt v)\n end\nend\nCheck Flip\n\ndefine Tick - Dry Bones Downed\nchange [speed y v] by (-1)\nmove sprite y\nif <(dry bones shell phase) = [1]> then\n change [frame v] by (0.2)\n set [costume v] to ((45) + ([floor v] of ((frame) mod (2)) ))\n if <(costume) = [46]> then\n set [tick v] to [0]\n set [dry bones shell phase v] to [2]\n end\nend\nif <(dry bones shell phase) = [2]> then\n set [frame v] to [1]\n set [costume v] to [46]\n change [tick v] by (1)\n if <(tick) > [99]> then\n set [dry bones shell phase v] to [3]\n end\nend\nif <(dry bones shell phase) = [3]> then\n change [frame v] by (0.2)\n set [costume v] to ((47) + ([floor v] of ((frame) mod (2)) ))\n if <(costume) = [48]> then\n set [type v] to [Dry Bones]\n end\nend\n\nwhen I receive [level - start game loop v]\nset [tick v] to [0]\nset [shake v] to [0]\nset [boss? v] to [0]\n\ndefine Tick - Piranha Plant\nchange [frame v] by (1)\nif <(frame) < [2]> then\n go to [back v] layer\n go [forward v] (LAYERS - BACKGROUND) layers\nend\nset [costume v] to ((9) + (([floor v] of ((frame) / (4)) ) mod (2)))\nset [temp v] to (((frame) / (16)) mod (8))\nif <([floor v] of (temp) ) = [4]> then\n change [y v] by (4)\nend\nif <([floor v] of (temp) ) = [7]> then\n change [y v] by (-4)\nend\nif <(temp) > [4]> then\n if <touching (mario v)?> then\n broadcast (mario - hurt v)\n end\nend\n\nwhen I start as a clone\nif <<<(type) = [Life]> or <(type) = [Hammer Suit]>> or <<(type) = [Fire Flower]> or <(type) = [Leaf]>>> then\n set [frame v] to [-1]\nend\nforever\n if <<<not <(type) = [Piranha Plant]>> and <not <(type) = [Life]>>> and <<<not <(type) = [Thwomp]>> and <not <(type) = [Hammer Suit]>>> and <<not <(type) = [Fire Flower]>> and <not <(type) = [Leaf]>>>>> then\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\ndefine Tick - Green Koopa\nchange [speed y v] by (-1)\nmove sprite y\nif <(direction) > [0]> then\n if <(speed x) < [1]> then\n change [speed x v] by (0.1)\n end\nelse\n if <(speed x) > [-1]> then\n change [speed x v] by (-0.1)\n end\nend\nmove sprite x\nchange [frame v] by (0.25)\nset [costume v] to ((5) + ([floor v] of ((frame) mod (2)) ))\npaint sprite\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n set [frame v] to [0]\n set [costume v] to [54]\n set [type v] to [Green Koopa Shell]\n set [height v] to [15]\n set [bounce player v] to [5]\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n change [score v] by (100)\n else\n broadcast (mario - hurt v)\n end\nend\nCheck Flip\n\ndefine Tick - Green Koopa Shell\nif <(flipped shell?) = [1]> then\n point in direction (-90)\n set rotation style [all around v]\nelse\n point in direction (90)\nend\nchange [speed y v] by (-1)\nmove sprite y\nif <(frame) < [3]> then\n set [costume v] to [53]\n change [frame v] by (1)\n stop [this script v]\nend\nif <(frame) = [3]> then\n if <not <touching (mario v)?>> then\n stop [this script v]\n end\n if <(flipped shell?) = [1]> then\n point in direction (-90)\n set rotation style [all around v]\n else\n if <([x v] of [mario v]) < (x)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set rotation style [left-right v]\n end\n if <([x v] of [mario v]) < (x)> then\n set [assigned direction v] to [90]\n else\n set [assigned direction v] to [-90]\n end\n start sound [KickShell v]\n set [visible v] to [2]\nend\nchange [frame v] by (0.4)\nset [speed x v] to ((assigned direction) / (9))\nmove sprite x\nset [costume v] to ((54) + ([floor v] of ((frame) mod (3)) ))\npaint sprite\nif <<touching (mario v)?> and <(frame) > [5]>> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n set [frame v] to [0]\n set [bounce player v] to [5]\n set [visible v] to [1]\n else\n broadcast (mario - hurt v)\n end\nend\nCheck Flip\ncheck around player at x: (x) y: (y)\n\nwhen I receive [position tiles v]\nif <(visible) > [0]> then\n show\nend\n\ndefine Move Enemy\nif <(type) = [flip]> then\n change [x v] by (speed x)\n change [speed y v] by (-1)\n change [y v] by (speed y)\n if <((y) - (CAMERA Y)) < [-450]> then\n delete this clone\n end\n stop [this script v]\nend\nif <(y) < [-32]> then\n delete clone\nend\nif <(type) = [squish]> then\n change [frame v] by (1)\n if <(frame) > [10]> then\n delete this clone\n end\nend\nif <(frame) = [-1]> then\n go to [back v] layer\n if <(BUMP INDEX) = (spawn index)> then\n set [frame v] to [0]\n point in direction ([direction v] of [mario v])\n go [forward v] (LAYERS - BACKGROUND) layers\n end\n if <(ENEMY BUMP INDEX) = (spawn index)> then\n set [frame v] to [0]\n point in direction ([direction v] of [mario v])\n go [forward v] (LAYERS - BACKGROUND) layers\n end\n stop [this script v]\nend\nif <(frame) < [0]> then\n if <(type) = [thwomp]> then\n point in direction (90)\n else\n if <(type) = [spiny shell]> then\n point in direction (-90)\n else\n if <(type) = [boo]> then\n point in direction (-90)\n else\n if <(x) > ([x v] of [mario v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n end\n end\nend\nif <(frame) = [0]> then\n if <([abs v] of ((x) - (CAMERA X)) ) > [260]> then\n if <(type) = [Boom Boom]> then\n set [boss? v] to [0]\n end\n stop [this script v]\n end\n if <([abs v] of ((y) - (CAMERA Y)) ) > [200]> then\n if <(type) = [Boom Boom]> then\n set [boss? v] to [0]\n end\n stop [this script v]\n end\nend\nif <(type) = [Goomba]> then\n tick goomba\n stop [this script v]\nend\nif <(type) = [Life]> then\n Tick Life\n stop [this script v]\nend\nif <(type) = [Leaf]> then\n Tick Leaf\n stop [this script v]\nend\nif <(type) = [Piranha Plant]> then\n Tick - Piranha Plant\n stop [this script v]\nend\nif <(type) = [EndBox]> then\n change [frame v] by (0.15)\n set [costume v] to ((23) + (([floor v] of (frame) ) mod (3)))\n set [tick v] to [0]\n if <touching (mario v)?> then\n set [type v] to [costume]\n start sound [Goal v]\n broadcast (mario - level complete v)\n set [costume v] to [EndBox]\n end\nend\nif <(type) = [Spiny]> then\n Tick - Spiny\n stop [this script v]\nend\nif <(type) = [Paragoomba]> then\n Tick - Paragoomba\n stop [this script v]\nend\nif <(type) = [Nipper Plant]> then\n Tick - Nipper Plant\n stop [this script v]\nend\nif <(type) = [Thwomp]> then\n Tick - Thwomp\n stop [this script v]\nend\nif <(type) = [Podoboo]> then\n Tick - Podoboo (Lava Bubble)\n stop [this script v]\nend\nif <(type) = [Dry Bones]> then\n Tick - Dry Bones\n stop [this script v]\nend\nif <(type) = [Dry Bones Downed]> then\n Tick - Dry Bones Downed\n stop [this script v]\nend\nif <(type) = [Green Koopa]> then\n Tick - Green Koopa\n stop [this script v]\nend\nif <(type) = [Green Koopa Shell]> then\n Tick - Green Koopa Shell\n stop [this script v]\nend\nif <(type) = [Spiny Shell]> then\n Tick - Spiny Shell\n stop [this script v]\nend\nif <(type) = [Buzzy Beetle]> then\n Tick - Buzzy Beetle\n stop [this script v]\nend\nif <(type) = [Buzzy Beetle Shell]> then\n Tick - Buzzy Beetle Shell\n stop [this script v]\nend\nif <(type) = [Boo]> then\n Tick - Boo\n stop [this script v]\nend\nif <(type) = [Boom Boom]> then\n Tick - Boom Boom\n stop [this script v]\nend\nif <(type) = [Hammer Bro]> then\n Tick - Hammer Bro\n stop [this script v]\nend\nif <(type) = [Lakitu]> then\n Tick - Lakitu\n stop [this script v]\nend\nif <(type) = [Hammer Suit]> then\n Tick - Hammer Suit\n stop [this script v]\nend\nif <(type) = [Fire Flower]> then\n Tick - Fire Flower\n stop [this script v]\nend\nif <(type) = [Fireball]> then\n Tick - Fireball\n stop [this script v]\nend\nif <(type) = [Hammer]> then\n Tick - Hammer\n stop [this script v]\nend\nif <(type) = [Door]> then\n change [frame v] by (0.15)\n set [costume v] to [Door]\n set [tick v] to [0]\n if <<touching (mario v)?> and <key (down arrow v) pressed?>> then\n set [costume v] to [Door Open]\n end\nend\n\nchange [level # v] by (1)\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen I receive [move player after enemy v]\nif <<(EDITOR) < [1]> and <(visible) = [1]>> then\n show\n if <touching (enemy v)?> then\n Flip\n end\n hide\nend\n\ndefine Flip\nif <not <(type) = [flip]>> then\n if <<<not <(type) = [Thwomp]>> and <not <(type) = [Life]>>> and <<not <(type) = [Endbox]>> and <<not <(type) = [Hammer Suit]>> and <not <(type) = [Fire Flower]>>>>> then\n if <not <(type) = [Green Koopa]>> then\n if <not <(type) = [Spiny]>> then\n if <not <(type) = [Buzzy Beetle]>> then\n if <not <(type) = [Paragoomba]>> then\n if <<not <(type) = [Piranha Plant]>> and <<not <(type) = [Boom Boom]>> and <not <(type) = [Lakitu]>>>> then\n start sound [KickShell v]\n set rotation style [all around v]\n point in direction (-90)\n set [type v] to [flip]\n change [score v] by (100)\n set [speed y v] to [14]\n set [speed x v] to (([direction v] of [mario v]) / (45))\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n stop [this script v]\n else\n if <<(temp) > [5]> or <(frame) = [0]>> then\n add [explosion] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n change [score v] by (100)\n delete this clone\n end\n end\n else\n start sound [KickShell v]\n go to [front v] layer\n point in direction (-90)\n set rotation style [all around v]\n set [type v] to [flip]\n set [costume v] to [2]\n change [score v] by (100)\n set [speed y v] to [14]\n set [speed x v] to (([direction v] of [mario v]) / (45))\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n end\n else\n start sound [KickShell v]\n go to [front v] layer\n point in direction (-90)\n set rotation style [all around v]\n set [type v] to [flip]\n change [score v] by (100)\n set [speed y v] to [14]\n set [speed x v] to (([direction v] of [mario v]) / (45))\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n end\n else\n go to [front v] layer\n start sound [KickShell v]\n point in direction (-90)\n set rotation style [all around v]\n set [type v] to [flip]\n change [score v] by (100)\n set [speed y v] to [14]\n set [speed x v] to (([direction v] of [mario v]) / (45))\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n end\n else\n start sound [KickShell v]\n go to [front v] layer\n point in direction (-90)\n set rotation style [all around v]\n set [type v] to [flip]\n change [score v] by (100)\n set [speed y v] to [14]\n set [speed x v] to (([direction v] of [mario v]) / (45))\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nset rotation style [left-right v]\n\ndefine check around player at x: (x) y: (y)\nget tile at x: (x) y: (y)\nif <(tile) = [24]> then\n start sound [Coin v]\n replace item (tile index) of [tile grid v] with [2]\n change [coins v] by (1)\n change [score v] by (200)\nend\n\ndefine Tick - Spiny Shell\nif <(flipped shell?) = [1]> then\n point in direction (-90)\n set rotation style [all around v]\nelse\n point in direction (90)\nend\nchange [speed y v] by (-1)\nmove sprite y\nif <(frame) < [3]> then\n set [costume v] to [61]\n change [frame v] by (1)\n stop [this script v]\nend\nif <(frame) = [3]> then\n if <not <touching (mario v)?>> then\n stop [this script v]\n end\n if <(flipped shell?) = [1]> then\n point in direction (-90)\n set rotation style [all around v]\n else\n if <([x v] of [mario v]) < (x)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set rotation style [left-right v]\n end\n if <([x v] of [mario v]) < (x)> then\n set [assigned direction v] to [90]\n else\n set [assigned direction v] to [-90]\n end\n start sound [KickShell v]\n set [visible v] to [2]\nend\nchange [frame v] by (0.4)\nset [speed x v] to ((assigned direction) / (9))\nmove sprite x\nset [costume v] to ((62) + ([floor v] of ((frame) mod (3)) ))\npaint sprite\nif <<touching (mario v)?> and <(frame) > [5]>> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n set [frame v] to [0]\n set [bounce player v] to [5]\n set [visible v] to [1]\n else\n broadcast (mario - hurt v)\n end\nend\nCheck Flip\ncheck around player at x: (x) y: (y)\n\ndefine Tick - Buzzy Beetle\nchange [speed y v] by (-1)\nmove sprite y\nif <(direction) > [0]> then\n if <(speed x) < [1]> then\n change [speed x v] by (0.1)\n end\nelse\n if <(speed x) > [-1]> then\n change [speed x v] by (-0.1)\n end\nend\nmove sprite x\nchange [frame v] by (0.25)\nset [costume v] to ((65) + ([floor v] of ((frame) mod (2)) ))\npaint sprite\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n set [frame v] to [0]\n set [costume v] to [67]\n set [type v] to [Buzzy Beetle Shell]\n set [bounce player v] to [5]\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n change [score v] by (100)\n else\n broadcast (mario - hurt v)\n end\nend\nCheck Flip\n\ndefine Tick - Buzzy Beetle Shell\nif <(flipped shell?) = [1]> then\n point in direction (-90)\n set rotation style [all around v]\nelse\n point in direction (90)\nend\nchange [speed y v] by (-1)\nmove sprite y\nif <(frame) < [3]> then\n set [costume v] to [67]\n change [frame v] by (1)\n stop [this script v]\nend\nif <(frame) = [3]> then\n if <not <touching (mario v)?>> then\n stop [this script v]\n end\n if <(flipped shell?) = [1]> then\n point in direction (-90)\n set rotation style [all around v]\n else\n if <([x v] of [mario v]) < (x)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set rotation style [left-right v]\n end\n if <([x v] of [mario v]) < (x)> then\n set [assigned direction v] to [90]\n else\n set [assigned direction v] to [-90]\n end\n start sound [KickShell v]\n set [visible v] to [2]\nend\nchange [frame v] by (0.4)\nset [speed x v] to ((assigned direction) / (9))\nmove sprite x\nset [costume v] to ((68) + ([floor v] of ((frame) mod (3)) ))\npaint sprite\nif <<touching (mario v)?> and <(frame) > [5]>> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n set [frame v] to [0]\n set [bounce player v] to [5]\n set [visible v] to [1]\n else\n broadcast (mario - hurt v)\n end\nend\nCheck Flip\ncheck around player at x: (x) y: (y)\n\nwhen I start as a clone\nset [flipped shell? v] to [0]\n\ndefine bump\nif <(visible) = [2]> then\n get tile at x: ((x) + ((width) + (8))) y: ((y) - (12))\n if <(tile) = [20]> then\n set [enemy bump index v] to (tile index)\n end\n if <(tile) = [149]> then\n set [enemy bump index v] to (tile index)\n end\n get tile at x: ((x) - ((width) + (8))) y: ((y) - (12))\n if <(tile) = [20]> then\n set [enemy bump index v] to (tile index)\n end\n if <(tile) = [149]> then\n set [enemy bump index v] to (tile index)\n end\nend\n\nwhen I receive [check controls v]\nif < (type) contains [shell]?> then\n bump\nend\n\nwhen I receive [level - start game loop v]\nif <<not <(type) = [life]>> and <not <(type) = [Hammer Suit]>>> then\n set [frame v] to [0]\nelse\n set [frame v] to [-1]\nend\nset [bump index v] to []\nset [enemy bump index v] to []\n\ndefine Tick - Boo\nif <(x) > ([x v] of [mario v])> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nif <([direction v] of [mario v]) = (direction)> then\n set [costume v] to [71]\nelse\n set [costume v] to [72]\n if <(x) > ([x v] of [mario v])> then\n change [x v] by (-1.5)\n else\n change [x v] by (1.5)\n end\n move sprite x\n if <(y) > ([y v] of [mario v])> then\n change [y v] by (-1.5)\n else\n change [y v] by (1.5)\n end\n move sprite y\nend\nif <touching (mario v)?> then\n broadcast (mario - hurt v)\nend\n\nwhen I receive [position tiles v]\nif <(type) = [Life]> then\n if <(FREEZE PARTICLES) = [1]> then\n if <(frame) = [-1]> then\n go to [back v] layer\n end\n end\nend\n\ndefine Tick - Boom Boom\nset [boss? v] to [1]\nchange [speed y v] by (-1)\nmove sprite y\nif <(tick) < [1]> then\n change [frame v] by (0.35)\n set [costume v] to ((73) + (([floor v] of (frame) ) mod (4)))\n if <([x v] of [mario v]) > (x)> then\n set [speed x v] to [4]\n else\n set [speed x v] to [-4]\n end\n move sprite x\n if <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n point in direction (90)\n set [bounce player v] to [5]\n change [boom boom hits v] by (1)\n set [tick v] to [1]\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add ((y) + (16)) to [particles v]\n change [score v] by (100)\n else\n broadcast (mario - hurt v)\n end\n end\nend\nif <<not <(tick) < [1]>> and <(tick) < [20]>> then\n change [tick v] by (1)\n change [frame v] by (1)\n set [costume v] to ((77) + (([floor v] of (frame) ) mod (4)))\n if <(tick) > [18]> then\n if <(boom boom hits) < [3]> then\n set [frame v] to [0.1]\n else\n set [boss? v] to [0]\n set [costume v] to [77]\n set [frame v] to [0]\n Flip\n stop [this script v]\n end\n end\nend\nif <<<not <(tick) < [20]>> and <(tick) > [19]>> and <not <(tick) > [49]>>> then\n change [frame v] by (0.27)\n set [costume v] to ((81) + (([floor v] of (frame) ) mod (2)))\nend\nif <<<(tick) > [19]> and <(costume) = [82]>> and <not <(tick) > [49]>>> then\n set [tick v] to [50]\nend\nif <(tick) > [49]> then\n change [tick v] by (1)\n if <(tick) > [69]> then\n set [speed y v] to [10]\n set [tick v] to [0]\n end\nend\nif <<(costume) = [81]> or <(costume) = [82]>> then\n if <touching (mario v)?> then\n broadcast (mario - hurt v)\n end\nend\n\nwhen I receive [level - start game loop v]\nset [boom boom hits v] to [0]\n\nwhen I receive [mario - lose life v]\nset [shake v] to [0]\n\nwhen I receive [green flag v]\nset size to (200) %\nhide\nset [visible v] to []\nset [type v] to []\nset [speed x v] to [0]\nset [speed y v] to [0]\n\ndefine Tick - Hammer Bro\nchange [tick v] by (1)\nchange [frame v] by (0.2)\nset [costume v] to ((49) + ([floor v] of ((frame) mod (2)) ))\nchange [speed y v] by (-1)\nif <(falling) < [2]> then\n if <(tick) > [85]> then\n if <(pick random (1) to (2)) = [1]> then\n get tile at x: (x) y: ((y) - ((height) * (2)))\n if <<<<<(tile) = [9]> or <(tile) = [10]>> or <(tile) = [20]>> or <<(tile) = [32]> or <(tile shape) = [=]>>> or <(tile) = [149]>> then\n set [hammer bro jumping? v] to [1]\n set [drop v] to [1]\n set [speed y v] to [5]\n else\n set [drop v] to [0]\n end\n else\n set [hammer bro jumping? v] to [1]\n set [speed y v] to [18]\n end\n set [tick v] to [0]\n end\nend\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n set [frame v] to [0]\n set [bounce player v] to [5]\n Flip\n stop [this script v]\n else\n broadcast (mario - hurt v)\n end\nend\nif <(x) > ([x v] of [mario v])> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nif <not <(hammer bro jumping?) = [1]>> then\n change [speed x v] by (pick random (-0.25) to (0.25))\nend\nif <(hammer bro jumping?) = [1]> then\n set [speed x v] to [0]\nend\nif <(tick) = [50]> then\n add [Hammer] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\nend\nmove sprite x\nmove sprite y\nget tile at x: (x) y: ((y) - ((height) * (2)))\nif <(tile shape) = []> then\n set [drop v] to [0]\nend\nCheck Flip\n\nwhen I receive [level - start game loop v]\nset [drop v] to [0]\n\nwhen I receive [level - start game loop - respawn v]\nset [drop v] to [0]\n\ndefine Tick - Lakitu\nset [frame v] to [1]\nchange [tick v] by (1)\nif <([x v] of [mario v]) > (x)> then\n if <(speed x) < [12]> then\n change [speed x v] by (0.5)\n end\nelse\n if <(speed x) > [-12]> then\n change [speed x v] by (-0.5)\n end\nend\nmove sprite x\nif <touching (mario v)?> then\n if <([bop y v] of [mario v]) > []> then\n start sound [Stomped v]\n set [frame v] to [0]\n set [bounce player v] to [5]\n Flip\n stop [this script v]\n else\n broadcast (mario - hurt v)\n end\nend\nif <(tick) < [49]> then\n set [costume v] to [83]\nelse\n set [costume v] to [84]\nend\nif <(tick) > [59]> then\n add [spiny egg] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n set [tick v] to [0]\nend\n\ndefine Tick - Hammer Suit\nif <(frame) > [-1]> then\n change [frame v] by (1)\nend\nif <(frame) < [16]> then\n go to [back v] layer\n stop [this script v]\nend\nif <([player action v] of [mario v]) = [lose life]> then\n go to [back v] layer\n stop [this script v]\nend\nif <(frame) < [48]> then\n if <(frame) = [24]> then\n show\n go [forward v] (LAYERS - BACKGROUND) layers\n start sound [ItemSprout v]\n end\n set [visible v] to [1]\n change [y v] by (1)\nelse\n if <<touching (mario v)?> and <(frame) > [32]>> then\n start sound [Power Up v]\n change [score v] by (1000)\n broadcast (Collect Hammer Suit v)\n delete this clone\n end\n go to [front v] layer\n change [speed y v] by (-1)\n move sprite y\n if <(direction) > [0]> then\n if <(speed x) < [3]> then\n change [speed x v] by (1)\n end\n else\n if <(speed x) > [-3]> then\n change [speed x v] by (-1)\n end\n end\n move sprite x\n if <(falling) < [2]> then\n set [speed y v] to [15]\n end\nend\n\nwhen I receive [enemy kill check v]\nif <touching (particles v)?> then\n if <not <(type) = [flip]>> then\n Flip\n start sound [Kick1 v]\n end\nend\n\ndefine Tick - Fire Flower\nchange [frame v] by (1)\nif <(frame) < [16]> then\n go to [back v] layer\n hide\n stop [this script v]\nend\nif <([player action v] of [mario v]) = [lose life]> then\n go to [back v] layer\n hide\n stop [this script v]\nend\nif <(frame) < [48]> then\n if <(frame) = [24]> then\n show\n go [forward v] (LAYERS - BACKGROUND) layers\n start sound [ItemSprout v]\n end\n set [visible v] to [1]\n change [y v] by (1)\nelse\n if <<touching (mario v)?> and <(frame) > [32]>> then\n start sound [Just What I Needed v]\n start sound [Power Up v]\n change [score v] by (1000)\n broadcast (Collect Fire Flower v)\n delete this clone\n end\n go to [front v] layer\n change [speed y v] by (-1)\n move sprite y\nend\n\nwhen I receive [level - start game loop v]\nif <<<<(type) = [Life]> or <(type) = [Hammer Suit]>> or <(type) = [Fire Flower]>> or <(type) = [Leaf]>> then\n set [frame v] to [-1]\nend\n\nwhen I receive [level - start game loop - respawn v]\nif <<<<(type) = [Life]> or <(type) = [Hammer Suit]>> or <(type) = [Fire Flower]>> or <(type) = [Leaf]>> then\n set [frame v] to [-1]\nend\n\nwhen I receive [mario - fireball v]\nif <(type) = []> then\n set [type v] to [Fireball]\n create clone of (_myself_ v)\n set [type v] to []\nend\n\nwhen I receive [mario - hammer v]\nif <(type) = []> then\n set [type v] to [Hammer]\n create clone of (_myself_ v)\n set [type v] to []\nend\n\ndefine Tick - Fireball\nchange [frame v] by (1)\nif <(frame) > [2]> then\n turn right (90) degrees\n set [frame v] to [0]\nend\nmove sprite x\nif <(speed x) = [0]> then\n add [explosion] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n delete clone\nend\nif <([abs v] of ((x) - (CAMERA X)) ) > [240]> then\n delete clone\nend\nif <(speed y) > [-12]> then\n change [speed y v] by (-1.5)\nend\nif <(falling) = [0]> then\n set [speed y v] to [11]\nend\nmove sprite y\n\ndefine delete clone\nif <(type) = [Fireball]> then\n change [fireballs v] by (-1)\nend\ndelete this clone\n\nwhen I receive [level - start game loop v]\nset [fireballs v] to [0]\n\nwhen I receive [level - start game loop - respawn v]\nset [fireballs v] to [0]\n\ndefine Tick - Hammer\nset rotation style [all around v]\nif <(speed x) > [0]> then\n turn right (30) degrees\nelse\n turn left (30) degrees\nend\nmove sprite x\nif <(speed y) > [-20]> then\n change [speed y v] by (-1.5)\nend\nmove sprite y\n\nwhen I receive [hide fireballs v]\nif <(type) = [Fireball]> then\n hide\n stop [this script v]\nend\nif <(visible) > [0]> then\n show\nend\n\nwhen I receive [check fireballs v]\nif <(type) = [Fireball]> then\n show\n if <touching (enemy v)?> then\n delete clone\n end\n hide\nend\n\ndefine Tick Life\nif <(frame) > [-1]> then\n change [frame v] by (1)\nend\nif <(frame) < [16]> then\n go to [back v] layer\n hide\n stop [this script v]\nend\nif <([player action v] of [mario v]) = [lose life]> then\n go to [back v] layer\n hide\n stop [this script v]\nend\nif <(frame) < [48]> then\n if <(frame) = [24]> then\n show\n go [forward v] (LAYERS - BACKGROUND) layers\n start sound [ItemSprout v]\n end\n set [visible v] to [1]\n change [y v] by (1)\nelse\n if <<touching (mario v)?> and <(frame) > [32]>> then\n start sound [Just What I Needed v]\n start sound [Power Up v]\n change [score v] by (1000)\n broadcast (Collect Mushroom v)\n delete this clone\n end\n go to [front v] layer\n change [speed y v] by (-1)\n move sprite y\n if <(direction) > [0]> then\n if <(speed x) < [3]> then\n change [speed x v] by (1)\n end\n else\n if <(speed x) > [-3]> then\n change [speed x v] by (-1)\n end\n end\n move sprite x\n Check Life Bump\nend\n\n@Editor\n\ndefine generate level\nif <(BACKDROP ANSWER) = [1]> then\n set [backdrop v] to [1]\nelse\n if <(BACKDROP ANSWER) = [2]> then\n set [backdrop v] to [2]\n else\n if <(BACKDROP ANSWER) = [3]> then\n set [backdrop v] to [3]\n else\n if <(BACKDROP ANSWER) = [4]> then\n set [backdrop v] to [4]\n else\n if <(BACKDROP ANSWER) = [5]> then\n set [backdrop v] to [6]\n else\n if <(BACKDROP ANSWER) = [6]> then\n set [backdrop v] to [5]\n else\n if <(BACKDROP ANSWER) = [7]> then\n set [backdrop v] to [5]\n else\n if <(BACKDROP ANSWER) = [8]> then\n set [backdrop v] to [7]\n end\n end\n end\n end\n end\n end\n end\nend\ndelete all of [tile grid v]\ndelete all of [object idx v]\ndelete all of [object type v]\nset [autoscroll v] to [1]\nadd wall column\nrepeat ((GRID WIDTH) - (2))\n add boxed column\nend\nadd wall column\n\ndefine add wall column\nrepeat (GRID HEIGHT)\n add [10] to [tile grid v]\nend\n\ndefine add boxed column\nif <(BACKDROP ANSWER) = [1]> then\n add [7] to [tile grid v]\nelse\n if <(BACKDROP ANSWER) = [2]> then\n add [59] to [tile grid v]\n else\n if <(BACKDROP ANSWER) = [3]> then\n add [89] to [tile grid v]\n else\n if <(BACKDROP ANSWER) = [4]> then\n add [106] to [tile grid v]\n else\n if <(BACKDROP ANSWER) = [5]> then\n add [106] to [tile grid v]\n else\n if <(BACKDROP ANSWER) = [6]> then\n add [131] to [tile grid v]\n else\n if <(BACKDROP ANSWER) = [7]> then\n add [132] to [tile grid v]\n else\n if <(BACKDROP ANSWER) = [8]> then\n add [2] to [tile grid v]\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat ((GRID HEIGHT) - (2))\n add [2] to [tile grid v]\nend\nadd [10] to [tile grid v]\n\nwhen I receive [generate level v]\nset [editor v] to [0]\nset [level # v] to [1]\ndelete all of [tile grid v]\nbroadcast (LEVEL - Load v) and wait\nbroadcast (load backdrop v)\nset [brush v] to [0]\nset [chosen brush v] to [10]\nif <(length of [tile grid v]) = [0]> then\n set [backdrop v] to [1]\n set [grid width v] to [100]\n set [grid height v] to [40]\n generate level\nend\n\nwhen I receive [move player v]\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nget tile at x: ((mouse x) + (CAMERA X)) y: ((mouse y) + (CAMERA Y))\nif <not <mouse down?>> then\n set [brush v] to [0]\n delete all of [edited indexes v]\n stop [this script v]\nend\nif <(item (chosen brush) of [tile keymap v]) = [9]> then\n Paint Entity\n stop [this script v]\nend\nPaint Tile\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nset [tile v] to (item (tile index) of [tile grid v])\n\ndefine next brush (key)\nrepeat (length of [tile keymap v])\n if <(chosen brush) < (length of [tile keymap v])> then\n change [chosen brush v] by (1)\n else\n set [chosen brush v] to [1]\n end\n if <(item (chosen brush) of [tile keymap v]) = (key)> then\n set [tile group v] to (item (chosen brush) of [tile groups v])\n if <<(auto) < [1]> or <(tile group) = []>> then\n stop [this script v]\n end\n if <(item # of (tile group) in [tile groups v]) = (chosen brush)> then\n stop [this script v]\n end\n end\nend\n\nwhen [3 v] key pressed\nnext brush [3]\n\nwhen [e v] key pressed\nset [object item # v] to (item # of (tile index) in [object idx v])\nif <not <(tile) = [2]>> then\n if <not <(object item #) > [0]>> then\n set [chosen brush v] to (tile)\n end\nend\nif <(object item #) > [0]> then\n set [chosen brush v] to (item (object item #) of [object type v])\nend\n\nwhen [l v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask (join [Enter Level Number \(Current ] (join (LEVEL #) [\)])) and wait\nif <(round (answer)) < [1]> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP!!! v) and wait\nbroadcast (LEVEL - Save v) and wait\nset [level # v] to (round (answer))\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen [r v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask [Reset Level - Are you sure? \[Y|N\]] and wait\nif <not <(answer) = [Y]>> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP!!! v) and wait\nask (join [Enter Level Width \(Current ] (join (GRID WIDTH) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid width v] to (answer)\nend\nif <(GRID WIDTH) < [19]> then\n set [grid width v] to [20]\nend\nask (join [Enter Level Height \(Current ] (join (GRID HEIGHT) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid height v] to (answer)\nend\nask [Enter Theme Number \(Enter numbers 1-8, the themes include Ground, Mountain, Desert, Underground, Underground 2, Castle 1, Castle 2, Sky\).] and wait\nif <not <(answer) = []>> then\n set [backdrop answer v] to (answer)\nend\nif <<(answer) > [8]> or <(answer) < [1]>> then\n set [backdrop answer v] to [1]\nend\ngenerate level\nbroadcast (LEVEL - Done Loading... v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\ndefine Paint Entity\nif <(brush) > [0]> then\n stop [this script v]\nend\nset [brush v] to (chosen brush)\nset [found index v] to (item # of (tile index) in [object idx v])\nif <(found index) > [0]> then\n delete (found index) of [object idx v]\n delete (found index) of [object type v]\nelse\n add (tile index) to [object idx v]\n add (brush) to [object type v]\nend\nbroadcast (ENTITY - clear v)\nbroadcast (ENTITY - setup v)\n\ndefine Paint Tile\nif <(brush) = [0]> then\n if <(tile) = (chosen brush)> then\n set [brush v] to [2]\n else\n set [brush v] to (chosen brush)\n if <(auto) > [0]> then\n set [tile group v] to (item (chosen brush) of [tile groups v])\n if <(tile group) > [0]> then\n if <(tile group) = (item (tile) of [tile groups v])> then\n set [brush v] to [2]\n end\n end\n end\n end\nend\nif <(brush) = [28]> then\n set [found index v] to (item # of (brush) in [tile grid v])\n replace item (found index) of [tile grid v] with [2]\nend\nreplace item (tile index) of [tile grid v] with (brush)\nif <(auto) > [0]> then\n if <not <[edited indexes v] contains (tile index)?>> then\n add (tile index) to [edited indexes v]\n end\n Fix costume at (tile index)\n Fix costume at ((tile index) + (1))\n Fix costume at ((tile index) + (GRID HEIGHT))\n Fix costume at ((tile index) - (1))\n Fix costume at ((tile index) - (GRID HEIGHT))\nend\n\ndefine Fix costume at (idx)\nif <key (space v) pressed?> then\n if <not <[edited indexes v] contains (idx)?>> then\n stop [this script v]\n end\nend\nset [tile v] to (item (idx) of [tile grid v])\nif <(item (tile) of [tile recipes v]) = []> then\n stop [this script v]\nend\nset [tile group v] to (item (tile) of [tile groups v])\nif <(tile group) < [1]> then\n stop [this script v]\nend\nset [recipe v] to []\nBuild recipe ((idx) + (1))\nBuild recipe ((idx) + (GRID HEIGHT))\nBuild recipe ((idx) - (1))\nBuild recipe ((idx) - (GRID HEIGHT))\nset [tile v] to [1]\nrepeat (length of [tile groups v])\n if <(item (tile) of [tile groups v]) = (tile group)> then\n if < (item (tile) of [tile recipes v]) contains (recipe)?> then\n replace item (idx) of [tile grid v] with (tile)\n stop [this script v]\n end\n end\n change [tile v] by (1)\nend\n\ndefine Build recipe (edge index)\nif <key (space v) pressed?> then\n if <not <[edited indexes v] contains (edge index)?>> then\n set [recipe v] to (join (recipe) [0])\n stop [this script v]\n end\nend\nset [edge tile v] to (item (edge index) of [tile grid v])\nif <(tile group) = (item (edge tile) of [tile groups v])> then\n set [recipe v] to (join (recipe) [1])\nelse\n set [recipe v] to (join (recipe) [0])\nend\n\nwhen flag clicked\nhide variable [level # v]\nhide variable [auto v]\n\nwhen [b v] key pressed\nif <(EDITOR) = [1]> then\n change [backdrop v] by (1)\n if <(BACKDROP) > [7]> then\n set [backdrop v] to [1]\n end\n broadcast (load backdrop v)\nend\n\nwhen [1 v] key pressed\nnext brush [1]\n\nwhen [2 v] key pressed\nnext brush [2]\n\nwhen [4 v] key pressed\nnext brush [4]\n\nwhen [5 v] key pressed\nnext brush [5]\n\nwhen [9 v] key pressed\nnext brush [9]\n\nwhen [0 v] key pressed\nif <not <(timer) > (stop sign detector)>> then\n stop all sounds\n if <(EDITOR) > [0]> then\n broadcast (LEVEL - STOP!!! v) and wait\n broadcast (LEVEL - Save v) and wait\n set [editor v] to [0]\n set [coins v] to [0]\n hide variable [autoscroll v]\n broadcast (LEVEL - Done Loading... v) and wait\n broadcast (LEVEL - Start Game Loop v)\n else\n broadcast (LEVEL - STOP!!! v) and wait\n set [editor v] to [1]\n set [coins v] to [0]\n show variable [autoscroll v]\n broadcast (LEVEL - Load v) and wait\n broadcast (LEVEL - Start Game Loop v)\n end\nend\n\nwhen flag clicked\nset [backdrop answer v] to [1]\n\nwhen I receive [level - start game loop v]\nset [coins v] to [0]\n\nwhen [c v] key pressed\nif <(EDITOR) = [1]> then\n change [autoscroll v] by (1)\n if <(AUTOSCROLL) > [17]> then\n set [autoscroll v] to [1]\n end\nend\n\nwhen [8 v] key pressed\nnext brush [8]\n\nwhen [p v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nif <(MARIO) = [Mini]> then\n set [mario v] to [Mario]\nelse\n if <(MARIO) = [Mario]> then\n set [mario v] to [Hammer]\n else\n if <(MARIO) = [Hammer]> then\n set [mario v] to [Fire]\n else\n set [mario v] to [Mini]\n end\n end\nend\n\nwhen [v v] key pressed\nif <(EDITOR) = [1]> then\n ask (join [Enter timer count \(Current ] (join (SAVE TIME) [\)])) and wait\n if <not <[499] > (SAVE TIME)>> then\n set [save time v] to (answer)\n else\n set [save time v] to [500]\n end\nend\n\n@Sounds\n\nwhen I receive [level - start game loop v]\nmusic\n\nwhen I receive [level - start game loop - respawn v]\nmusic\n\ndefine music\nset volume to (100) %\nstop [other scripts in sprite v]\nforever\n if <(EDITOR) < [1]> then\n if <(BOSS?) < [1]> then\n if <(BACKDROP) < [2]> then\n play sound [Music L1 v] until done\n end\n if <(BACKDROP) = [2]> then\n play sound [Music L2 v] until done\n end\n if <(BACKDROP) = [3]> then\n play sound [Music L1 v] until done\n end\n if <(BACKDROP) = [4]> then\n play sound [Music L3 v] until done\n end\n if <(BACKDROP) = [5]> then\n play sound [Music L4 v] until done\n end\n if <(BACKDROP) = [6]> then\n play sound [Music L3 v] until done\n end\n if <(BACKDROP) = [7]> then\n play sound [Music L2 v] until done\n end\n else\n play sound [Boss Music v] until done\n end\n else\n play sound [152 - Ground \(Maker\) \[Super Mario Bros v] until done\n end\nend\n\nwhen I receive [mario - lose life v]\nstop [other scripts in sprite v]\n\nwhen I receive [level - stop!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [mario - level complete v]\nstop [other scripts in sprite v]\n\nwhen I receive [p switch v]\nstop [other scripts in sprite v]\n\nwhen I receive [music v]\nmusic\n\nwhen I receive [mario - fall off cliff v]\nstop [other scripts in sprite v]\n\nwhen I receive [move player v]\nif <(BOSS?) = [1]> then\n if <(PLAYING BOSS MUSIC?) = [0]> then\n stop [other scripts in sprite v]\n set [playing boss music? v] to [1]\n broadcast (Music v)\n end\nelse\n if <(PLAYING BOSS MUSIC?) = [1]> then\n stop [other scripts in sprite v]\n set [playing boss music? v] to [0]\n broadcast (Music v)\n end\nend\n\n\n\n@particles\n\nwhen I start as a clone\npoint in direction (90)\nhide\nset [frame v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nif <(type) = [coin]> then\n start sound [Coin v]\n set [speed y v] to [12]\nend\nif <(type) = [brick]> then\n set [speed y v] to [12]\nend\nif < (type) contains [hammer]?> then\n set [speed y v] to [15]\nend\nif <(type) = [spiny egg]> then\n set [speed y v] to [10]\nend\nif <(type) = [bullet]> then\n set [frame v] to [1]\n set rotation style [left-right v]\n if <(x) > ([x v] of [mario v])> then\n set [root direction v] to [1]\n point in direction (-90)\n get tile at x: ((x) - (24)) y: ((y) - (12))\n if <(tile shape) = [#]> then\n delete this clone\n end\n else\n set [root direction v] to [2]\n point in direction (90)\n get tile at x: ((x) + (24)) y: ((y) - (12))\n if <(tile shape) = [#]> then\n delete this clone\n end\n end\nend\nif <(type) = [hammer]> then\n set [frame v] to [1]\n set rotation style [all around v]\n if <(x) > ([x v] of [mario v])> then\n set [root direction v] to [1]\n point in direction (-90)\n else\n set [root direction v] to [2]\n point in direction (90)\n end\nend\nif <(type) = [spiny egg]> then\n set [width v] to [16]\n set [height v] to [16]\n if <(pick random (1) to (2)) = [1]> then\n set [speed x v] to [3]\n else\n set [speed x v] to [-3]\n end\nend\nif <(type) = [spiny]> then\n set [width v] to [16]\n set [height v] to [16]\n go to [front v] layer\nend\nif <(type) = [HammerMario]> then\n set [visible v] to [2]\n set [frame v] to [1]\n set rotation style [all around v]\n if <([direction v] of [mario v]) = [-90]> then\n set [root direction v] to [1]\n point in direction (-90)\n else\n set [root direction v] to [2]\n point in direction (90)\n end\nend\n\nif <(COINS) > [99]> then\n start sound [1up v]\n set [coins v] to [0]\nend\n\nwhen I receive [position tiles v]\nif <(FREEZE PARTICLES) = [0]> then\n show\n switch costume to (blank v)\nend\nif <(frame) = []> then\n go to [back v] layer\n go [forward v] (8) layers\n Spawn Particles\n stop [this script v]\nend\nif <(type) = [coin]> then\n if <(EDITOR) = [1]> then\n delete this clone\n end\n Tick - Coin\n stop [this script v]\nend\nif < (type) contains [score]?> then\n if <(EDITOR) = [1]> then\n delete this clone\n end\n go to [front v] layer\n Tick - Score\n stop [this script v]\nend\nif < (type) contains [brick]?> then\n if <(EDITOR) = [1]> then\n delete this clone\n end\n go to [front v] layer\n Tick - Break\n stop [this script v]\nend\nif < (type) contains [bullet]?> then\n if <(EDITOR) = [1]> then\n delete this clone\n end\n Tick - Bullet Bill\n stop [this script v]\nend\nif <(type) = [hammer]> then\n if <(EDITOR) = [1]> then\n delete this clone\n end\n Tick - Hammer\n stop [this script v]\nend\nif < (type) contains [explosion]?> then\n if <(EDITOR) = [1]> then\n delete this clone\n end\n Tick - Explosion\n stop [this script v]\nend\nif < (type) contains [spiny egg]?> then\n if <(EDITOR) = [1]> then\n delete this clone\n end\n Tick - Spiny Egg\n stop [this script v]\nend\nif < (type) contains [spiny]?> then\n if <(EDITOR) = [1]> then\n delete this clone\n end\n Tick - Spiny\n stop [this script v]\nend\nif <(type) = [HammerMario]> then\n Tick - HammerMario\nend\nTick - Smoke\n\ndefine Tick - Smoke\nshow\ngo to [front v] layer\nif <not <(frame) < [3]>> then\n delete this clone\nend\nPosition with Costume ([floor v] of (frame) )\nchange [frame v] by (0.4)\n\ndefine Spawn Particles\nset [root direction v] to []\nrepeat until <(length of [particles v]) = [0]>\n set [type v] to (item (1) of [particles v])\n set [x v] to (item (2) of [particles v])\n set [y v] to (item (3) of [particles v])\n if <(type) = [brick]> then\n set [root direction v] to [1]\n create clone of (_myself_ v)\n set [root direction v] to [2]\n create clone of (_myself_ v)\n set [root direction v] to [3]\n create clone of (_myself_ v)\n set [root direction v] to [4]\n create clone of (_myself_ v)\n else\n create clone of (_myself_ v)\n end\n repeat (3)\n delete (1) of [particles v]\n end\nend\n\ndefine Tick - Coin\nchange [speed y v] by (-1)\nif <(speed y) < [-13]> then\n delete this clone\nend\nchange [y v] by (speed y)\nPosition with Costume ((3) + (([floor v] of (frame) ) mod (4)))\nchange [frame v] by (0.5)\n\ndefine Position with Costume (costume)\nshow\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: (((y) - (CAMERA Y)) + (SHAKE))\nswitch costume to (costume)\n\ndefine Tick - Score\npoint in direction (90)\nchange [y v] by (2)\nPosition with Costume [Score 100]\nchange [frame v] by (2)\nif <(frame) > [50]> then\n delete this clone\nend\n\ndefine Tick - Break\nif <(root direction) = [1]> then\n set [speed x v] to [1.5]\n change [tick v] by (1)\n if <(tick) = [2]> then\n turn right (180) degrees\n set [tick v] to [0]\n end\nelse\n if <(root direction) = [2]> then\n set [speed x v] to [-1.5]\n change [tick v] by (1)\n if <(tick) = [2]> then\n turn left (180) degrees\n set [tick v] to [0]\n end\n else\n if <(root direction) = [3]> then\n set [speed x v] to [3]\n change [tick v] by (1)\n if <(tick) = [2]> then\n turn right (180) degrees\n set [tick v] to [0]\n end\n else\n set [speed x v] to [-3]\n change [tick v] by (1)\n if <(tick) = [2]> then\n turn left (180) degrees\n set [tick v] to [0]\n end\n end\n end\nend\nchange [speed y v] by (-1)\nchange [x v] by (speed x)\nchange [y v] by (speed y)\nPosition with Costume [9]\nif <(y) < [0]> then\n delete this clone\nend\n\nwhen I receive [level - start game loop v]\nset [tick v] to [0]\n\nwhen I receive [level - start game loop - respawn v]\nset [tick v] to [0]\n\nwhen flag clicked\nset [type v] to []\n\ndefine Tick - Bullet Bill\nif <(FREEZE PARTICLES) = [0]> then\n if <not <([player action v] of [mario v]) = [lose life]>> then\n if <(frame) > [8]> then\n go to [front v] layer\n else\n if <not <(frame) = [0]>> then\n go to [back v] layer\n go [forward v] (LAYERS - BACKGROUND) layers\n change [frame v] by (1)\n end\n end\n if <(frame) = [7]> then\n start sound [SMA4-BulletBill v]\n end\n end\n if <[300] < ([abs v] of ((x) - (CAMERA X)) )> then\n delete this clone\n end\n Position with Costume (type)\n if <not <(frame) = [0]>> then\n if <not <([player action v] of [mario v]) = [lose life]>> then\n set [speed y v] to [0]\n if <(root direction) = [1]> then\n set [speed x v] to [-4]\n else\n set [speed x v] to [4]\n end\n change [x v] by (speed x)\n if <touching (mario v)?> then\n if <([y v] of [mario v]) > (y)> then\n if <([falling v] of [mario v]) > [2]> then\n set [frame v] to [0]\n start sound [Stomped v]\n set [bounce player v] to [5]\n add [Score 100] to [particles v]\n add (x) to [particles v]\n add ((y) + (16)) to [particles v]\n change [score v] by (100)\n end\n else\n broadcast (mario - hurt v)\n end\n end\n end\n end\n if <(frame) = [0]> then\n if <(y) < [0]> then\n delete this clone\n else\n if <(root direction) = [1]> then\n set [speed x v] to [-2]\n else\n set [speed x v] to [2]\n end\n change [speed y v] by (-1)\n change [x v] by (speed x)\n change [y v] by (speed y)\n end\n end\nend\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\nwhen I receive [mario - lose life v]\nif <<<(type) = [bullet]> or <(type) = [hammer]>> or <(type) = [spiny egg]>> then\n set [speed x v] to [0]\n set [speed y v] to [0]\n stop [this script v]\nend\nif < (type) contains [bullet]?> then\n if <(EDITOR) = [1]> then\n delete this clone\n end\n Tick - Bullet Bill\n stop [this script v]\nend\n\nwhen I receive [green flag v]\nset [frame v] to []\nset size to (200) %\nforever\n hide\nend\n\ndefine Tick - Hammer\nif <not <(FREEZE PARTICLES) = [1]>> then\n go to [front v] layer\n change [speed y v] by (-1)\n change [y v] by (speed y)\n if <(root direction) = [1]> then\n turn left (30) degrees\n change [x v] by (-4)\n else\n turn right (30) degrees\n change [x v] by (4)\n end\n if <[300] < ([abs v] of ((y) - (CAMERA Y)) )> then\n delete this clone\n end\n Position with Costume [14]\n if <touching (mario v)?> then\n broadcast (mario - hurt v)\n end\nend\n\ndefine Tick - Explosion\nshow\ngo to [front v] layer\nif <not <(frame) < [4]>> then\n delete this clone\nend\nPosition with Costume ((15) + ([floor v] of ((frame) mod (4)) ))\nchange [frame v] by (0.4)\n\ndefine Tick - Spiny Egg\nif <not <(FREEZE PARTICLES) = [1]>> then\n Position with Costume [19]\n if <(speed y) < [20]> then\n change [speed y v] by (-1)\n end\n move sprite y\n show\n if <(falling) = [0]> then\n add [spiny] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n delete this clone\n end\n move sprite x\n if <(y) < [-50]> then\n delete this clone\n end\n if <touching (mario v)?> then\n broadcast (mario - hurt v)\n end\nend\n\ndefine Tick - Spiny\nif <not <(FREEZE PARTICLES) = [1]>> then\n Position with Costume [7]\n change [speed y v] by (-1)\n move sprite y\n if <(direction) > [0]> then\n if <(speed x) < [1]> then\n change [speed x v] by (0.1)\n end\n else\n if <(speed x) > [-1]> then\n change [speed x v] by (-0.1)\n end\n end\n move sprite x\n change [frame v] by (0.25)\n Position with Costume ((20) + ([floor v] of ((frame) mod (2)) ))\n if <touching (mario v)?> then\n broadcast (mario - hurt v)\n end\nend\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: (y) part: []\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\n fix collision at point x: ((x) + ((width) + (-TINY))) y: ((y) + (height)) part: []\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\n\ndefine fix collision at point x: (x) y: (y) part: (part)\nget tile at x: (x) y: (y)\nif <<(tile shape) = []> or <<(tile shape) = [IB]> or <(tile shape) = [Q]>>> then\n stop [this script v]\nend\nif <<(type) = [Podoboo]> or <(type) = [Boo]>> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nset [temp v] to (letter (1) of (tile shape))\nif <<(temp) = [\]> or <(temp) = [/]>> then\n set [m v] to ((1) / (letter (2) of (tile shape)))\n set [c v] to ((letter (3) of (tile shape)) * ((32) * (m)))\n if <(temp) = [\]> then\n set [m v] to ((0) - (m))\n set [c v] to ((32) - (c))\n end\n set [offset y v] to ((mod y) - (((mod x) * (m)) + (c)))\n if <not <(offset y) < [0]>> then\n stop [this script v]\n end\n if <(fix dy) < [0]> then\n change [y v] by ((0) - (offset y))\n set [solid v] to [10]\n stop [this script v]\n end\n if <<(fix dy) = [0]> and <<(fix dx) > [0]> = <(m) > [0]>>> then\n change [x v] by ((offset y) / (m))\n set [solid v] to [10]\n stop [this script v]\n end\nend\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\nend\nset [solid v] to [10]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\n add (tile index) to [stomp indexes v]\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((-TINY) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((-TINY) - (mod x))\nend\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nif <not <(type) = [boo]>> then\n fix collision in direction dx: [0] dy: [-1]\n if <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n if <(type) = [Boom Boom]> then\n point in direction ([direction v] of [mario v])\n else\n if <<not < (type) contains [shell]?>> and <not <(type) = [Hammer Bro]>>> then\n turn right (180) degrees\n else\n if < (type) contains [shell]?> then\n if <(assigned direction) = [90]> then\n set [assigned direction v] to [-90]\n else\n set [assigned direction v] to [90]\n end\n end\n end\n end\n end\n else\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.85))\n end\n end\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nif <<not <(type) = [Podoboo]>> or <not <(type) = [Boo]>>> then\n fix collision in direction dx: [0] dy: (speed y)\n check bounce at x: ((x) - ((width) / (2))) y: (((y) - (height)) - (8))\n check bounce at x: ((x) + ((width) / (2))) y: (((y) - (height)) - (8))\n check bounce at x: (x) y: (((y) - (height)) - (8))\nend\nif <(solid) > [0]> then\n if <(speed y) < [0]> then\n set [hammer bro jumping? v] to [0]\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\ndelete all of [particles v]\n\ndefine Tick - HammerMario\nif <not <(FREEZE PARTICLES) = [1]>> then\n set [frame v] to [0]\n go to [front v] layer\n change [speed y v] by (-1)\n change [y v] by (speed y)\n if <(root direction) = [1]> then\n turn left (45) degrees\n change [x v] by (-4)\n else\n turn right (45) degrees\n change [x v] by (4)\n end\n if <[300] < ([abs v] of ((y) - (CAMERA Y)) )> then\n delete this clone\n end\n Position with Costume [23]\n if <touching (enemy v)?> then\n broadcast (enemy kill check v)\n end\nend\n\nwhen I receive [level - start game loop v]\ndelete this clone\n\nwhen I receive [level - start game loop - respawn v]\ndelete this clone\n\nwhen flag clicked\nset [visible v] to [1]\n\n@Level Store\n\ndefine write value (value) delimiter (letter)\nset [encoded v] to (join (encoded) (join (value) (letter)))\n\ndefine save level (level #)\nset [encoded v] to []\nwrite value [1] delimiter [_]\nSave - Tile Grid\nSave - Objects\nSave - Backdrops\nrepeat ((level #) - (length of [level store v]))\n add [] to [level store v]\nend\nreplace item (level #) of [level store v] with (encoded)\n\ndefine load level (level #)\nset [encoded v] to (item (level #) of [level store v])\nset [read index v] to [1]\nread value\nif <not <(value) = [1]>> then\n stop [this script v]\nend\nLoad - Tile Grid\nLoad - Objects\nLoad - Backdrops\n\ndefine read letter\nset [letter v] to (letter (read index) of (encoded))\nchange [read index v] by (1)\n\ndefine read value\nset [value v] to []\nread letter\nrepeat until <<(letter) > [9]> or <(letter) = []>>\n set [value v] to (join (value) (letter))\n read letter\nend\n\nwhen I receive [level - save v]\nsave level (LEVEL #)\n\nwhen I receive [level - load v]\nload level (LEVEL #)\nbroadcast (LEVEL - Done Loading... v) and wait\n\ndefine Save - Tile Grid\nwrite value (GRID WIDTH) delimiter [_]\nwrite value (GRID HEIGHT) delimiter [_]\nset [tile index v] to [1]\nset [tile v] to (item (tile index) of [tile grid v])\nset [length v] to [0]\nrepeat (GRID HEIGHT)\n repeat (GRID WIDTH)\n if <<(length) < [26]> and <(tile) = (item (tile index) of [tile grid v])>> then\n change [length v] by (1)\n else\n if <(tile) = [2]> then\n set [tile v] to []\n end\n write value (tile) delimiter (item (length) of [a to z v])\n set [tile v] to (item (tile index) of [tile grid v])\n set [length v] to [1]\n end\n change [tile index v] by (GRID HEIGHT)\n end\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\nend\nwrite value (tile) delimiter (item (length) of [a to z v])\n\ndefine Load - Tile Grid\ndelete all of [tile grid v]\nread value\nset [grid width v] to (value)\nread value\nset [grid height v] to (value)\nrepeat ((GRID WIDTH) * (GRID HEIGHT))\n add [] to [tile grid v]\nend\nset [tile index v] to [1]\nrepeat until <(read index) > (length of (encoded))>\n read value\n if <(value) = []> then\n set [value v] to [2]\n end\n repeat (item # of (letter) in [a to z v])\n replace item (tile index) of [tile grid v] with (value)\n change [tile index v] by (GRID HEIGHT)\n if <(tile index) > ((GRID WIDTH) * (GRID HEIGHT))> then\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\n if <(tile index) > (GRID HEIGHT)> then\n stop [this script v]\n end\n end\n end\nend\n\ndefine Save - Objects\nset [row v] to [1]\nwrite value (length of [object idx v]) delimiter [_]\nrepeat (length of [object idx v])\n write value (item (row) of [object idx v]) delimiter [_]\n write value (item (row) of [object type v]) delimiter [_]\n change [row v] by (1)\nend\n\ndefine Load - Objects\ndelete all of [object idx v]\ndelete all of [object type v]\nread value\nrepeat (value)\n read value\n add (value) to [object idx v]\n read value\n add (value) to [object type v]\nend\n\ndefine Save - Backdrops\nwrite value (BACKDROP) delimiter [_]\nwrite value (AUTOSCROLL) delimiter [_]\n\ndefine Load - Backdrops\nread value\nset [backdrop v] to (value)\nread value\nset [autoscroll v] to (value)\n\nwhen [x v] key pressed\n\nwhen flag clicked\nshow list [level store v]\ndelete all of [level store v]\nwait (0.001) seconds\nadd [1_100_40_10a7z7z7z7t10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10bzzzt10z10z10z10w0_1_1_] to [level store v]\n\nwhen [n v] key pressed\nif <(EDITOR) = [1]> then\n ask [Enter level code.] and wait\n replace item (LEVEL #) of [level store v] with (answer)\n broadcast (LEVEL - Load v)\nend\n\nwhen [m v] key pressed\nbroadcast (LEVEL - Save v)\nif <(EDITOR) = [1]> then\n hide list [level store v]\n add [Press Ctrl + a + Ctrl + c] to [a to z v]\nend\n\nwhen flag clicked\nforever\n delete (Next.Level.) of [level store v]\nend\n\n@Backgrounds\n\nwhen I receive [load backdrop v]\nforever\n set [costume v] to (costume [number v])\n go to [back v] layer\n switch costume to (black v)\n set [screen x v] to ((x) - ((CAMERA X) / (2)))\n set x to (((screen x) mod ((sprite width) * (2))) - (sprite width))\n set y to (((244) - ((CAMERA Y) / (2))) + (SHAKE))\n switch costume to (costume)\nend\n\nwhen I receive [load backdrop v]\nset [layers - background v] to [2]\nshow\ngo to [back v] layer\nswitch costume to (size 100% v)\nset size to (200) %\nset costume\nset [x v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (sprite width)\n\nwhen I receive [load backdrop v]\ndelete this clone\n\nwhen I receive [next backdrop v]\ndelete this clone\n\nwhen I start as a clone\nif <(TITLE SCREEN) = [0]> then\n set costume\n forever\n set [costume v] to (costume [number v])\n go to [back v] layer\n switch costume to (black v)\n set [screen x v] to ((x) - ((CAMERA X) / (2)))\n set x to (((screen x) mod ((sprite width) * (2))) - (sprite width))\n set y to (((244) - ((CAMERA Y) / (2))) + (SHAKE))\n switch costume to (costume)\n end\nend\n\ndefine set costume\ngo to [back v] layer\nif <(BACKDROP) < [1]> then\n switch costume to (background-1-1 v)\nend\nif <(BACKDROP) = [1]> then\n switch costume to (background-1-1 v)\nend\nif <(BACKDROP) = [2]> then\n switch costume to (background-2-1 v)\nend\nif <(BACKDROP) = [3]> then\n switch costume to (background-3-1 v)\nend\nif <(BACKDROP) = [4]> then\n switch costume to (background-4-1 v)\nend\nif <(BACKDROP) = [5]> then\n switch costume to (background-5-1 v)\nend\nif <(BACKDROP) = [6]> then\n switch costume to (background-4-1 v)\nend\nif <(BACKDROP) = [7]> then\n switch costume to (background-7-1 v)\nend\n\nwhen I receive [green flag v]\nbroadcast (load backdrop v)\nset [sprite width v] to ((256) * ((size) / (100)))\nset [layers - background v] to [2]\nshow\ngo to [back v] layer\nswitch costume to (size 100% v)\nset size to (200) %\nset costume\nset [x v] to [0]\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (sprite width)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\nwait (0) seconds\nclear graphic effects\n\nwhen I receive [green flag v]\nset [title screen v] to [0]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide variable [coins v]\nforever\n go to [front v] layer\n switch costume to (thumbnail v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\nend\n\nwhen flag clicked\nhide variable [backdrop v]\nhide variable [autoscroll v]\nhide variable [time v]\nhide variable [coins v]\nforever\n set [stop sign detector v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (stop sign detector)\nhide variable [time v]\ngo to [front v] layer\nhide variable [autoscroll v]\nhide variable [coins v]\n\n@UI\n\nwhen [timer v] > (stop sign detector)\nhide\nhide variable [coins v]\nhide variable [score v]\nhide variable [level # v]\nhide variable [backdrop v]\nhide variable [auto v]\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nswitch costume to (display v)\nshow\nset size to (100) %\nforever\n set [stop sign detector v] to ((timer) + (0.001))\n if <(EDITOR) < [1]> then\n show\n hide variable [autoscroll v]\n show variable [coins v]\n show variable [time v]\n else\n hide\n show variable [autoscroll v]\n hide variable [coins v]\n hide variable [score v]\n hide variable [time v]\n end\nend\n\nwhen I receive [entity - setup v]\nset [time v] to (SAVE TIME)\nforever\n if <not <(TIME) < [1]>> then\n change [time v] by (-1)\n if <(TIME) > [90]> then\n set [pitch v] effect to (100)\n wait (1) seconds\n else\n set [pitch v] effect to (150)\n wait (0.6) seconds\n end\n else\n broadcast (mario - lose life v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [save time v] to [200]\n\n@Speed Bar\n\nwhen flag clicked\nforever\n if <(RUN SPEED) = [9]> then\n switch costume to (speedbar-8 v)\n start sound [SMA4-PMeter1 v]\n wait (0.1) seconds\n next costume\n start sound [SMA4-PMeter1 v]\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<([level clear progress v] of [mario v]) > [0]> or <([player action v] of [mario v]) = [lose life]>> then\n set [run speed v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to x: (-185) y: (-168)\nset [run speed v] to [0]\nswitch costume to (speedbar-1 v)\nforever\n go to [front v] layer\n if <(EDITOR) > [0]> then\n set [run speed v] to [0]\n hide\n else\n show\n if <not <(RUN SPEED) = [9]>> then\n switch costume to (RUN SPEED)\n if <(RUN SPEED) = [0]> then\n switch costume to (speedbar-1 v)\n end\n end\n if <<([button b v] of [controls v]) > [0]> and <<<([speed x v] of [mario v]) > [1]> or <([speed x v] of [mario v]) < [-1]>> and <not <([player action v] of [mario v]) = [turn]>>>> then\n if <(RUN SPEED) < [9]> then\n change [tick v] by (1)\n if <(tick) > [10]> then\n change [run speed v] by (1)\n set [tick v] to [0]\n end\n end\n else\n if <not <(RUN SPEED) < [1]>> then\n if <not <([player action v] of [mario v]) = [turn]>> then\n change [tick v] by (1)\n if <(tick) > [5]> then\n change [run speed v] by (-1)\n set [tick v] to [0]\n end\n else\n set [tick v] to [0]\n set [run speed v] to [0]\n end\n else\n set [run speed v] to [0]\n end\n end\n end\nend\n\n@HUD\n\nwhen flag clicked\nforever\n if <(EDITOR) = [1]> then\n change y by (((0) - (y position)) / (3))\n else\n change y by (((122) - (y position)) / (6))\n end\nend\n\n@-MrGame-\n\nwhen I receive [fade v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [title screen v]\nshow\ngo to [front v] layer\nclear graphic effects\ngo to x: (-182) y: (-163)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n set [brightness v] effect to (30)\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\n@Button Select\n\nwhen I receive [fade v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [title screen v]\ngo to x: (-122) y: (-100)\nforever\n if <<key (right arrow v) pressed?> and <(x position) = [0]>> then\n change x by (122)\n wait until <not <key (right arrow v) pressed?>>\n end\n if <<key (left arrow v) pressed?> and <(x position) = [-0]>> then\n change x by (-122)\n wait until <not <key (left arrow v) pressed?>>\n end\n if <<key (left arrow v) pressed?> and <(x position) = [122]>> then\n change x by (-122)\n wait until <not <key (left arrow v) pressed?>>\n end\n if <<key (right arrow v) pressed?> and <(x position) = [-122]>> then\n change x by (122)\n wait until <not <key (right arrow v) pressed?>>\n end\nend\n\nwhen I receive [title screen v]\nforever\n if <(x position) = [-122]> then\n if <key (space v) pressed?> then\n set [button clicked v] to [1]\n broadcast (Fade v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [title screen v]\nshow\nclear graphic effects\nset size to (100) %\nforever\n change [timer v] by (7)\n set size to (((2) * ([cos v] of (Timer) )) + (110)) %\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Play Button\n\nwhen I receive [fade v]\nwait until <touching (logo v)?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [title screen v]\nclear graphic effects\nshow\ngo to x: (0) y: (-100)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<touching (button select v)?> and <key (space v) pressed?>> then\n say [Use the load button in the editor] for (2) seconds\n end\nend\n\nwhen I receive [game v]\nstop [other scripts in sprite v]\n\n@Make\n\nwhen I receive [fade v]\nwait until <touching (logo v)?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nif <(Button Clicked) = [1]> then\n broadcast (Game v)\n repeat (10)\n set [editor v] to [1]\n end\nend\n\nwhen I receive [title screen v]\nclear graphic effects\nshow\ngo to x: (0) y: (-100)\n\nwhen flag clicked\nset [editor v] to [0]\nhide\n\n@Logo\n\nwhen I receive [fade v]\npoint in direction (90)\nstop [other scripts in sprite v]\nset [yvelocity v] to [0]\nrepeat (13)\n change [yvelocity v] by (-1)\n change y by (Yvelocity)\nend\nset [yvelocity v] to [6]\nrepeat (30)\n change [yvelocity v] by (-1)\n change y by (Yvelocity)\nend\nhide\nbroadcast (Hide Title background v)\nstop [this script v]\n\nwhen I receive [title screen v]\nshow\ngo to x: (0) y: (80)\nset [yvelocity v] to [0]\nset [speed v] to [0]\nforever\n change [speed v] by (6)\n set y to ((([sin v] of (Speed) ) * (3)) + (80))\n point in direction ((([sin v] of (Speed) ) * (1)) + (90))\n if <(direction) = [91]> then\n set [speed v] to [90]\n end\nend\n\nwhen flag clicked\nhide\n\n@? Button\n\nwhen I receive [fade v]\nwait until <touching (logo v)?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [title screen v]\nclear graphic effects\nshow\ngo to x: (0) y: (-100)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<touching (button select v)?> and <key (space v) pressed?>> then\n say (item (pick random (1) to (14)) of [tips v]) for (2) seconds\n end\nend\n\nwhen I receive [game v]\nstop [other scripts in sprite v]\n\n@Title background\n\nwhen I receive [hide title background v]\nhide\n\nwhen I receive [title screen v]\ngo to x: (0) y: (154)\nshow\ngo to [back v] layer\nswitch costume to (pick random (1) to (6))\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (-20)\nend\n\nwhen I receive [title screen v]\nset [pitch v] effect to (0)\nforever\n play sound [001 - Title v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nstop [other scripts in sprite v]\n\n@Start Logo\n\nwhen flag clicked\nclear graphic effects\nshow\nplay sound [Coin v] until done\nwait (1) seconds\nbroadcast (Title Screen v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Cursor\n\nwhen flag clicked\nforever\n if <<(EDITOR) = [1]> and <not <mouse down?>>> then\n go to (tiles v)\n change x by (16)\n change y by (-16)\n go to [front v] layer\n go [backward v] (3) layers\n show\n else\n hide\n end\nend\n\n@NextLevelDeleter\n\nwhen flag clicked\nforever\n set [next.level. v] to ((LEVEL #) + (1))\nend\n\n
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(CLICK THE GREEN FLAG TWICE)\n\nRelease Data: 3/5/2022\n\nInstructions:\nMovement: WASD/Arrow keys\nItems - 1-9\nJumping - Space/Up arrow\nCrouch - S/Down arrow\nThrow - Space\nEdit/Play - 0\nPowerup (only in editor) - P\nReset - R\n\nAll another instructions in the game.\n\nThanks for watching this project!
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Toxic Cave - A Platformer v.1.2
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@Stage\n\nwhen flag clicked\nset volume to (40) %\nforever\n play sound [TheFatRat - TimeLapse \(Mp3Goo v] until done\n wait (2) seconds\nend\n\nwhen [m v] key pressed\nif <(volume) = [40]> then\n set volume to (0) %\nelse\n if <(volume) = [0]> then\n set volume to (40) %\n end\nend\n\n@Level\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Lvl)\nend\n\ngo to (random position v)\n\n@Spikes/Dangers\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Lvl)\nend\n\n@LvlEnd\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <(Lvl) = [15]> then\n hide\n else\n show\n end\nend\n\n@Light\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\n@Player\n\ndefine RunScript\nchange y by (y vel)\nif <touching (level v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (level v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n set [y vel v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [12]\n end\nelse\n change [y vel v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1)\nend\nchange x by (x vel)\nif <touching (level v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (level v)?> then\n change y by (1)\n end\n end\n if <touching (level v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (level v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n set [x vel v] to [0]\n end\nend\nif <touching (spikes/dangers v)?> then\n set [x vel v] to [0]\n set [y vel v] to [0]\n if <not <<(Lvl) = [8]> or <(Lvl) = [12]>>> then\n go to x: (-180) y: (0)\n else\n go to x: (-180) y: (-80)\n end\nend\nif <touching (lvlend v)?> then\n change [lvl v] by (1)\n set [x vel v] to [0]\n set [y vel v] to [0]\n if <not <<(Lvl) = [8]> or <(Lvl) = [12]>>> then\n go to x: (-180) y: (0)\n else\n go to x: (-180) y: (-80)\n end\nend\nset [x vel v] to ((x vel) * (0.9))\n\nwhen flag clicked\nswitch costume to (2 v)\ngo to x: (-180) y: (0)\nforever\n RunScript\nend\n\nwhen flag clicked\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n if <key (r v) pressed?> then\n if <not <<(Lvl) = [8]> or <(Lvl) = [12]>>> then\n go to x: (-180) y: (0)\n else\n if <<(Lvl) = [8]> or <(Lvl) = [12]>> then\n go to x: (-180) y: (-80)\n end\n end\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\nforever\n if <(y position) > [180]> then\n set [y vel v] to [-1]\n end\n if <(x position) > [240]> then\n set [x vel v] to [-1]\n end\nend\n\n@Art\n\nwhen flag clicked\nshow\nforever\n switch costume to (Lvl)\n set [ghost v] effect to (50)\nend\n\n@Th\n\nwhen flag clicked\nhide\n\n
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Toxic Cave - A Platformer\n-Sitck liquid is not my \n-Part 2 30 likes\n-İt takes 3 hours\n-%89 my
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Massive Multiplayer Platformer mobile
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [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\nwhen flag clicked\n\nwhen flag clicked\nif <<(username) = [Griffpatch]> or <(username) = [Griffpatch_Tutor]>> then\n change [how many times did griffpatch play v] by (1)\nend\n\nforever\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <(Stik y) > [0.5]>>> 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 <(Stik x) > [0.5]>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<<key (left arrow v) pressed?> or <[-0.5] > (Stik x)>> or <<mouse down?> and <(y position) > (mouse x)>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<<mouse down?> and <[] > (mouse y)>> or <<key (z v) pressed?> or <[-0.5] > (Stik y)>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n if <<key (down arrow v) pressed?> or <<key (z v) pressed?> or <[-0.5] > (Stik y)>>> then\n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\nset [t v] to [0]\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\nforever\nend\n\nPlayer Tick - Crouch / Jump Key\n\nwhen flag clicked\nforever\nend\n\nPlayer Tick - Crouch / Jump Key\n\nset [t v] to [0]\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@stick\n\nwhen flag clicked\ngo to x: (179) y: (-103)\nwait (1) seconds\ngo to [front v] layer\nset [base sprite v] to [stick]\nset [max stcik v] to ((size) / (4))\nswitch costume to (base v)\nset [brightness v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo to [front v] layer\nset [ghost v] effect to (25)\nforever\n set [stik x v] to [0]\n set [stik y v] to [0]\n set [stick power v] to []\n repeat until <mouse down?>\n go to (Base sprite)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (Base sprite)\n turn left (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 stcik)> then\n move ((Max stcik) - (Stick power)) steps\n set [stick power v] to (Max stcik)\n end\n set [stick power v] to ((Stick power) / (Max stcik))\n set [stik x v] to ((Stick power) * ([sin v] of (Stick direction) ))\n set [stik y v] to ((Stick power) * ([cos v] of (Stick direction) ))\nend\n\n
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check out my other games\nRun the course - collect the flags, and then make it back to the beginning to collect the final flag to get your time.\n\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*joystick\n* Use arrow keys or WASD to control the player\n* Z is alternative crouch, SPACE alternative jump\n* Press 'N' to show all players names\n* Hold E or R to open Emoji panels\n* Complete the speed run and back to the start will report your time and reward you with a parachute - use space to use it :)\n* Mouse over a player to see their individual name\n* Q + R to reset level for speed runs\n\n*** SPECIAL MOVES ***\nHigh Jump - Hold down then Up\nLong Jump - Run then quickly press Down, then Up\nSlide - On a slope press Down and Left or Right\nWall Jump - Jump against a wall, then press Up again\n\nChangelog:\n9 Dec 2021 - Trying to add current fastest + Fixes for slope sliding\n7 Dec 2021 - Bugfix - Stop end of buffer making players appear under level.\n6 Dec 2021 - Initial Release v1.0\n\nCredits:\nEmoji - Openmoji\nMusic - Twenty Six 0 Eight by Tripledigit
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Sunny || Mobile Friendly Platformer ||-2
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@Stage\n\nwhen flag clicked\nwait (35) seconds\nforever\n play sound [House of Memories v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop27 v)\n wait (1) seconds\n switch backdrop to (backdrop2 v)\n wait (1) seconds\n switch backdrop to (backdrop3 v)\n wait (1) seconds\n switch backdrop to (backdrop4 v)\n wait (1) seconds\n switch backdrop to (backdrop5 v)\n wait (1) seconds\n switch backdrop to (backdrop6 v)\n wait (1) seconds\n switch backdrop to (backdrop7 v)\n wait (1) seconds\nend\n\n@player\n\nwhen flag clicked\nset [edge v] to [1]\ndelete (all) of [bugs v]\nbroadcast (platform v)\n\ndefine walls\nif <not <(t) = [s]>> then\n if <<(t) < [4]> and <touching (level v)?>> then\n change [t v] by (1)\n change y by (1)\n walls\n else\n if <(t) = [4]> then\n change y by (-4)\n change x by ((-1) * (x_vel))\n set [x_vel v] to [0]\n end\n set [t v] to [s]\n end\nend\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\n\nwhen I receive [next v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\nset [y_vel v] to [8]\n\nwhen I receive [platform v]\nforever\n switch costume to (costume1 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n switch costume to (costume2 v)\n change [x_vel v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (costume3 v)\n change [x_vel v] by (-1)\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by (y_vel)\n if <touching (level v)?> then\n change y by ((-1) * (y_vel))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y_vel v] to [10]\n else\n set [y_vel v] to [0]\n end\n end\n broadcast (message1 v)\n check\nend\n\nswitch costume to (costume4 v)\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\ndefine check\nif <<touching (squares and spikes v)?> or <<touching (_edge_ v)?> and <(edge) = [1]>>> then\n broadcast (restart v)\n wait (0.1) seconds\nend\n\ncheck\n\nset size to (130) %\nset size to (100) %\n\n\n\n@code\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nset size to (80) %\nforever\n wait (5) seconds\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [message1 v]\ngo to (player v)\n\n@level\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [1]> then\n broadcast (you won v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@out\n\nwhen flag clicked\nhide\nforever\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (177)\nset [v v] to [0]\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n change [v v] by (pick random (-0.1) to (0.1))\n change x by (v)\n change y by (-1)\nend\nif <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\nwhen I receive [layers v]\ngo to [front v] layer\n\n@start\n\nwhen flag clicked\ngo to x: (0) y: (0)\nbroadcast (layers v) and wait\nshow\ngo to [front v] layer\nwait (0) seconds\nchange x by (1)\nwait (0) seconds\nswitch costume to (costume40 v)\nwait (.5) seconds\nswitch costume to (costume2 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume3 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume4 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume6 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume7 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume8 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume9 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume10 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume11 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume12 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume13 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume14 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume15 v)\nstop all sounds\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume16 v)\nwait (.5) seconds\nswitch costume to (costume17 v)\nwait (.5) seconds\nswitch costume to (costume18 v)\nwait (.5) seconds\nswitch costume to (costume19 v)\nwait (3) seconds\nswitch costume to (costume20 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume21 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume22 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch backdrop to (backdrop23 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch backdrop to (backdrop24 v)\nswitch costume to (costume24 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch backdrop to (backdrop25 v)\nswitch backdrop to (backdrop25 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume26 v)\nswitch costume to (costume26 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume27 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume28 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume29 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume30 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume31 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume32 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume33 v)\nplay sound [recording2 v] until done\nwait (.5) seconds\nswitch costume to (costume34 v)\nwait (.5) seconds\nswitch costume to (costume35 v)\nstart sound [Chill v]\nwait (4) seconds\nswitch costume to (costume36 v)\nwait (4) seconds\nstop all sounds\nstart sound [Chill v]\nswitch costume to (costume38 v)\nwait (2) seconds\nstop all sounds\nswitch costume to (costume39 v)\nplay sound [recording1 v] until done\nwait (1) seconds\nswitch costume to (costume37 v)\nhide\nplay sound [recording2 v] until done\n\n@coin\n\nwhen flag clicked\ngo to x: (206) y: (-48)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n switch costume to (2 v)\n set [edge v] to [0]\n wait (.5) seconds\n broadcast (slide v)\n wait (1) seconds\n set [edge v] to [1]\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [layers v]\ngo [backward v] (100) layers\n\n@c\n\nwhen I receive [slide v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-1000)\nrepeat (15)\n change y by (((0) - (y position)) / (5))\nend\nbroadcast (next v)\nset y to (1)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\n@you won gg\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\nwait (0.5) seconds\nbroadcast (layers v)\nshow\ngo to [front v] layer\nset size to (0) %\npoint in direction (0)\ngo to x: (0) y: (-1000)\nrepeat (30)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\nend\nwait (.001) seconds\nstop [all v]\n\nwhen flag clicked\n\nwhen I receive [you won v]\nbroadcast (☁ Timer)\n\nwhen flag clicked\nreset timer\nset [☁ timer v] to [0]\nchange [☁ timer v] by (0)\nhide variable [☁ timer v]\nwait (34) seconds\nset [☁ timer v] to [0]\nshow variable [☁ timer v]\nrepeat until <(timer) = [0]>\n wait (.1) seconds\n change [☁ timer v] by (.1)\nend\n\n@Squares and spikes\n\nwhen flag clicked\nswitch costume to (costume5 v)\nset [l v] to [1]\ngo to x: (0) y: (0)\nhide\nif <(item (l) of [levels v]) = [1]> then\n next costume\n show\nend\n\nwhen I receive [next v]\nchange [l v] by (1)\nhide\nif <(item (l) of [levels v]) = [1]> then\n next costume\n show\nend\n\n@Squares and spikes2\n\nwhen flag clicked\ngo to x: (190) y: (180)\nhide\nforever\n wait (pick random (3) to (10)) seconds\n show\n glide (.5) secs to x: (190) y: (150)\n wait (2) seconds\n glide (.2) secs to x: (190) y: (180)\n hide\nend\n\n@Squares and spikes3\n\nwhen flag clicked\nhide\ngo to x: (200) y: (-147)\nwait (2) seconds\n\nshow\nclear graphic effects\ngo to [front v] layer\nset [brightness v] effect to (60)\n\n
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Official platformer for my 1 year on scratch!\nPart 1!\nUse arrow keys or w a s d\nAlso there is wall climbing so you can climb on walls for some stages/ levels.\nI will make a part 2 if we get\n100 favorites\n100 likes \n2000+ views \n--------------------------------------------------------------------\nTags\n#games #all #platformer #art #New #Trending #Future\n--------------------------------------------------------------------Also sorry for not uploading in 7 months!
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A Platformer #platformer #griffpatch #games #trending #fun
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@Stage\n\nwhen flag clicked\n\nwhen I receive [lose life v]\nrepeat (40)\n change [pitch v] effect by (-10)\nend\nclear sound effects\n\nwait (1) seconds\nset [pitch v] effect to (0)\n\nstart sound [Nebula v]\n\nwhen I receive [lol v]\nset [timer v] to [1]\nstop [other scripts in sprite v]\nforever\n play sound [2 v] until done\nend\n\nrepeat until <not <(timer) = [1]>>\n\nbroadcast (no pls no v)\n\nwhen I receive [no pls no v]\n\nrepeat until <(timer) = [1]>\n play sound [Main menu v] until done\nend\nset volume to (0) %\n\nwhen I receive [clear all v]\nset [timer v] to [0]\nset volume to (100) %\nset [pitch v] effect to (0)\nswitch backdrop to (backdrop2 v)\nrepeat until <(timer) = [1]>\n play sound [Main menu v] until done\nend\n\n@Player\n\nwhen flag clicked\n\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n if <(STICK POWER) > [0]> then\n point in direction (STICK DIRECTION)\n move ((3) * (STICK POWER)) steps\n end\nend\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Player: speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((Player: speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor?\n end\nend\n\ndefine Check Touching Solid\ngo to [front v] layer\nif <<touching (level v)?> or <<touching (platform v)?> or <touching (platform smash 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 <touching (jump through v)?> 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 (Player: speed x) ) + ([abs v] of (Player: speed y) ))\nSet costume\n\ndefine Controls - up and down\nif <<key (up arrow v) pressed?> or <(STICK Y) > [0.5]>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [player: speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < [6]>> then\n start sound [Jump v]\n change [jumping v] by (1)\n set [player: speed y v] to (JumpForce)\n end\nelse\n set [jumping v] to [0]\nend\nchange [player: speed y v] by (Gravity)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(Player: speed y) < [0]> then\n set [player: speed y v] to ((Player: speed y) * (0.6))\n end\nend\nif <key (down arrow v) pressed?> then\n switch costume to (stand6 v)\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 [keyx v] to (<<key (right arrow v) pressed?> or <(STICK X) > [0.5]>> - <<key (left arrow v) pressed?> or <(STICK X) < [-0.5]>>)\nif <(KeyX) = [0]> then\n if <([abs v] of (Player: speed x) ) < [1]> then\n set [frame v] to [0]\n set [player: speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [player: speed x v] to ((Player: speed x) * (0.98))\n stop [this script v]\n end\nelse\n change [player: speed x v] by ((KeyX) * (Acceleration))\n if <not <(direction) = ((KeyX) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KeyX) * (90))\n change [frame v] by (1)\nend\nset [player: speed x v] to ((Player: speed x) * (Resistance))\n\nset [player: speed x v] to ((Player: speed x) * (Resistance))\n\ndefine Reset and Begin Level\nbroadcast (thing v)\nset [invulnerable v] to [0]\nset [player: speed x v] to [0]\nset [player: speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) Go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nclear graphic effects\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - player v)\n broadcast (Tick - last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((Scene#) + (1)) Go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene#) + (-1)) Go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((Scene#) + (100)) Go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((Scene#) + (-100)) Go to x, y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene) Go to x, y: (x) (y)\nset [scene# v] to (scene)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nFix collision in direction [0]\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 (400)\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 <(Player: speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [player: speed x v] to [0]\n stop [this script v]\n end\n set [player: speed x v] to ((Player: speed x) * (0.8))\nend\nset [player: speed x v] to ((Player: speed x) * (0.95))\n\ndefine Collide Y - Ceiling or Floor?\nset y to (last value)\nif <(Player: speed y) > [0]> then\n set [player: speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [player: speed y v] to ((Player: speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [player: speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [player: speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (Game over v)\nend\n\nReset and Begin Level\n\nset x to (x)\n\nset x to (x)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - player v)\n broadcast (Tick - last v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nFix collision in direction [90]\n\nwhen I receive [lol v]\nshow\nerase all\nset [gravity v] to [-1.5]\nset [jumpforce v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Setup v) and wait\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [50]\nReset and Begin Level\n\nwhen flag clicked\n\nwhen I receive [player - bounce v]\nset [player: speed y v] to [10]\n\nwhen flag clicked\nset [lives v] to [3]\n\nwhen [up arrow v] key pressed\n\nerase all\n\nforever\n\nforever\n\nbroadcast (LOL v)\n\nwhen I receive [lol v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\n\nerase all\n\nset [fishes v] to [0]\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\nhide\n\nswitch costume to (stand6 v)\n\nwhen flag clicked\n\nforever\n if <key (down arrow v) pressed?> then\nend\n\n\n\nif <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet2 v)\nend\n\nwhen [d v] key pressed\nrepeat until <not <key (d v) pressed?>>\n move (10) steps\n change [brightness v] effect by (100)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nclear graphic effects\n\nset [brightness v] effect to (10)\n\nwhen I receive [dash v]\nmove (10) steps\nchange [brightness v] effect by (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nclear graphic effects\n\nrepeat until <not <(de) = [yes]>>\nend\n\n@Level\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp Outline\nset pen color to (#7f7f7f)\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3.3) steps\n stamp\n move (-3.3) steps\n turn right (45) degrees\nend\n\nwhen I receive [change scene v]\n\nwhen I receive [change scene v]\nswitch costume to (join [scene] (Scene#))\nerase all\nStamp Outline\nStamp Shadow\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\n\nwhen flag clicked\nforever\n erase all\n Stamp Outline\n Stamp Shadow\nend\n\nerase all\nStamp Outline\nStamp Shadow\n\nwhen flag clicked\nforever\n hide variable [fishes v]\nend\n\nclear graphic effects\n\n@Danger\n\nwhen I receive [change scene v]\nerase all\nStamp Outline\nStamp Shadow\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [change scene v]\nerase all\nStamp Outline\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nshow\nswitch costume to (blank v)\nswitch costume to (join [scene] (Scene#))\nif <(Scene#) = [2]> then\n forever\n switch costume to (scene2 v)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene#) = [0]> then\n forever\n switch costume to (scene2 v)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen flag clicked\nforever\n if <(Scene#) = [2]> then\n switch costume to (scene2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Scene#) = [1]> then\n switch costume to (spikes1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Scene#) = [3]> then\n forever\n end\nend\n\nswitch costume to (scene2 v)\nset y to ((3) * ([sin v] of ((timer) * (360)) ))\n\nglide (1) secs to x: (0) y: (-9)\nglide (1) secs to x: (0) y: (2)\n\nwhen flag clicked\nforever\n if <(Scene#) = [5]> then\n switch costume to (spikes2 v)\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (moving platform v)\ngo to [back v] layer\nhide\nif <(Scene#) = [2]> then\n set size to (100) %\n show\n Animate Platform\nend\nif <(Scene#) = [0]> then\n Animate platform 2\nend\nif <(Scene#) = [3]> then\n set size to (100) %\n show\n Animate platform 3\nend\n\nif <(Scene#) = [3]> then\n Door at [199] [30] key [Key 1]\n switch costume to (key 1 v)\n show\nend\n\ndefine Animate Platform\nswitch costume to (moving platform v)\npoint in direction (90)\ngo to x: (-19) y: (31)\nforever\n glide (2) secs to x: (218) y: (32)\n wait (1) seconds\n glide (2) secs to x: (-19) y: (31)\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) []\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\nsay [Hello!]\nsay []\n\nwhen flag clicked\nswitch costume to (moving platform v)\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n end\nend\n\nglide (1) secs to x: (197) y: (48)\n\n\n\nrepeat (24)\n change y by (4)\nend\nwait (1) seconds\nrepeat (24)\n change y by (-4)\nend\nwait (1) seconds\n\nAnimate Platform\n\nAnimate Platform\n\nwhen flag clicked\nset size to (100) %\n\ndefine Animate platform 2\nswitch costume to (plank v)\ngo to x: (12) y: (-22)\nset size to (150) %\nshow\nforever\n turn right (2) degrees\nend\n\nbroadcast (hello world v)\n\ndefine Animate platform 3\nswitch costume to (roll v)\ngo to x: (-109) y: (-14)\nset size to (130) %\nshow\nforever\n turn right (2) degrees\nend\n\nset [scene# v] to [4]\n\nrepeat (24)\n change y by (4)\nend\nwait (1) seconds\nrepeat (24)\n change y by (-4)\nend\nwait (1) seconds\n\nrepeat (10)\n change y by (10)\nend\n\n@Collectable\n\nwhen I receive [change scene v]\nif <(Scene#) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nif <(costume [name v]) = [fish-a]> then\n set [my scene v] to []\n start sound [Chomp v]\n change [fishes v] by (1)\nend\nif <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (Scene#)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nstart sound [Wand v]\nadd (costume [name v]) to [collected v]\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [fishes v] to [0]\nhide\nPlace [fish-a] scene [1] xy [-16] [-65]\nPlace [fish-a] scene [1] xy [44] [15]\nPlace [fish-a] scene [2] xy [-158] [10]\nPlace [fish-a] scene [3] xy [-167] [-89]\nPlace [fish-a] scene [3] xy [-103] [-90]\nPlace [fish-a] scene [101] xy [0] [10]\nPlace [fish-a] scene [0] xy [-176] [-21]\nPlace [fish-a] scene [-1] xy [-185] [65]\nPlace [Green Flag] scene [2] xy [-192] [23]\nPlace [Green Flag] scene [3] xy [104] [12]\nPlace [Green Flag] scene [4] xy [-176] [55]\nPlace [Green Flag] scene [5] xy [-176] [55]\nPlace [Green Flag] scene [6] xy [-176] [55]\n\nwhen flag clicked\nforever\n show variable [fishes v]\nend\n\nset [fishes v] to [0]\n\nforever\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\n\n\ncreate clone of (_myself_ v)\n\nset [fishes v] to [0]\n\nhide variable [fishes v]\n\nwhen flag clicked\nhide\n\nstart sound [Wand v]\nadd (costume [name v]) to [collected v]\n\n@Menu\n\nwhen I receive [main menu v]\n\nwhen I receive [lol v]\nshow variable [fishes v]\nhide\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (thumbnail v)\nshow\n\nwhen I receive [game over v]\nclear graphic effects\nswitch costume to (game over v)\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\n end\nend\n\nwhen I receive [10 click per sec v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Button\n\nwhen flag clicked\nclear graphic effects\nset [lives v] to [3]\nswitch costume to (costume1 v)\nwait (0.1) seconds\ngo to [front v] layer\nhide\nset size to (100) %\ngo to x: (-2) y: (-146)\npoint in direction (90)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n change size by ((0.2) * ((109) - (size)))\n else\n set [brightness v] effect to (0)\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nshow\n\nset [speed v] to [5]\npoint in direction ((([sin v] of (SPEED) ) * (3)) + (90))\n\nwhen this sprite clicked\nstart sound [Wood Tap v]\nset [lives v] to [3]\nset size to (250) %\nbroadcast (10 click per sec v)\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (LOL v)\n\nwhen I receive [skin v]\nswitch costume to (costume3 v)\n\nwhen flag clicked\nforever\n show variable [fishes v]\nend\n\nhide variable [fishes v]\n\nwhen I receive [game over v]\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n\n\n\nrepeat (10)\n turn right (1) degrees\nend\nrepeat (10)\n turn right (-1) degrees\nend\n\nturn left (10) degrees\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (3)\n turn right (2) degrees\n end\n repeat (3)\n turn right (-3) degrees\n end\n point in direction (90)\n end\nend\n\nwhen I receive [clear all v]\nshow\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(Scene#) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [43] [18] dir [-90]\n else\n Spawn [Red] at [43] [18] dir [-90]\n end\nend\nif <(Scene#) = [2]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [-115] [46] dir [-90]\n else\n Spawn [Red] at [-222] [-14] dir [90]\n end\nend\nif <(Scene#) = [3]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [11] [-88] dir [-90]\n else\n Spawn [Red] at [11] [-88] dir [-90]\n end\n Spawn [Red] at [209] [-1] dir [-90]\nend\nif <(Scene#) = [101]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [181] [-46] dir [-90]\n else\n Spawn [Red] at [181] [-46] dir [-90]\n end\n Spawn [Red] at [21] [-47] dir [-90]\nend\nif <(Scene#) = [102]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [139] [-46] dir [-90]\n else\n Spawn [Red] at [139] [-46] dir [-90]\n end\n Spawn [Red] at [175] [-47] dir [-90]\nend\nif <(Scene#) = [4]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [190] [3] dir [-90]\n else\n Spawn [Red] at [190] [3] dir [-90]\n end\n Spawn [Red] at [42] [4] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <<touching (level v)?> or <touching (jump through v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zone v)?> or <touching (platform v)?>>> then\n if <not <touching (jump through v)?>> then\n stop [this script v]\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([player: speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [enemy v]\nrepeat (5)\n Spawn [Red] at [56] [-89] dir [-90]\n wait (2) seconds\nend\nbroadcast (wow v)\n\nwhen I receive [e v]\nrepeat (5)\n Spawn [Red] at [56] [-89] dir [-90]\n wait (2) seconds\nend\nbroadcast (FIBNE v)\n\nbroadcast (wow v)\n\nwhen I start as a clone\nset size to (100) %\nclear graphic effects\nforever\n if <touching (sword v)?> then\n start sound [pop v]\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n end\n delete this clone\n end\nend\n\n@Safe Zone\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 [change scene v]\nerase all\nStamp Outline\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nhide\nswitch costume to (scene2 v)\nswitch costume to (join [scene] (Scene#))\nif <(Scene#) = [2]> then\n forever\n switch costume to (scene2 v)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\nglide (1) secs to x: (0) y: (-9)\nglide (1) secs to x: (0) y: (2)\n\nwhen flag clicked\nforever\n if <(Scene#) = [2]> then\n show\n set [ghost v] effect to (100)\n switch costume to (scene2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Scene#) = [1]> then\n switch costume to (spikes1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Scene#) = [3]> then\n forever\n end\nend\n\nswitch costume to (scene2 v)\nset y to ((3) * ([sin v] of ((timer) * (360)) ))\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\n@Score\n\nwhen flag clicked\nsetup\n\nwhen I start as a clone\nshow\nforever\n switch costume to (join [Glow-] (letter (index) of (FISHES)))\n set x to ((((index) - (0.5)) - ((length of (FISHES)) / (2))) * ((size) / (2)))\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nswitch costume to (glow-9 v)\nset size to (100) %\nhide\ngo to x: (253) y: (129)\nset [index v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\n\nwhen I receive [hello world v]\nhide\n\nwhen flag clicked\nbroadcast (hello world v)\n\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [lol v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Lives\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\ngo to x: (-148) y: (148)\nforever\n hide variable [fishes v]\n switch costume to (LIVES)\nend\n\n@follow\n\nforever\n go to x: (150) y: (204)\n wait (pick random (1) to (8)) seconds\n glide (0.5) secs to x: (150) y: (150)\n wait (1) seconds\n glide (0.5) secs to x: (150) y: (204)\n wait (50) seconds\nend\n\nwhen I receive [lol v]\npoint in direction (90)\nforever\n hide\n go to x: (150) y: (204)\n wait (pick random (1) to (8)) seconds\n show\n glide (0.5) secs to x: (150) y: (150)\n wait (1) seconds\n turn left (5) degrees\n repeat (2)\n repeat (2)\n turn right (5) degrees\n end\n repeat (2)\n turn right (-5) degrees\n end\n end\n turn left (-5) degrees\n wait (1) seconds\n glide (0.5) secs to x: (150) y: (204)\n wait (50) seconds\nend\n\nwhen flag clicked\nhide\n\n@Platform smash\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [change scene v]\nif <(Scene#) = [3]> then\n go to [back v] layer\n show\n forever\n start sound [Buzz Whir v]\n glide (1) secs to x: (214) y: (113)\n glide (0.2) secs to x: (214) y: (46)\n start sound [Tap Conga v]\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\n@Intro\n\ndefine Go to (x) (y) size (size) dir (dir) (cos)\npoint in direction (@cam.dir)\ngo to x: (0) y: (0)\nswitch costume to (hack small v)\nset size to ((@cam.z) * (size)) %\nswitch costume to (cos)\nmove (((x) - (@cam.x)) * (@cam.z)) steps\nturn left (90) degrees\nmove (((y) - (@cam.y)) * (@cam.z)) steps\nturn right (90) degrees\npoint in direction ((@cam.dir) + (dir))\n\nwhen I receive [intro v]\nhide\nset [@slow mo v] to [3]\nset [@cam.dir v] to [90]\nset [@cam.y v] to [0]\nset [@cam.x v] to [0]\nset [name.size v] to [0]\nstart sound [Marshmello - Silence ft. Khalid \(Codeko Remix\) v]\nwait (1) seconds\nset [clone.type v] to [Name]\ncreate clone of (_myself_ v)\nbroadcast (control v)\nbroadcast (dir v)\nbroadcast (▲ v)\nwait (0.87) seconds\n▲\nset [clone.type v] to [Background]\ncreate clone of (_myself_ v)\nforever\n change [@cam.x v] by (((0) - (@cam.x)) / (9))\n change [@cam.y v] by (((0) - (@cam.y)) / (9))\n change [@cam.z v] by (((1) - (@cam.z)) / (9))\n change [name.size v] by (((100) - (name.size)) / (9))\n set [shk.y v] to ((shk.y) * (-0.7))\n set [shk.x v] to ((shk.x) * (-0.7))\n change [@cam.y v] by (shk.y)\n change [@cam.x v] by (shk.x)\n broadcast (tick v)\nend\n\nwhen I start as a clone\nif <(clone.type) = [▲]> then\n show\n if <(clone.id) = [1]> then\n \n Go to [0] ((▲.position.y) mod (390)) size [100] dir [0] [3]\n switch costume to (▲ v)\n end\n end\n if <(clone.id) = [2]> then\n \n Go to [0] (((▲.position.y) mod (390)) - (390)) size [100] dir [0] [3]\n switch costume to (▲ v)\n end\n end\nend\n\nwhen I receive [▲ v]\nwait (0.87) seconds\nset [▲.position.y v] to [0]\nforever\n change [▲.position.y v] by ((10) / (@slow mo))\nend\n\ndefine ▲\nset [clone.type v] to [▲]\nset [clone.id v] to [1]\ncreate clone of (_myself_ v)\nset [clone.id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I receive [control v]\nwait (0.87) seconds\nshk (pick random (15) to (17))\nrepeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\nend\nrepeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\nend\nwait (0.23) seconds\nrepeat (4)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\n wait (0.23) seconds\nend\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nwait (0.2) seconds\nrepeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\nend\nrepeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\nend\nwait (0.1) seconds\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nwait (0) seconds\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nrepeat (3)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\n wait (0.23) seconds\nend\n\nwhen I receive [dir v]\nwait (0.87) seconds\nset [dir v] to [90]\nrepeat (185)\nrepeat (5)\nset [dir v] to [90]\nset [timer v] to [2]\nrepeat (30)\n change [dir v] by (((450) - (dir)) / (6))\nend\n\nwhen I receive [dir v]\nset [timer v] to [0]\n\n set [@cam.dir v] to ((dir) + (([sin v] of ((timer) * (250)) ) * (2)))\n change [timer v] by ((0.2) / (@slow mo))\nend\n\ndefine shk (amount)\nif <(pick random (0) to (1)) = [1]> then\n if <(pick random (0) to (1)) = [1]> then\n change [shk.x v] by (() - (amount))\n else\n change [shk.x v] by (16)\n end\nelse\n if <(pick random (0) to (1)) = [1]> then\n change [shk.y v] by (() - (amount))\n else\n change [shk.y v] by (amount)\n end\nend\n\nif <(pick random (0) to (1)) = [1]> then\n if <(pick random (0) to (1)) = [1]> then\n set [shk.x v] to [-16]\n else\n set [shk.x v] to [16]\n end\nelse\n if <(pick random (0) to (1)) = [1]> then\n set [shk.y v] to [-16]\n else\n set [shk.y v] to [16]\n end\nend\n\nwhen I start as a clone\nif <(clone.type) = [Background]> then\n show\n forever\n set [ghost v] effect to (25)\n go to [back v] layer\n Go to [0] [0] size [100] dir [0] [4]\n end\nend\n\nwhen I receive [intro v]\nwait (10.2) seconds\nshow\nset [x v] to [720]\nrepeat until <(round (x)) = [0]>\n Go to (x) [0] size [100] dir [0] [5]\n go to [front v] layer\n change [x v] by (((0) - (x)) / (6))\nend\nbroadcast (Clear all v)\nwait (1) seconds\nset [effects.ghost v] to [0]\nrepeat (20)\n change [effects.ghost v] by (((100) - (effects.ghost)) / (6))\n set [ghost v] effect to (effects.ghost)\nend\n\nwhen I start as a clone\nif <(clone.type) = [Name]> then\n show\n go to [front v] layer\n set [yv v] to [20]\n set [name.size v] to [0]\n repeat (3)\n point in direction (90)\n change [name.size v] by (yv)\n change [yv v] by (-1.35)\n switch costume to (hack big v)\n set size to (name.size) %\n switch costume to (name v)\n end\n repeat until <(timer) > [1.85]>\n go to x: (0) y: (0)\n change [name.size v] by (yv)\n change [yv v] by (-1.35)\n switch costume to (hack small v)\n set size to (name.size) %\n switch costume to (name v)\n end\n repeat (20)\n Go to [0] [0] size (name.size) dir (([sin v] of ((timer) * (150)) ) * (2)) [6]\n switch costume to (name v)\n change [@cam.z v] by (((0.9) - (@cam.z)) / (15))\n end\n \n Go to [0] [0] size (name.size) dir (([sin v] of ((timer) * (150)) ) * (2)) [6]\n switch costume to (name v)\n end\nend\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen I receive [intro v]\nwait until <(timer) > [1.85]>\n\nwhen flag clicked\nforever\n\ngo to [front v] layer\ngo [forward v] (999999999999999999999999999999999999999999999999999999999999) layers\n\nwhen I receive [▲ v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [clear all v]\n\nwhen I receive [clear all v]\nhide\n\n@Cover\n\nwhen flag clicked\ngo [forward v] (99999999999999999999999) layers\ngo to [front v] layer\n\nforever\nend\n\nwhen I receive [intro v]\nshow\n\nforever\nend\n\nwhen I receive [clear all v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go [forward v] (99999999999999999999999999999999999) layers\n go to [front v] layer\n go to [front v] layer\nend\n\n@Sword\n\nwhen [space v] key pressed\nbroadcast (ahhaha v)\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\n\nwhen I receive [ahhaha v]\ngo to [back v] layer\nclear graphic effects\npoint in direction ([direction v] of [player v])\nshow\ngo to (player v)\nrepeat (10)\n turn right (15) degrees\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [ahhaha v]\nforever\n go to (player v)\nend\n\n@Jump through\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\ndefine Stamp Outline\nset pen color to (#7f7f7f)\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3.3) steps\n stamp\n move (-3.3) steps\n turn right (45) degrees\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [scene] (Scene#))\nStamp Outline\nStamp Shadow\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\n\nwhen flag clicked\nforever\n Stamp Outline\n Stamp Shadow\nend\n\nwhen flag clicked\nforever\n hide variable [fishes v]\nend\n\nclear graphic effects\n\nwhen I receive [about to change scene v]\nerase all\n\nerase all\n\n@Shadow\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (70)\n set [brightness v] effect to (-20)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume # v] of [player v])\nend\n\nwhen [space v] key pressed\n\nwhen I receive [lose life v]\nhide\n\nwhen I receive [thing v]\nshow\n\n@Control Stick\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (stick v)\ngo [forward v] (GUI LAYERS) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (Base Stick)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nshow\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (Base Stick)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(Base Stick) 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 [lol v]\ngo to [front v] layer\ngo [forward v] (GUI LAYERS) layers\nset [stick direction v] to []\nset [base stick v] to [Control Stick]\nset size to (140) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\n@Cover2\n\nwhen flag clicked\nhide\ngo to (control stick v)\n\nwhen I receive [lol v]\nset [ghost v] effect to (50)\n\nwhen I receive [lol v]\nset [start game v] to [yes]\nshow\n\n@Sword button\n\nwhen this sprite clicked\nbroadcast (ahhaha v)\n\nwhen flag clicked\nset [start game v] to [no]\nhide\n\nwhen I receive [lol v]\nset [start game v] to [yes]\nif <<(start game) = [yes]> and <(ho) = [yes]>> then\n show\nelse\n hide\nend\n\nwhen I receive [yes v]\nset [ho v] to [yes]\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nforever\n change y by ([sin v] of (animation) )\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [gravity v] to [0.5]\n else\n set [gravity v] to [-1.5]\n end\nend\n\nwhen flag clicked\nforever\n change [animation v] by (15)\n if <(Water Breathing) = [3]> then\n broadcast (lose life v)\n wait (1) seconds\n broadcast (Setup v)\n set [water breathing v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Splash v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n else\n set [water breathing v] to [0]\n end\nend\n\ndefine Water x,y (x) (y)\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <(Scene#) = [-2]> then\n show\n Water x,y [-2] [65]\nelse\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\nset [de v] to [yes]\nhide\ngo to x: (150) y: (-6)\n\nwhen I receive [lol v]\nshow\n\nwhen this sprite clicked\nset [de v] to [no]\nbroadcast (Dash v)\n\n
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Arrow keys or drag the joystick to move\nSpace or sword button to slice\nD to dash or dash button\nthere are bugs and glitches but its okay\nDon't use turbo mode or else..\nwell heck ya you can remix lol\nmake your own boss : https://scratch.mit.edu/projects/700460384/\npls do not insult - axel 2023\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags\n#all #platformer #griffpatch #games #Trending #aaron_studiokode #griffpatch_tutor #fun #shadoweffects #Iwanttobefamous #loveandfav\n#followme #ilovegriffpatchtutorials #KATZRC00L #WIllwam \n#all #platformer #griffpatch #games #Trending #aaron_studiokode #griffpatch_tutor #fun #shadoweffects #Iwanttobefamous #loveandfav\n#followme #ilovegriffpatchtutorials #KATZRC00L #WIllwam
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Adventure | A platformer
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@Stage\n\nwhen flag clicked\nset [level # v] to [1]\nset volume to (55) %\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\ndefine death\nrepeat (25)\n turn right (-5) degrees\n change y by (2)\n change [ghost v] effect by (5)\nend\nSetup\n\ndefine Platformer Physics (speed) (friction) (gravity) (jump height) Controls <^> <<> <>> <\/>\ncreate clone of (_myself_ v)\nchange [yvelocity v] by (gravity)\nif <>> then\n change [xveloctiy v] by (speed)\nend\nif <<> then\n change [xveloctiy v] by ((speed) * (gravity))\nend\nset [xveloctiy v] to ((xVeloctiy) * (friction))\nchange x by (xVeloctiy)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-8)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (xVeloctiy) ) / (xVeloctiy)) * (-1))\n end\n set [xveloctiy v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(xVeloctiy) > [0]> then\n set [xveloctiy v] to [6]\n else\n set [xveloctiy v] to [-6]\n end\n set [yvelocity v] to [12]\n else\n set [xveloctiy v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (yVelocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (yVelocity) ) / (yVelocity)) * (-1))\n end\n set [yvelocity v] to [0]\nend\nchange y by (-1)\nif <^> then\n if <touching (level v)?> then\n set [yvelocity v] to [12]\n end\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I start as a clone\nrepeat (10)\n switch costume to (effect v)\n change size by (-1)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\ndefine Touching Hazard <touching hazard>\nif <touching hazard> then\n broadcast (Dead v)\n death\nend\n\ndefine Next Level\nif <(x position) = [242]> then\n broadcast (Leave Scene v)\n set x to (-235)\nend\n\ndefine Trampoline\nif <touching (trampoline v)?> then\n set [yvelocity v] to [20]\nend\n\nwhen flag clicked\nforever\n Fix Overlap x2\nend\n\ndefine Fix Overlap x2\nrepeat (10)\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\nend\n\ndefine Setup\nset [xveloctiy v] to [0]\nset [yvelocity v] to [0]\npoint in direction (90)\ngo to x: (-211) y: (-52)\nset size to (60) %\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen I receive [intro v]\nforever\n if <(Intro) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [intro v]\n\nwhen I receive [begin v]\nSetup\nforever\n Platformer Physics [1.5] [0.8] [-1] [12] Controls <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (w v) pressed?>> <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> <key (down arrow v) pressed?>\n Trampoline\n Touching Hazard <<touching (lava v)?> or <touching (danger v)?>>\n Next Level\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [end intro v]\n\nwhen I receive [begin v]\nforever\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (w v) pressed?>> then\n switch costume to (up v)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> 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 (stand v)\n end\nend\n\nwhen flag clicked\nbroadcast (Begin v)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n set [level # v] to (costume [name v])\nend\n\nwhen I receive [leave scene v]\nnext costume\n\nwhen I receive [intro v]\nforever\n if <(Intro) = [1]> then\n hide\n else\n show\n end\nend\n\n@Decorations\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n set [level # v] to (costume [number v])\nend\n\nwhen I receive [leave scene v]\nnext costume\n\nwhen I receive [intro v]\nforever\n if <(Intro) = [1]> then\n hide\n else\n show\n end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) 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 (5))\n glide (pick random (7) to (10)) secs to x: (-300) y: (y position)\n delete this clone\nend\n\n@Collectable\n\nwhen I receive [leave scene v]\nhide\ndelete this clone\n\nwhen flag clicked\nwait until <(LEVEL #) = [2]>\nrepeat (1)\n if <(LEVEL #) = [2]> then\n go to [front v] layer\n Clone at x: [-65] y: [-22]\n Clone at x: [-13] y: [-24]\n Clone at x: [95] y: [-22]\n Clone at x: [-191] y: [-84]\n else\n hide\n delete this clone\n end\nend\n\ndefine Clone at x: (x) y: (y)\nset x to (x)\nset y to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n repeat (1)\n start sound [Collect v]\n end\n clear sound effects\n repeat (10)\n change y by (5)\n change [ghost v] effect by (10)\n end\n hide\n add [1] to [collectable v]\n end\nend\n\nwhen flag clicked\nwait until <(LEVEL #) = [3]>\nrepeat (1)\n if <(LEVEL #) = [3]> then\n go to [front v] layer\n Clone at x: [-208] y: [-51]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nwait until <(LEVEL #) = [4]>\nrepeat (1)\n if <(LEVEL #) = [4]> then\n go to [front v] layer\n Clone at x: [-202] y: [-82]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nwait until <(LEVEL #) = [5]>\nrepeat (1)\n if <(LEVEL #) = [5]> then\n go to [front v] layer\n Clone at x: [-212] y: [-86]\n Clone at x: [-126] y: [-86]\n Clone at x: [52] y: [-86]\n Clone at x: [91] y: [-86]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nwait until <(LEVEL #) = [6]>\nrepeat (1)\n if <(LEVEL #) = [6]> then\n go to [front v] layer\n Clone at x: [-39] y: [12]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nwait until <(LEVEL #) = [7]>\nrepeat (1)\n if <(LEVEL #) = [7]> then\n go to [front v] layer\n Clone at x: [200] y: [125]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nwait until <(LEVEL #) = [8]>\nrepeat (1)\n if <(LEVEL #) = [8]> then\n go to [front v] layer\n Clone at x: [-41] y: [-77]\n Clone at x: [-5] y: [-56]\n Clone at x: [35] y: [-35]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nwait until <(LEVEL #) = [9]>\nrepeat (1)\n if <(LEVEL #) = [9]> then\n go to [front v] layer\n Clone at x: [99] y: [-39]\n Clone at x: [-215] y: [-85]\n Clone at x: [-174] y: [-85]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nwait until <(LEVEL #) = [10]>\nrepeat (1)\n if <(LEVEL #) = [10]> then\n go to [front v] layer\n Clone at x: [-174] y: [-85]\n Clone at x: [11] y: [142]\n Clone at x: [203] y: [142]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\ndelete all of [collectable v]\nforever\n if <(length of [collectable v]) = [10]> then\n broadcast (Shop | 1 v)\n end\nend\n\nwhen I receive [intro v]\nhide variable [level # v]\nhide\n\nwhen I receive [end intro v]\n\nwhen flag clicked\nshow variable [level # v]\nrepeat (1)\n if <(LEVEL #) = [1]> then\n go to [front v] layer\n Clone at x: [-97] y: [-80]\n Clone at x: [-58] y: [-80]\n Clone at x: [-21] y: [-80]\n Clone at x: [189] y: [-81]\n else\n hide\n delete this clone\n end\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n set [level # v] to (costume [name v])\nend\n\nwhen I receive [leave scene v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\nhide\n\ndefine Create clone of myself (x) (y)\nset x to (x)\nset y to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nwait until <(LEVEL #) = [3]>\nrepeat (1)\n if <(LEVEL #) = [3]> then\n go to [back v] layer\n Create clone of myself [-13] [-121]\n else\n delete this clone\n end\nend\n\nwhen I receive [leave scene v]\ndelete this clone\n\n@Lava\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n set [level # v] to (costume [name v])\n repeat (10)\n change y by (0.8)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (-0.8)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (0.8)\n end\n wait (0.2) seconds\n repeat (10)\n change y by (-0.8)\n end\nend\n\nwhen I receive [leave scene v]\nnext costume\n\n@End\n\nwhen flag clicked\nhide\nwait until <(LEVEL #) = [11]>\nforever\n if <(LEVEL #) = [11]> then\n show\n else\n hide\n end\nend\n\n@Notice Board\n\nwhen flag clicked\nhide\nwait until <(LEVEL #) = (length of [information])>\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n if <(LEVEL #) = (join [1] [1])> then\n show\n if <touching (player v)?> then\n say [Comment "Curious"]\n else\n say []\n end\n else\n hide\n end\nend\n\n@Credits\n\nwhen flag clicked\nhide\nwait until <(LEVEL #) = [11]>\nshow\ngo to x: (192) y: (158)\ngo to [front v] layer\nswitch costume to (credits v)\ncreate clone of (_myself_ v)\nset [shop open? v] to [no]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(shop open?) = [no]> then\n go to x: (-50) y: (-161)\n set [shop open? v] to [yes]\n switch costume to (close v)\n broadcast (Open Shop v)\n wait until <not <mouse down?>>\n else\n go to x: (190) y: (158)\n set [shop open? v] to [no]\n switch costume to (credits v)\n broadcast (Close Shop v)\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nhide\nswitch costume to (open v)\nset [ghost v] effect to (20)\ngo to x: (0) y: (0)\nforever\n wait until <(shop open?) = [yes]>\n show\n wait until <(shop open?) = [no]>\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nshow variable [level # v]\n\nshow\nhide variable [level # v]\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Dead\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [dead v]\nshow\nclear graphic effects\ngo to [front v] layer\nwait (1.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\nend\nhide\n\n@Control Stick\n\nwhen flag clicked\ngo to [front v] layer\nset [myself v] to [Control Stick]\nset size to (100) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\n
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Hello, This is my first platformer on this account.\n\n--- CONTROLS ---\n\nWASD, Arrow Keys, Mobile Controls to move\nAvoid Lava and Spikes\nCollect Coins and Use Trampolines for help with jumping\n\n--- CREDITS ---\n\nIn game\n@alphabetica for Mobile Friendly Icon\n@Ziyu3 for Inspiration\n@Tralaxy for the Intro\n\nUPDATE:\n1.1: Intro Added\n
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3D platformer!
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@Stage\n\nwhen flag clicked\nset [pixelate v] effect to (20)\nset [night mode v] to [0]\nforever\n if <(night mode) = [1]> then\n switch backdrop to (backdrop1 v)\n else\n switch backdrop to (backdrop3 v)\n end\n if <(shop) = [1]> then\n show variable [money v]\n else\n hide variable [money v]\n end\nend\n\n@debug\n\nwhen flag clicked\nforever\n if <(item (6) of [unlocked levels v]) = [1]> then\n change [☁ how many people have beat the game v] by (1)\n stop [this script v]\n end\nend\n\n@player \n\nwhen flag clicked\nset [pixelate v] effect to (30)\nswitch costume to (costume1 v)\nset [number of skins v] to (costume [number v])\nset [ghost v] effect to (0)\nset size to (48) %\npoint in direction (90)\nset [level v] to [1]\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [scroll x v] to [1250]\nset [scroll y v] to [-200]\nforever\n if <(menu) = [1]> then\n if <(shop) = [1]> then\n go to x: (0) y: (0)\n show\n if <key (right arrow v) pressed?> then\n change [skin v] by (1)\n wait until <not <key (right arrow v) pressed?>>\n end\n if <key (left arrow v) pressed?> then\n change [skin v] by (-1)\n wait until <not <key (left arrow v) pressed?>>\n end\n else\n hide\n point in direction (90)\n end\n else\n show\n ground [15] [3] [-1] [.7]\n end\nend\n\ndefine ground (jump hight) (speed) (gravity) (friction)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [x v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [x v] by ((speed) * (-1))\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nif <touching (level hitbox real v)?> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (level hitbox real v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level hitbox real v)?> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X) ) )\n if <touching (level hitbox real v)?> then\n change x by ((([abs v] of (X) ) / (X)) * (-1))\n end\n end\n set [x v] to [0]\n end\nend\nchange y by (Y)\nif <touching (level hitbox real v)?> then\n repeat ([ceiling v] of ([abs v] of (Y) ) )\n change y by ((([abs v] of (Y) ) / (Y)) * (-1))\n end\n if <<(([abs v] of (Y) ) / (Y)) = [-1]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n set [y v] to (jump hight)\n else\n set [y v] to [0]\n end\nelse\n change [y v] by (gravity)\nend\nchange [scroll y v] by ((y position) * (-1))\nchange [scroll x v] by ((x position) * (-1))\ngo to x: (0) y: (0)\nif <touching (porthole v)?> then\n broadcast (i did it! v)\nend\nif <(scroll y) > [1000]> then\n broadcast (message1 v)\nend\n\nwhen I receive [message1 v]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (48) %\npoint in direction (90)\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [scroll x v] to [1250]\nset [selected skin v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll y v] to [-200]\n\nwhen flag clicked\nforever\n set [2.5 d scroll y v] to ((scroll y) - (30))\nend\n\nwhen I receive [i did it! v]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (48) %\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [scroll x v] to [1250]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll y v] to [-200]\nset [menu v] to [1]\nreplace item ((level) + (1)) of [unlocked levels v] with [1]\nchange [money v] by (5)\n\nwhen I receive [start level v]\npoint in direction (90)\n\nwhen flag clicked\nset [skin v] to [1]\nforever\n if <(shop) = [1]> then\n switch costume to (skin)\n else\n if <(selected skin) = [1]> then\n switch costume to (blockman right v)\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n else\n switch costume to (selected skin)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (blockman right v)\nforever\n if <(skin) = ((number of skins) + (1))> then\n set [skin v] to [1]\n end\n if <(skin) = [0]> then\n set [skin v] to (number of skins)\n end\nend\n\n@level hitbox\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (size hack v)\nset size to (600) %\nswitch costume to (costume4 v)\nset [number of costumes v] to ((costume [number v]) - (1))\nforever\n if <not <(menu) = [1]>> then\n show\n go to x: (scroll x) y: (scroll y)\n switch costume to ((level) + (1))\n else\n hide\n end\nend\n\nreplace item (6) of [unlocked levels v] with [1]\n\n@level hitbox real\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (size hack v)\nset size to (600) %\nforever\n if <not <(menu) = [1]>> then\n show\n go to x: (scroll x) y: ((scroll y) - (5))\n switch costume to ((level) + (1))\n else\n hide\n end\nend\n\n@level 2.5d\n\nwhen flag clicked\nforever\n if <not <(menu) = [1]>> then\n setup 2.5D\n wait until <(menu) = [1]>\n delete this clone\n else\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <not <(menu) = [1]>> then\n switch costume to ((level) + (1))\n set x to (([x position v] of [level hitbox v]) * ((size) / ([size v] of [level hitbox v])))\n set y to (([y position v] of [level hitbox v]) * (((size) + (3)) / ([size v] of [level hitbox v])))\n else\n delete this clone\n end\nend\n\ndefine setup 2.5D\nhide\ngo to x: (0) y: (0)\nset [brightness v] effect to (50)\nswitch costume to (size hack v)\nset size to (600) %\nset [ghost v] effect to (0)\nrepeat (50)\n create clone of (_myself_ v)\n change [brightness v] effect by (-.5)\n change size by (35)\nend\n\n@porthole\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [level v] to [1]\nset size to (1275) %\nforever\n go to x: (scroll x) y: (scroll y)\n switch costume to ((level) + (1))\nend\n\n@buttons for menu\n\nwhen flag clicked\nset [pixelate v] effect to (10)\nset [menu v] to [1]\nforever\n if <<(menu) = [1]> and <not <(shop) = [1]>>> then\n set [button v] to [1]\n set [unlocked levels v] to [1]\n switch costume to (level 1 v)\n hide\n go to x: (-175) y: (50)\n repeat (number of costumes)\n create clone of (_myself_ v)\n change x by (175)\n if <touching (_edge_ v)?> then\n set x to (-175)\n change y by (-100)\n end\n next costume\n wait (0) seconds\n change [unlocked levels v] by (1)\n end\n wait until <<(menu) = [0]> or <(shop) = [1]>>\n else\n delete this clone\n end\nend\n\ndefine reset for menu\nset [button v] to [1]\nset [unlocked levels v] to [1]\nswitch costume to (level 1 v)\nhide\ngo to x: (-175) y: (50)\nrepeat (number of costumes)\n create clone of (_myself_ v)\n change x by (175)\n if <touching (_edge_ v)?> then\n set x to (-175)\n change y by (-100)\n end\n next costume\n wait (0) seconds\n change [unlocked levels v] by (1)\nend\nwait until <<(menu) = [0]> or <(shop) = [1]>>\n\nwhen I start as a clone\nshow\nif <(item (unlocked levels) of [unlocked levels v]) = [1]> then\n switch costume to (unlocked levels)\nelse\n switch costume to (locked v)\nend\nrepeat until <<(menu) = [0]> or <(shop) = [1]>>\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not < (costume [name v]) contains [locked]?>>> then\n broadcast (start level v)\n set [menu v] to [0]\n set [level v] to (costume [number v])\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (locked v)\nset [number of costumes v] to ((costume [number v]) - (1))\n\n@menu\n\nwhen flag clicked\nset [pixelate v] effect to (15)\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <(menu) = [1]> then\n show\n if <(shop) = [1]> then\n switch costume to (shop v)\n else\n switch costume to (levels v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete all of [unlocked levels v]\nadd [1] to [unlocked levels v]\nrepeat (9)\n add [0] to [unlocked levels v]\nend\n\n@level maker (not for posting with)\n\nwhen flag clicked\nhide\n\nshow\n\n@shop/back to menu button\n\nwhen flag clicked\nset [pixelate v] effect to (10)\nset [money v] to [0]\nset [shop v] to [0]\ngo to x: (0) y: (0)\nforever\n if <<(menu) = [1]> and <not <(shop) = [1]>>> then\n switch costume to (costume1 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [shop v] to [1]\n set [menu v] to [1]\n set [scroll x v] to [1250]\n set [x v] to [0]\n set [y v] to [0]\n set [scroll y v] to [-200]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n else\n switch costume to (costume2 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [shop v] to [0]\n set [menu v] to [1]\n set [scroll x v] to [1250]\n set [x v] to [0]\n set [y v] to [0]\n set [scroll y v] to [-200]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen I receive [done intro v]\nforever\n wait (5) seconds\n change [money v] by (1)\nend\n\n@unlock\n\nwhen flag clicked\nset [pixelate v] effect to (10)\ngo to x: (-7) y: (-38)\ndelete all of [unlocked skins v]\nadd [1] to [unlocked skins v]\nrepeat (50)\n add [0] to [unlocked skins v]\nend\nset [selected skin v] to [1]\nforever\n if <(shop) = [1]> then\n show\n if <(item (skin) of [unlocked skins v]) = [0]> then\n switch costume to (buy v)\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(money) > (((skin) * (3)) - (1))>> and <(costume [number v]) = [1]>> then\n change [money v] by (join [-] ((skin) * (3)))\n replace item (skin) of [unlocked skins v] with [1]\n set [selected skin v] to (skin)\n end\n if <(item (skin) of [unlocked skins v]) = [1]> then\n switch costume to (select v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (selected v)\n set [selected skin v] to (skin)\n end\n end\n if <(selected skin) = (skin)> then\n switch costume to (selected v)\n end\n else\n hide\n end\nend\n\n@intro\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [done intro v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@intro name\n\nwhen flag clicked\nset [pixelate v] effect to (15)\nhide\nrepeat (10)\n go to [front v] layer\n go [forward v] (1) layers\nend\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset size to (50) %\nrepeat (100)\n change size by (.5)\nend\nrepeat (100)\n change size by (.5)\n change [ghost v] effect by (1)\nend\nwait (1) seconds\nbroadcast (done intro v)\n\n@thumbnail\n\nwhen flag clicked\nshow variable [night mode v]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (real thumbnail v)\nforever\n go to [front v] layer\nend\n\n@money\n\nwhen flag clicked\nset [pixelate v] effect to (15)\nrepeat (10)\n go to [front v] layer\nend\nset size to (80) %\ngo to x: (15) y: (-39)\nforever\n if <<(shop) = [1]> and <(item (skin) of [unlocked skins v]) = [0]>> then\n show\n switch costume to (skin)\n else\n hide\n end\nend\n\n
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arrow keys to move, love, fave, and even follow if you enjoyed!\n(latest person to beat all the levels is... @cs3952501 \n)
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A platformer #games
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@Stage\n\n@Cat\n\nwhen flag clicked\ngo to x: (-178) y: (-106)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (cat-a v)\n point in direction (90)\n change x by (10)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (cat-b v)\n point in direction (-90)\n change x by (-10)\n end\nend\n\nwhen flag clicked\nset [velocity v] to [0]\nforever\n if <touching (_edge_ v)?> then\n set [velocity v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [velocity v] to [15]\n end\n end\n change y by (velocity)\n change [velocity v] by (-1)\nend\n\nwhen [any v] key pressed\nforever\n if <touching (spike v)?> then\n switch backdrop to (bedroom 1 v)\n go to x: (-178) y: (-134)\n change [attempts v] by (1)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (spike2 v)?> then\n go to x: (-178) y: (-134)\n switch backdrop to (concert v)\n change [attempts v] by (1)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (spike3 v)?> then\n go to x: (-178) y: (-134)\n switch backdrop to (concert v)\n change [attempts v] by (1)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line v)?> then\n go to x: (-178) y: (-134)\n switch backdrop to (bedroom 1 v)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line3 v)?> then\n go to x: (-178) y: (-134)\n switch backdrop to (bedroom 1 v)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line2 v)?> then\n go to x: (-178) y: (-134)\n switch backdrop to (concert v)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line4 v)?> then\n go to x: (172) y: (-134)\n switch backdrop to (bedroom 1 v)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line5 v)?> then\n go to x: (-178) y: (-134)\n switch backdrop to (jurassic v)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (dinosaur2 v)?> then\n go to x: (-178) y: (-134)\n switch backdrop to (jurassic v)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line6 v)?> then\n go to x: (172) y: (-134)\n switch backdrop to (concert v)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line7 v)?> then\n go to x: (-178) y: (-134)\n switch backdrop to (desert v)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line8 v)?> then\n switch backdrop to (basketball 1 v)\n go to x: (-178) y: (-134)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (spike omega v)?> then\n switch backdrop to (basketball 1 v)\n go to x: (-178) y: (-134)\n change [attempts v] by (1)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (trampoline2 v)?> then\n change [velocity v] by (-5)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (trampospikes v)?> then\n switch backdrop to (basketball 1 v)\n go to x: (-178) y: (-134)\n change [attempts v] by (1)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line9 v)?> then\n switch backdrop to (jurassic v)\n go to x: (-178) y: (-134)\n end\nend\n\nwhen flag clicked\nshow\nset [your health v] to [1]\nset [boss health v] to [10]\n\nwhen [any v] key pressed\nforever\n if <touching (trampoline v)?> then\n change [velocity v] by (30)\n end\nend\n\nwhen [any v] key pressed\nforever\nend\n\nif <touching (line10 v)?> then\n switch backdrop to (castle 2 v)\n go to x: (-178) y: (-134)\nend\n\nwhen [any v] key pressed\nforever\n if <touching (bat v)?> then\n switch backdrop to (castle 2 v)\n go to x: (-178) y: (-134)\n change [attempts v] by (1)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line11 v)?> then\n switch backdrop to (castle 1 v)\n go to x: (-178) y: (-134)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line12 v)?> then\n switch backdrop to (castle 3 v)\n go to x: (-178) y: (-134)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line12 v)?> then\n switch backdrop to (castle 3 v)\n go to x: (-178) y: (-134)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line13 v)?> then\n switch backdrop to (night city with street v)\n go to x: (-178) y: (-134)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line14 v)?> then\n switch backdrop to (night city with street v)\n go to x: (-178) y: (-134)\n end\nend\n\nwhen flag clicked\nforever\n if <(Your health) = [0]> then\n switch backdrop to (desert v)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (sprite7 v)?> then\n switch backdrop to (night city with street v)\n go to x: (-178) y: (-134)\n change [your health v] by (-1)\n change [attempts v] by (1)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (line15 v)?> then\n switch backdrop to (blue sky2 v)\n go to x: (-178) y: (-134)\n end\nend\n\nwhen [any v] key pressed\nforever\n if <(Your health) < [0]> then\n set [your health v] to [0]\n end\nend\n\nwhen [any v] key pressed\nforever\n if <touching (sprite3 v)?> then\n switch backdrop to (night city with street v)\n go to x: (-178) y: (-134)\n change [your health v] by (-1)\n change [attempts v] by (1)\n end\nend\n\nwhen flag clicked\nset [attempts v] to [0]\n\nwhen flag clicked\nrepeat (100)\n play sound [Y2Mate v] until done\nend\n\nwhen flag clicked\nforever\n if <(Your health) = [0]> then\n broadcast (message1 v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nset size to (90) %\n\n@Spike\n\nwhen backdrop switches to [bedroom 1 v]\ngo to x: (6) y: (-176)\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [concert v]\nhide\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen backdrop switches to [jurassic v]\nhide\n\n@Spike2\n\nwhen backdrop switches to [concert v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [desert2 v]\nhide\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen backdrop switches to [jurassic v]\nhide\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\n@Spike3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [concert v]\nshow\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen backdrop switches to [desert2 v]\nhide\n\nwhen flag clicked\nswitch backdrop to (desert v)\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\nwhen backdrop switches to [jurassic v]\nhide\n\n@Line\n\nwhen backdrop switches to [desert v]\nshow\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\nwhen backdrop switches to [concert v]\nhide\n\nwhen backdrop switches to [jurassic v]\nhide\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Line2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [bedroom 1 v]\nshow\n\nwhen backdrop switches to [concert v]\nhide\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen backdrop switches to [jurassic v]\nhide\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Line3\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\nwhen backdrop switches to [concert v]\nhide\n\nwhen backdrop switches to [jurassic v]\nhide\n\nwhen backdrop switches to [desert v]\nshow\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Line4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\nwhen backdrop switches to [concert v]\nshow\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen backdrop switches to [jurassic v]\nhide\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Line5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\nwhen backdrop switches to [concert v]\nshow\n\nwhen backdrop switches to [jurassic v]\nhide\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Line6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [concert v]\nhide\n\nwhen backdrop switches to [jurassic v]\nshow\n\nwhen backdrop switches to [basketball 1 v]\nhide\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Line7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [bedroom 1 v]\nshow\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen backdrop switches to [concert v]\nhide\n\nif <touching (dinosaur2 v)?> then\n hide\nend\n\nif <touching (dinosaur2 v)?> then\n hide\nend\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Line8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [jurassic v]\nshow\n\nwhen backdrop switches to [concert v]\nhide\n\nwhen backdrop switches to [basketball 1 v]\nhide\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [basketball 1 v]\nshow\n\nwhen backdrop switches to [jurassic v]\nhide\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen backdrop switches to [concert v]\nhide\n\nwhen backdrop switches to [castle 2 v]\nhide\n\n@Trampospikes\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [basketball 1 v]\nshow\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\nwhen backdrop switches to [concert v]\nhide\n\nwhen backdrop switches to [jurassic v]\nhide\n\nwhen backdrop switches to [castle 2 v]\nhide\n\n@Dinosaur2\n\nwhen backdrop switches to [jurassic v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [concert v]\nhide\n\nwhen flag clicked\nforever\n if <touching (meow v)?> then\n hide\n end\nend\n\n@meow\n\nwhen flag clicked\nhide\nforever\n if <key (right arrow v) pressed?> then\n set [catdirection v] to [90]\n end\n if <key (left arrow v) pressed?> then\n set [catdirection v] to [-90]\n end\nend\n\nwhen [space v] key pressed\ncreate clone of (_myself_ v)\npoint in direction (catdirection)\nif <key (space v) pressed?> then\n show\n go to (cat v)\n if <(catdirection) = [90]> then\n switch costume to (costume1 v)\n forever\n change x by (15)\n if <touching (_edge_ v)?> then\n hide\n end\n end\n end\n if <(catdirection) = [-90]> then\n switch costume to (costume2 v)\n forever\n change x by (-15)\n if <touching (_edge_ v)?> then\n hide\n end\n end\n end\nend\n\nwhen [any v] key pressed\nforever\n\nwhen [space v] key pressed\nforever\n if <touching (sprite3 v)?> then\n wait (.1) seconds\n hide\n end\nend\n\nwhen [space v] key pressed\nset volume to (100) %\nplay sound [pop v] until done\n\nwhen [space v] key pressed\nplay sound [Meow v] until done\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\nwhen backdrop switches to [castle 2 v]\nhide\n\n@Spike omega\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [jurassic v]\nhide\n\nwhen backdrop switches to [basketball 1 v]\nshow\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\nwhen backdrop switches to [concert v]\nhide\n\nwhen backdrop switches to [castle 2 v]\nhide\n\n@Line9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [jurassic v]\nhide\n\nwhen backdrop switches to [basketball 1 v]\nshow\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Line10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [castle 2 v]\nhide\n\nwhen backdrop switches to [basketball 1 v]\nshow\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [castle 2 v]\nshow\n\nwhen backdrop switches to [basketball 1 v]\nhide\n\nwhen backdrop switches to [basketball 1 v]\nhide\n\nwhen backdrop switches to [castle 1 v]\nhide\n\n@Line11\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [basketball 1 v]\nhide\n\nwhen backdrop switches to [castle 2 v]\nshow\n\nwhen backdrop switches to [castle 1 v]\nhide\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Line12\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [castle 1 v]\nshow\n\nwhen backdrop switches to [castle 2 v]\nhide\n\nwhen backdrop switches to [castle 3 v]\nhide\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Line13\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [castle 1 v]\nhide\n\nwhen backdrop switches to [castle 3 v]\nshow\n\nwhen [any v] key pressed\nforever\n if <touching (line11 v)?> then\n switch backdrop to (castle 1 v)\n go to x: (-178) y: (-134)\n end\nend\n\nwhen backdrop switches to [night city with street v]\nhide\n\n@Bat\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [castle 2 v]\nshow\n\nwhen flag clicked\nforever\n if <touching (meow v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [basketball 1 v]\nhide\n\nif <(Boss health) = [16]> then\n go to (sprite3 v)\n forever\n change x by (10)\n end\nend\n\nif <(Boss health) = [16]> then\n go to (sprite3 v)\n forever\n change x by (10)\n end\nend\n\nif <(Boss health) = [16]> then\n go to (sprite3 v)\n forever\n change x by (10)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [night city with street v]\nshow\n\nwhen flag clicked\nset [boss health v] to [10]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (meow v)?> then\n change [boss health v] by (-1)\n wait (1.75) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss health) = [0]> then\n hide\n end\nend\n\nwhen backdrop switches to [blue sky2 v]\nhide\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen I receive [fun v]\nswitch costume to (costume2 v)\nwait (.3) seconds\nswitch costume to (costume1 v)\n\n@Line14\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [night city with street v]\nshow\n\n@Line15\n\nwhen backdrop switches to [blue sky2 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [night city with street v]\nshow\n\n@Cat2\n\nwhen backdrop switches to [blue sky2 v]\nswitch costume to (cat-a v)\nshow\nforever\n if <touching (cat v)?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky2 v]\nshow\nwait (5) seconds\nhide\nbroadcast (Messgae win v)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [messgae win v]\nshow\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [desert v]\nhide\n\nwhen backdrop switches to [bedroom 1 v]\nhide\n\nwhen backdrop switches to [concert v]\nhide\n\nwhen backdrop switches to [jurassic v]\nhide\n\nwhen backdrop switches to [basketball 1 v]\nhide\n\nwhen backdrop switches to [castle 2 v]\nhide\n\nwhen backdrop switches to [castle 1 v]\nhide\n\nwhen backdrop switches to [castle 3 v]\nhide\n\nwhen backdrop switches to [night city with street v]\nforever\n wait (pick random (3) to (6)) seconds\n go to x: (50) y: (-131)\n show\n broadcast (FUN v)\n forever\n point in direction (-90)\n change x by (-10)\n if <touching (_edge_ v)?> then\n go to x: (50) y: (-131)\n end\n end\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [blue sky2 v]\nhide\n\nwhen backdrop switches to [blue sky v]\nhide\n\nwhen flag clicked\nforever\n if <(Boss health) = [0]> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (.1) seconds\n change [time v] by (.1)\nend\n\nwhen [space v] key pressed\nforever\n if <(Time) < (Highscore)> then\n if <(Boss health) = [0]> then\n set [highscore v] to (Time)\n end\n end\nend\n\n
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-Use arrow keys to move\n-Use space to attack\n -Heart and star if you like it. \nhttps://scratch.mit.edu/projects/677784103
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Stunt Red 4 | A Mobile Friendly Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (11) seconds\nswitch backdrop to (backdrop16 v)\nbroadcast (Show v)\n\n@Intro\n\ndefine Go to (x) (y) size (size) dir (dir) (cos)\npoint in direction (@cam.dir)\ngo to x: (0) y: (0)\nswitch costume to (hack small v)\nset size to ((@cam.z) * (size)) %\nswitch costume to (cos)\nmove (((x) - (@cam.x)) * (@cam.z)) steps\nturn left (90) degrees\nmove (((y) - (@cam.y)) * (@cam.z)) steps\nturn right (90) degrees\npoint in direction ((@cam.dir) + (dir))\n\nwhen I receive [intro v]\nhide\nset [@slow mo v] to [3]\nset [@cam.dir v] to [90]\nset [@cam.y v] to [0]\nset [@cam.x v] to [0]\nset [name.size v] to [0]\nstart sound [Marshmello - Silence ft. Khalid \(Codeko Remix\) v]\nwait (1) seconds\nset [clone.type v] to [Name]\ncreate clone of (_myself_ v)\nbroadcast (control v)\nbroadcast (dir v)\nbroadcast (▲ v)\nwait (0.87) seconds\n▲\nset [clone.type v] to [Background]\ncreate clone of (_myself_ v)\nforever\n change [@cam.x v] by (((0) - (@cam.x)) / (9))\n change [@cam.y v] by (((0) - (@cam.y)) / (9))\n change [@cam.z v] by (((1) - (@cam.z)) / (9))\n change [name.size v] by (((100) - (name.size)) / (9))\n set [shk.y v] to ((shk.y) * (-0.7))\n set [shk.x v] to ((shk.x) * (-0.7))\n change [@cam.y v] by (shk.y)\n change [@cam.x v] by (shk.x)\n broadcast (tick v)\nend\n\nwhen I start as a clone\nif <(clone.type) = [▲]> then\n show\n if <(clone.id) = [1]> then\n \n Go to [0] ((▲.position.y) mod (390)) size [100] dir [0] [3]\n switch costume to (▲ v)\n end\n end\n if <(clone.id) = [2]> then\n \n Go to [0] (((▲.position.y) mod (390)) - (390)) size [100] dir [0] [3]\n switch costume to (▲ v)\n end\n end\nend\n\nwhen I receive [▲ v]\nwait (0.87) seconds\nset [▲.position.y v] to [0]\nforever\n change [▲.position.y v] by ((10) / (@slow mo))\nend\n\ndefine ▲\nset [clone.type v] to [▲]\nset [clone.id v] to [1]\ncreate clone of (_myself_ v)\nset [clone.id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nbroadcast (Intro v)\ngo to [front v] layer\n\nwhen I receive [control v]\nwait (0.87) seconds\nshk (pick random (15) to (17))\nrepeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\nend\nrepeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\nend\nwait (0.23) seconds\nrepeat (4)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\n wait (0.23) seconds\nend\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nwait (0.2) seconds\nrepeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\nend\nrepeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\nend\nwait (0.1) seconds\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nwait (0) seconds\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nrepeat (3)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\n wait (0.23) seconds\nend\n\nwhen I receive [dir v]\nwait (0.87) seconds\nset [dir v] to [90]\nrepeat (185)\nrepeat (5)\nset [dir v] to [90]\nset [timer v] to [2]\nrepeat (30)\n change [dir v] by (((450) - (dir)) / (6))\nend\n\nwhen I receive [dir v]\nset [timer v] to [0]\n\n set [@cam.dir v] to ((dir) + (([sin v] of ((timer) * (250)) ) * (2)))\n change [timer v] by ((0.2) / (@slow mo))\nend\n\ndefine shk (amount)\nif <(pick random (0) to (1)) = [1]> then\n if <(pick random (0) to (1)) = [1]> then\n change [shk.x v] by (() - (amount))\n else\n change [shk.x v] by (16)\n end\nelse\n if <(pick random (0) to (1)) = [1]> then\n change [shk.y v] by (() - (amount))\n else\n change [shk.y v] by (amount)\n end\nend\n\nif <(pick random (0) to (1)) = [1]> then\n if <(pick random (0) to (1)) = [1]> then\n set [shk.x v] to [-16]\n else\n set [shk.x v] to [16]\n end\nelse\n if <(pick random (0) to (1)) = [1]> then\n set [shk.y v] to [-16]\n else\n set [shk.y v] to [16]\n end\nend\n\nwhen I start as a clone\nif <(clone.type) = [Background]> then\n show\n forever\n set [ghost v] effect to (25)\n go to [back v] layer\n Go to [0] [0] size [100] dir [0] [4]\n end\nend\n\nwhen I receive [intro v]\nwait (10.2) seconds\nshow\nset [x v] to [720]\nrepeat until <(round (x)) = [0]>\n Go to (x) [0] size [100] dir [0] [5]\n go to [front v] layer\n change [x v] by (((0) - (x)) / (6))\nend\nbroadcast (Clear all v)\nwait (1) seconds\nset [effects.ghost v] to [0]\nrepeat (20)\n change [effects.ghost v] by (((100) - (effects.ghost)) / (6))\n set [ghost v] effect to (effects.ghost)\nend\n\nwhen I start as a clone\nif <(clone.type) = [Name]> then\n show\n go to [front v] layer\n set [yv v] to [20]\n set [name.size v] to [0]\n repeat (3)\n point in direction (90)\n change [name.size v] by (yv)\n change [yv v] by (-1.35)\n switch costume to (hack big v)\n set size to (name.size) %\n switch costume to (name v)\n end\n repeat until <(timer) > [1.85]>\n go to x: (0) y: (0)\n change [name.size v] by (yv)\n change [yv v] by (-1.35)\n switch costume to (hack small v)\n set size to (name.size) %\n switch costume to (name v)\n end\n repeat (20)\n Go to [0] [0] size (name.size) dir (([sin v] of ((timer) * (150)) ) * (2)) [6]\n switch costume to (name v)\n change [@cam.z v] by (((0.9) - (@cam.z)) / (15))\n end\n \n Go to [0] [0] size (name.size) dir (([sin v] of ((timer) * (150)) ) * (2)) [6]\n switch costume to (name v)\n end\nend\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen I receive [intro v]\nwait until <(timer) > [1.85]>\n\nwhen flag clicked\nwait (10) seconds\ngo to [back v] layer\nhide\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\nwhen I receive [intro v]\nhide\n\nwhen I receive [show v]\nshow\nrepeat (1)\n go to x: (-200) y: (0)\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [show v]\nshow\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
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Welcome, my friends, to STUNT RED 4. \n\nR for restart \nSet a stopwatch and comment how many seconds it took you to speed run
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Platformer!
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@Stage\n\nwhen flag clicked\nforever\n play sound [Starship v] until done\nend\n\nwhen flag clicked\nforever\n if <[昼 v] contains (current [hour v])?> then\n set [mode v] to [light]\n else\n set [mode v] to [dark]\n end\n switch backdrop to (mode)\nend\n\nwhen flag clicked\nhide variable [monitor v]\nhide variable [☁ 世界記録 v]\nhide variable [timer v]\nset [timer v] to [0]\nwait (1) seconds\nrepeat until <(stage) = [11]>\n change [timer v] by (1)\n wait (1) seconds\nend\nshow variable [timer v]\nif <(☁ 世界記録) > (timer)> then\n 送信\nend\n受信\n\ndefine 送信\nset [user's name v] to []\nset [counter v] to [1]\nrepeat (length of (username))\n set [user's name v] to (join (user's name) (item # of (letter (counter) of (username)) in [a~z v]))\n change [counter v] by (1)\nend\nset [☁ 世界記録 v] to (timer)\nset [☁ user number v] to (user's name)\n\ndefine 受信\nset [monitor v] to []\nset [counter v] to [1]\nrepeat ((length of (☁ user number)) / (2))\n set [monitor v] to (join (MONITOR) (item (join (letter (counter) of (☁ user number)) (letter ((counter) + (1)) of (☁ user number))) of [a~z v]))\n change [counter v] by (2)\nend\nshow variable [monitor v]\nshow variable [☁ 世界記録 v]\n\ndefine 初期化\nset [☁ user number v] to [2824283020143410221020103210]\nset [☁ 世界記録 v] to [100]\nset [cloud-y v] to [0]\nset [counter v] to [1]\nset [key v] to [yes]\nset [mode v] to [light]\nset [monitor v] to [sosukeyamakawa]\nset [stage v] to [1]\nset [user's name v] to []\ndelete all of [昼 v]\nadd [7] to [昼 v]\nadd [8] to [昼 v]\nadd [9] to [昼 v]\nadd [10] to [昼 v]\nadd [11] to [昼 v]\nadd [12] to [昼 v]\nadd [13] to [昼 v]\nadd [14] to [昼 v]\nadd [15] to [昼 v]\nadd [16] to [昼 v]\nadd [17] to [昼 v]\nadd [18] to [昼 v]\nstop [all v]\n\nwhen flag clicked\nforever\n change [turbo v] by (1)\n wait (0) seconds\n if <(turbo) > [3]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <[ban_list v] contains (username)?> then\n stop [all v]\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\ngo to x: (-210) y: (-90)\nforever\n set rotation style [left-right v]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n change [x v] by (-0.8)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n point in direction (90)\n change [x v] by (0.8)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n start sound [Jump v]\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <<touching (地面 v)?> or <touching (動く地面 v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <<(x position) > [230]> and <not <(stage) = [11]>>> then\n if <(stage) = [6]> then\n if <(key) = [yes]> then\n go to x: (-216) y: (-58)\n set [x v] to [0]\n set [y v] to [0]\n change [stage v] by (1)\n else\n say [鍵をとろう!]\n end\n else\n go to x: (-216) y: (-58)\n set [x v] to [0]\n set [y v] to [0]\n change [stage v] by (1)\n say []\n end\n else\n say []\n end\n if <<<[-150] > (y position)> or <touching (障害物 v)?>> or <touching (magma v)?>> then\n go to x: (-210) y: (50)\n start sound [Crunch v]\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (mode)\nend\n\n@地面\n\nwhen flag clicked\nset [stage v] to [1]\nforever\n switch costume to (stage)\nend\n\n@障害物\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (stage)\nend\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 [back 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@見せかけ地面\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n switch costume to (stage)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (60)\n else\n repeat (10)\n change [ghost v] effect by (-6)\n end\n end\nend\n\n@magma\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (stage)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(stage) = [2]> then\n go to x: (0) y: (-169)\n glide (2) secs to x: (0) y: (-110)\n glide (2) secs to x: (0) y: (-169)\n else\n if <(stage) = [3]> then\n go to x: (0) y: (-169)\n glide (2) secs to x: (0) y: (-140)\n glide (2) secs to x: (0) y: (-169)\n else\n if <(stage) = [4]> then\n go to x: (0) y: (-169)\n glide (2) secs to x: (0) y: (-140)\n glide (2) secs to x: (0) y: (-169)\n else\n if <(stage) = [5]> then\n go to x: (0) y: (-169)\n else\n if <(stage) = [6]> then\n go to x: (0) y: (-95)\n turn right (10) degrees\n else\n if <(stage) = [7]> then\n point in direction (90)\n go to x: (0) y: (-169)\n glide (3) secs to x: (0) y: (-100)\n glide (3) secs to x: (0) y: (-169)\n end\n end\n end\n end\n end\n end\nend\n\n@動く地面\n\nwhen flag clicked\nforever\n switch costume to (stage)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(stage) = [4]> then\n go to x: (0) y: (0)\n glide (1) secs to x: (50) y: (0)\n glide (1) secs to x: (0) y: (0)\n else\n if <(stage) = [9]> then\n go to x: (100) y: (0)\n turn right (1) degrees\n end\n end\nend\n\n@key\n\nwhen flag clicked\nset [key v] to [no]\nhide\ngo to x: (74) y: (-107)\nwait (0.01) seconds\nwait until <(stage) = [6]>\nshow\nwait until <touching (player v)?>\nset [key v] to [yes]\nstart sound [Coin v]\nrepeat until <not <(stage) = [6]>>\n go to x: (([x position v] of [player v]) + (20)) y: (([y position v] of [player v]) - (10))\n go to [front v] layer\nend\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide variable [☁ 世界記録 v]\nhide variable [monitor v]\nhide variable [timer v]\nshow\ngo to [front v] layer\n\n
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[日本語]\n||操作方法\nWASDキーか矢印キー、タッチで操作です!\n||メモ\n今回はギミックを増量しました!!\nちなみに、昼と夜で景色が変わる!?かも…\n♡と☆( `・∀・´)ノヨロシク\n[English]\n||Operation Method\nWASD keys, arrow keys, or touch!\n||Memo\nThis time we've upped the gimmick!\nBy the way, the scenery changes from day to night! Maybe...\nGive me ♡ and ☆!\n||クレジット(cragits)\nProgram:@4747yuna\nMusic:@-Xaf-\nTEXT:cooltext.com\n||タグ(tags)\n#All #Game #Games #Platformer #sosukeyamakawa
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TurboWarp PORTAL platformer
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@Stage\n\nwhen flag clicked\nif <is turbowarp?> then\n set [ma variable v] to [2]\nelse\n set [ma variable v] to [1]\nend\nswitch backdrop to (platformer v)\nforever\n play sound [Jaymes-Young-Infinity- v] until done\nend\n\nwhen flag clicked\nforever\n if <<(current [hour v]) > [20]> and <(current [hour v]) < [7]>> then\n set [brightness v] effect to (-60)\n end\n if <<(current [hour v]) > [7]> and <(current [hour v]) < [12]>> then\n set [brightness v] effect to (0)\n end\n if <<(current [hour v]) > [12]> and <(current [hour v]) < [20]>> then\n set [brightness v] effect to (-50)\n end\nend\n\nwhen flag clicked\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 [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo to [front v] layer\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\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\ngo to [front v] layer\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@Player \n\nwhen I receive [niveau v]\ngo to x: ((Resolution) * (-200)) y: ((Resolution) * (-60))\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: ((Resolution) * (-200)) y: ((Resolution) * (-70))\nchange [mort v] by (1)\n\nwhen I receive [start v]\nforever\n\nnext costume\n\nwhen I receive [start v]\nset rotation style [left-right v]\nshow\ngo to x: ((Resolution) * (-208)) y: ((Resolution) * (48))\nset size to (15) %\nforever\n go to [front v] layer\n set [player x v] to [0]\n set [player y v] to [0]\n forever\n change [player y v] by (-1)\n set [player x v] to ((player 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 [player 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 [player x v] by (-1)\n end\n change x by ((Resolution) * (player X))\n if then\n change y by ((Resolution) * (1))\n end\n if then\n change y by ((Resolution) * (1))\n end\n if then\n change y by ((Resolution) * (1))\n end\n if then\n change y by ((Resolution) * (1))\n end\n if then\n change y by ((Resolution) * (-4))\n change x by ((player X) * ((Resolution) * (-1)))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [player y v] to [10]\n if <([abs v] of (player X) ) = (player X)> then\n set [player x v] to [-4]\n else\n set [player x v] to [4]\n end\n else\n set [player x v] to [0]\n end\n end\n change y by ((Resolution) * (Player Y))\n if <touching (plateforme v)?> then\n change y by (((Player Y) - ((Player Y) * (2))) * (Resolution))\n set [player y v] to [0]\n end\n change y by ((-1) * (Resolution))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (plateforme v)?>> then\n change [player y v] by (14)\n end\n change y by ((1) * (Resolution))\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\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n\nswitch costume to (1 v)\n\npoint in direction (-90)\n\nswitch costume to (button3-a3 v)\n\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(y position) = ((Resolution) * (-180))> then\n broadcast (Mort v)\n wait until <not <(y position) = ((Resolution) * (-180))>>\n end\nend\n\nwhen flag clicked\nswitch costume to (pick random (1) to (2))\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\nif <(Niveau) = [8]> then\n\nif <(Niveau) = [8]> then\n\ngo to x: (-183) y: (100)\n\nwhen flag clicked\n\nforever\n\ngo to (drapeau bleu 2 v)\n\nwhen I receive [teleportation v]\nchange [brightness v] effect by (100)\ngo to (drapeau bleu 2 v)\nclear graphic effects\n\nwait (1) seconds\n\nwhen I receive [teleportation 2 v]\ngo to (drapeau jaune 2 v)\nchange y by ((Resolution) * (-20))\n\nif <(Niveau) = [5]> then\n\nwhen I receive [teleportation 2 v]\n\nwait (0.25) seconds\n\nchange [pixelate v] effect by (20)\n\nrepeat (10)\n\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nchange [ghost v] effect by (-10)\n\nset [ghost v] effect to (100)\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\nforever\n\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nwait (0.25) seconds\nset [ghost v] effect to (0)\nwait (0.25) seconds\nset [ghost v] effect to (100)\nwait (0.25) seconds\nset [ghost v] effect to (0)\n\nwait (0.25) seconds\n\nclear graphic effects\n\nwhen flag clicked\nif <is turbowarp?> then\n set [resolution v] to [2]\nelse\n set [resolution v] to [1]\nend\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (15)) %\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 v)\ngo to x: ((Resolution) * (-45)) y: ((Resolution) * (-14))\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n wait until <not <touching (player 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\nforever\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <(Niveau) = [10]> then\n repeat (10)\n change y by ((Resolution) * (-3))\n end\n wait (0.25) seconds\n repeat (10)\n change y by ((Resolution) * (3))\n end\n end\nend\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@drapeau de fin \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) and wait\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\nbroadcast (Niveau v)\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@drapeau bleu\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 (teleportation 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\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@drapeau bleu 2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go [backward v] (6) layers\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\nwhen flag clicked\nforever\n if <(Niveau) = [1]> then\n go to x: ((Resolution) * (100)) y: ((Resolution) * (178))\n end\n if <(Niveau) = [2]> then\n go to x: ((Resolution) * (201)) y: ((Resolution) * (174))\n end\n if <(Niveau) = [3]> then\n go to x: ((Resolution) * (185)) y: ((Resolution) * (174))\n end\n if <(Niveau) = [5]> then\n go to x: ((Resolution) * (185)) y: ((Resolution) * (174))\n end\n if <(Niveau) = [4]> then\n go to x: ((Resolution) * (185)) y: ((Resolution) * (174))\n end\n if <(Niveau) = [6]> then\n go to x: ((Resolution) * (51)) y: ((Resolution) * (170))\n end\n if <(Niveau) = [10]> then\n go to x: ((Resolution) * (191)) y: ((Resolution) * (170))\n end\nend\n\nif <touching (player v)?> then\n broadcast (Niveau v)\n wait until <not <touching (player v)?>>\nend\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@lave et scie\n\nwhen flag clicked\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\ngo to x: ((Resolution) * (-104)) y: (0)\nhide\nswitch costume to (costume1 v)\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\nforever\n if <(Niveau) = [4]> then\n point in direction (90)\n show\n set [lava x v] to [0]\n wait (0.25) seconds\n repeat (6)\n change [lava x v] by (-5)\n wait (0.1) seconds\n end\n wait (0.5) seconds\n repeat (6)\n change [lava x v] by (5)\n wait (0.1) seconds\n end\n end\n if <(Niveau) = [7]> then\n show\n set [lava x v] to [-110]\n turn right (6) degrees\n end\n if <(Niveau) = [8]> then\n show\n point in direction (90)\n set [lava x v] to [-203]\n wait (0.25) seconds\n repeat (6)\n change [lava x v] by (-5)\n wait (0.1) seconds\n end\n wait (0.5) seconds\n repeat (6)\n change [lava x v] by (5)\n wait (0.1) seconds\n end\n end\nend\n\npoint in direction (90)\n\ngo to x: (8) y: (0)\n\nwait (0.25) seconds\n\nshow\n\nwhen flag clicked\nset [lava x v] to [0]\nforever\n set size to ((Resolution) * (85)) %\n set y to ((Resolution) * (lava x))\nend\n\nchange y by (-1)\n\nchange y by (5)\n\nturn right (6) degrees\n\ngo to x: (0) y: (0)\n\nturn right (3) degrees\n\nwhen flag clicked\nforever\n set [scie v] to [3]\nend\n\nif <(Niveau) = [10]> then\n show\n go to x: (30) y: (0)\n set [lava x v] to [10]\n set size to (85) %\nend\nrepeat (70)\n change x by (-2)\n turn right (scie) degrees\nend\nrepeat (70)\n change x by (2)\n turn right (scie) degrees\nend\n\nwhen backdrop switches to [platformer v]\n\n@drapeau jaune\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 (teleportation 2 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\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@drapeau jaune 2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n go [backward v] (6) layers\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\nwhen flag clicked\nforever\n if <(Niveau) = [1]> then\n if <(Niveau) = [2]> then\n if <(Niveau) = [3]> then\n if <(Niveau) = [4]> then\n if <(Niveau) = [5]> then\n go to x: ((Resolution) * (111)) y: ((Resolution) * (32))\n end\n if <(Niveau) = [6]> then\n go to x: ((Resolution) * (195)) y: ((Resolution) * (174))\n end\n if <(Niveau) = [3]> then\n if <(Niveau) = [10]> then\n go to x: ((Resolution) * (174)) y: ((Resolution) * (-13))\n end\nend\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\nhide\nswitch costume to (nexte level v)\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [niveau + v]\nhide\nshow\ngo to x: ((Resolution) * (-500)) y: (0)\nglide (0.5) secs to x: (0) y: (0)\nwait (1) seconds\nbroadcast (Niveau v)\nglide (0.5) secs to x: ((Resolution) * (500)) y: (0)\ngo to x: ((Resolution) * (-500)) y: (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@Sprite2\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\nwhen flag clicked\nforever\n if <(Niveau) = [10]> then\n go to x: (0) y: (0)\n repeat (10)\n change y by ((Resolution) * (-10))\n end\n wait (1) seconds\n repeat (10)\n change y by ((Resolution) * (10))\n end\n end\nend\n\nwhen I receive [niveau v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\ngo to x: ((Resolution) * (-45)) y: ((Resolution) * (-14))\nforever\n if <touching (player v)?> then\n broadcast (Mort v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@Thum\n\nwhen flag clicked\ngo to x: ((Resolution) * (800)) 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\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nrepeat (10)\n change [ghost v] effect by (-100)\nend\n\nwhen [timer v] > (0.0001)\nglide (0.5) secs to x: (0) y: ()\n\nchange y by (10)\n\ngo to x: (0) y: (180)\n\nwhen flag clicked\nforever\n set size to ((Resolution) * (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 go to [front v] layer\nend\n\n
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ᴘᴏʀᴛᴀʟ||ᴘʟᴀᴛꜰᴏʀᴍᴇʀ\n\n ᴘʀᴇɴᴇᴢ ʟᴇ ᴘᴏʀᴛᴀɪʟ ʙʟᴇᴜ ᴘᴏᴜʀ ᴀʟʟᴇᴢ ᴀ ʟ’ᴀᴜᴛʀᴇ ᴘᴏʀᴛᴀɪʟ ʙʟᴇᴜ ᴇᴛ ᴘʀᴇɴᴇᴢ ʟᴇ ᴊᴀᴜɴᴇ ᴘᴏᴜʀ ᴀʟʟᴇᴢ À ʟ’ᴀᴜᴛʀᴇ ᴘᴏʀᴛᴀɪʟ ᴊᴀᴜɴᴇ.\nᴛʀᴏᴜᴠᴇʀ ʟᴇ ꜱᴇᴄʀᴇᴛ.\n§\nᴀʀᴛ 100% ʙʏ ᴍᴇ \n§\nᴄᴏᴅᴇ 95% ʙʏ ᴍᴇ sauf ʟᴀ ʙᴀꜱᴇ ᴅᴇ ʟᴀ ᴍɪɴɪᴀᴛᴜʀᴇ Qᴜɪ ʙᴏᴜɢᴇ qui ᴇꜱᴛ ᴅᴇ ʀᴏᴍᴀɪɴ57330 Qᴜᴇ ᴊ.ᴀɪ ᴍᴏᴅɪꜰɪÉ.\n§\nᴍᴜꜱɪᴄ: ᴊᴀᴍᴇꜱ ʏᴏᴜɴɢ . ɪɴꜰɪɴɪᴛʏ \n§\nꜱᴜɪᴠᴇᴢ-ᴍᴏɪ ᴇᴛ @-ᴀʟᴅᴇꜱꜱ ᴇᴛ @ʀᴏᴍᴀɪɴ57330\n§\nꜱɪ ᴠᴏᴜꜱ ᴠᴏᴜʟᴇᴢ Qᴜᴇ ᴊᴇ ʀᴀᴊᴏᴜᴛᴇ ᴅᴇꜱ ɴᴜᴀɢᴇꜱ ᴏᴜ ᴜɴ ꜱᴏʟᴇɪʟ ᴅᴇᴍᴀɴᴅᴇᴢ ᴍᴏɪ :) ( au moin 20 personnes )\n§\n§\n\n#ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ \n\nXD suivez moi svp ( @KING_OF_PLATFORMER
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Explore | A Platformer #Games #All #Platformer #Art #Trending #Fun
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@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\nwait (11) seconds\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nwait (13.3) seconds\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nwhen flag clicked\nbroadcast (Play Intro v)\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (intro v)\ngo to x: (0) y: (0)\nwait (11.5) seconds\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n turn right (10) degrees\n go to [back v] layer\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n show\n go to x: (0) y: (-95)\n end\n if <(Level) = [3]> then\n show\n go to x: (-25) y: (-95)\n end\n if <(Level) = [4]> then\n show\n go to x: (90) y: (-110)\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [8]> then\n show\n go to x: (28) y: (60)\n end\n if <(Level) = [9]> then\n hide\n end\nend\n\nshow\ngo to x: (20) y: (-90)\n\n@Ennemi\n\nwhen flag clicked\nswitch costume to (intro v)\nwait (11.5) seconds\nswitch costume to (costume1 v)\nforever\n if <(Level) = [1]> then\n show\n go to x: (0) y: (-71)\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [5]> then\n show\n go to x: (110) y: (35)\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 show\n go to x: (-70) y: (30)\n end\n if <(Level) = [9]> then\n hide\n end\nend\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nset y to (-115)\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n show\n switch costume to (costume1 v)\n end\n if <(Level) = [4]> then\n show\n switch costume to (level 4 v)\n set x to (0)\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [8]> then\n show\n set x to (190)\n set y to (-110)\n end\n if <(Level) = [9]> then\n hide\n end\nend\n\nwhen I receive [alert v]\n\nset y to (-5)\nforever\n stop [this script v]\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (intro v)\ngo to x: (0) y: (0)\nwait (11.5) seconds\nforever\n switch costume to (Level)\nend\n\n@Ennemi 2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [5]> then\n show\n go to x: (60) y: (34)\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n show\n go to x: (-50) y: (-75)\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\n@Trampolines (Not Done)\n\nwhen flag clicked\nhide\n\ndefine Clone at X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\ngo to [back v] layer\npoint in direction (90)\n\nwhen I start as a clone\nshow\nif <(Level) = [11]> then\n switch costume to (costume6 v)\nelse\n switch costume to (costume1 v)\nend\nclear graphic effects\nforever\n if <<touching (enemies v)?> or <touching (player v)?>> then\n set volume to (50) %\n start sound [Big Boing v]\n repeat (4)\n next costume\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [done v]\ndelete this clone\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [7]> then\n go to x: (-116) y: (-75)\n Clone at X: [-116] [-75]\nend\nif <(Level) = [9]> then\n hide\nend\nif <(Level) = [10]> then\n Clone at X: [30] [-73]\n Clone at X: [140] [-73]\nend\nif <(Level) = [11]> then\n Clone at X: [161] [-73]\nend\nif <(Level) = [13]> then\n Clone at X: [-48] [-73]\nend\nif <(Level) = [14]> then\n Clone at X: [106] [-73]\nend\nif <(Level) = [20]> then\n Clone at X: [14] [30]\nend\n\ngo to x: (-1) y: (-73)\nClone at X: [-119] [-22]\nClone at X: [57] [-73]\n\nbroadcast (Next v)\n\n@Ennemi 3\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n show\n go to x: () y: (-75)\n end\n if <(Level) = [9]> then\n hide\n end\nend\n\n@Hider\n\nwhen flag clicked\nhide\nwait (11.5) seconds\nshow\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\nhide\nwait (11.5) seconds\nshow\nforever\n set size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\nend\n\n@Ennemi 4\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [5]> then\n show\n go to x: (-100) y: (-73)\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n show\n go to x: (90) y: (30)\n end\n if <(Level) = [8]> then\n hide\n go to x: (90) y: (30)\n end\nend\n\nshow\n\n@Mobile2\n\ndefine block name\nif <(mouse x) > (x position)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [mobile v]) + (19))>>\n change x by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [mobile v]) + (-19)) > (round (x position))>>\n change x by (-1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [mobile v]) + (19))>>\n change y by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [mobile v]) + (-19)) > (round (y position))>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [play v]\n\nforever\n \n say [Hello!]\n else\n say []\n end\nend\n\n\n move (1) steps\nend\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mobile v)\n show\n repeat until <not <mouse down?>>\n block name\n end\n hide\n end\nend\n\n@Mobile\n\nwhen I receive [play v]\n\nset [joystickx v] to (x position)\nset [joysticky v] to (y position)\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mouse-pointer v)\n show\n wait until <not <mouse down?>>\n hide\n end\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (intro v)\ngo to x: (-200) y: (-45)\nset size to (100) %\nset [level v] to [1]\nset [player: xv v] to [0]\nset [player: yv v] to [0]\nhide variable [level v]\nhide variable [player: xv v]\nhide variable [player: yv v]\nwait (11.5) seconds\nswitch costume to (right v)\nforever\n change [player: 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 switch costume to (right v)\n change [player: 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 switch costume to (left v)\n change [player: xv v] by (-0.9)\n end\n set [player: xv v] to ((Player: Xv) * (0.9))\n change x by (Player: Xv)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((Player: Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <mouse down?>> or <key (w v) pressed?>> then\n switch costume to (right v)\n set [player: yv v] to [14]\n if <(Player: Xv) > [0]> then\n set [player: xv v] to [-10]\n else\n set [player: xv v] to [10]\n end\n end\n end\n change y by (Player: Yv)\n if <touching (platforms v)?> then\n change y by ((Player: Yv) * (-1))\n set [player: 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 (platforms v)?>> then\n start sound [jump1 v]\n switch costume to (right v)\n change [player: yv v] by (14)\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (NEXT v)\n change [level v] by (1)\n start sound [High Whoosh v]\n wait (2.5) seconds\n go to x: (-278) y: (-15)\n end\n if <<<touching (ennemi 2 v)?> or <<touching (ennemi 3 v)?> or <touching (ennemi 4 v)?>>> or <<<touching (ennemi v)?> or <<touching (danger v)?> or <touching (lava v)?>>> or <(y position) < [-175]>>> then\n broadcast (die v)\n start sound [- Health v]\n go to x: (-278) y: (-15)\n change [health v] by (-1)\n if <(Health) < [1]> then\n set [health v] to [10]\n set [level v] to [1]\n end\n end\n if <touching (trampolines \(not done\) v)?> then\n set [player: yv v] to [20]\n end\nend\n\nwhen flag clicked\nwait (11.5) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <<(FAVED___) = [1]> and <(LOVED__) = [1]>> then\n switch costume to (new square clone v)\nelse\n switch costume to (clone v)\nend\nrepeat (10)\n change [ghost v] effect by (17)\nend\ndelete this clone\n\nwhen flag clicked\nwait (12.3) seconds\nstart sound [Connect v]\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\ndelete this clone\n\nwhen flag clicked\nset [health v] to [5]\nshow\nforever\n show health bar (Health) of [5] offset y [-30]\nend\n\nwhen I receive [retry v]\ngo to x: (-200) y: (-45)\n\nchange size by (-1.8)\n\nwhen I receive [you liked and faved?!?! v]\nforever\n switch costume to (new square v)\nend\n\nrepeat (10)\n\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (right 2 v)\nend\nif <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (left 2 v)\nend\n\nwhen I receive [you liked and faved?!?! v]\n\n@| Intro\n\ndefine Line (Square) (x1) (y1) (x2) (y2)\nGo To (x1) (y1)\nP = (x2) (y2)\nPencap (📈X) (📈Y) + [180]\nset pen (transparency v) to (100)\npen down\nset pen (transparency v) to ((🎨Ghost) + ((1) / (📈S)))\nGo To (x2) (y2)\npen up\nGo To (x2) (y2)\nP = (x1) (y1)\nPencap (📈X) (📈Y) + ((180) * <not <<(x1) = (x2)> and <(y1) = (y2)>>>)\n\ndefine Pencap (x) (y) + (r)\nif <not <<(x) = (x position)> and <(y) = (y position)>>> then\n switch costume to (cap v)\n set [brightness v] effect to (🎨Brightness)\n set [ghost v] effect to ((🎨Ghost) + ((1) / (📈S)))\n Point In Direction (x) (y)\n turn right (r) degrees\n stamp\nend\n\ndefine Ease Elastic Out: (i) (o) power: (p) shake: (s) frame: (k1) (d1) (k2) (d2) <chain?>\nif <<(TIME) > ((item (k1) of [kfs v]) + (d1))> and <(TIME) < ((item (k2) of [kfs v]) + (d2))>> then\n set [output v] to ((o) + (((i) - (o)) * (([cos v] of (((TIME) - ((item (k1) of [kfs v]) + (d1))) * (s)) ) * ((0) - (((0) - (1)) * ([e ^ v] of ((p) * ([ln v] of ((1) - (((TIME) - ((item (k1) of [kfs v]) + (d1))) / (((item (k2) of [kfs v]) + (d2)) - ((item (k1) of [kfs v]) + (d1))))) )) ))))))\nelse\n if <not <chain?>> then\n if <(TIME) < ((item (k1) of [kfs v]) + (d1))> then\n set [output v] to (i)\n end\n end\n if <(TIME) > ((item (k2) of [kfs v]) + (d2))> then\n set [output v] to (o)\n end\nend\n\ndefine Ease: (type) (i) (o) Power: (p) Frame: (ks1) (d1) (ks2) (d2) <chain?>\nif <<(TIME) > ((item (ks1) of [kfs v]) + (d1))> and <(TIME) < ((item (ks2) of [kfs v]) + (d2))>> then\n if <(type) = [in]> then\n set [output v] to ((i) + (((o) - (i)) * (([e ^ v] of ((p) * ([ln v] of ((TIME) + ((0) - ((item (ks1) of [kfs v]) + (d1)))) )) ) / ([e ^ v] of ((p) * ([ln v] of (((item (ks2) of [kfs v]) + (d2)) + ((0) - ((item (ks1) of [kfs v]) + (d1)))) )) ))))\n end\n if <(type) = [out]> then\n set [output v] to ((o) - (((o) - (i)) * ([e ^ v] of ((p) * ([ln v] of ((1) - (((TIME) + ((0) - ((item (ks1) of [kfs v]) + (d1)))) / (((item (ks2) of [kfs v]) + (d2)) + ((0) - ((item (ks1) of [kfs v]) + (d1)))))) )) )))\n end\n if <(type) = [inout]> then\n if <(TIME) < (((item (ks1) of [kfs v]) + (d1)) + ((((item (ks2) of [kfs v]) + (d2)) - ((item (ks1) of [kfs v]) + (d1))) / (2)))> then\n set [output v] to (((((o) - (i)) / (2)) * ([e ^ v] of ((p) * ([ln v] of ((2) * (((TIME) + ((0) - ((item (ks1) of [kfs v]) + (d1)))) / (((item (ks2) of [kfs v]) + (d2)) + ((0) - ((item (ks1) of [kfs v]) + (d1)))))) )) )) + (i))\n else\n set [output v] to (((0) - ((((o) - (i)) / (2)) * ([e ^ v] of ((p) * ([ln v] of ((2) * ((1) - (((TIME) + ((0) - ((item (ks1) of [kfs v]) + (d1)))) / (((item (ks2) of [kfs v]) + (d2)) + ((0) - ((item (ks1) of [kfs v]) + (d1))))))) )) ))) + (o))\n end\n end\nelse\n if <not <chain?>> then\n if <not <(TIME) > ((item (ks1) of [kfs v]) + (d1))>> then\n set [output v] to (i)\n end\n end\n if <not <(TIME) < ((item (ks2) of [kfs v]) + (d2))>> then\n set [output v] to (o)\n end\nend\n\ndefine Go To (x) (y)\nif <(🎥CAM?) = [true]> then\n Size [999999999]\n go to x: (((item (3) of [cam1 v]) + (item (3) of [cam2 v])) * ((((x) - ((item (1) of [cam1 v]) + (item (1) of [cam2 v]))) * ([cos v] of (item (4) of [cam1 v]) )) - (((y) - ((item (2) of [cam1 v]) + (item (2) of [cam2 v]))) * ([sin v] of (item (4) of [cam1 v]) )))) y: (((item (3) of [cam1 v]) + (item (3) of [cam2 v])) * ((((x) - ((item (1) of [cam1 v]) + (item (1) of [cam2 v]))) * ([sin v] of (item (4) of [cam1 v]) )) + (((y) - ((item (2) of [cam1 v]) + (item (2) of [cam2 v]))) * ([cos v] of (item (4) of [cam1 v]) ))))\n Size ((📈S) * ((item (3) of [cam1 v]) + (item (3) of [cam2 v])))\n switch costume to (costume)\n point in direction ((📈R) + ((item (4) of [cam1 v]) + (item (4) of [cam2 v])))\n set [color v] effect to ((🎨Color) + (item (1) of [effects cam v]))\n set [brightness v] effect to ((🎨Brightness) + ((item (2) of [effects cam v]) * <not <(costume) = [Cap]>>))\n set [ghost v] effect to (((🎨Ghost) + (item (3) of [effects cam v])) + ((0.5) / (size)))\nelse\n Size [999999999]\n go to x: (x) y: (y)\n Size (📈S)\n switch costume to (costume)\n point in direction (📈R)\n set [color v] effect to (🎨Color)\n set [brightness v] effect to (🎨Brightness)\n set [ghost v] effect to ((🎨Ghost) + ((0.5) / (size)))\nend\n\ndefine Size (s)\nif <(s) > [100]> then\n switch costume to (size1 v)\nelse\n if <(s) > [5]> then\n switch costume to (size2 v)\n else\n switch costume to (size3 v)\n end\nend\nset size to (s) %\nswitch costume to (size3 v)\n\ndefine P = (x) (y)\nif <(🎥CAM?) = [true]> then\n set [📈x v] to (((item (3) of [cam1 v]) + (item (3) of [cam2 v])) * ((((x) - ((item (1) of [cam1 v]) + (item (1) of [cam2 v]))) * ([cos v] of (item (4) of [cam1 v]) )) - (((y) - ((item (2) of [cam1 v]) + (item (2) of [cam2 v]))) * ([sin v] of (item (4) of [cam1 v]) ))))\n set [📈y v] to (((item (3) of [cam1 v]) + (item (3) of [cam2 v])) * ((((x) - ((item (1) of [cam1 v]) + (item (1) of [cam2 v]))) * ([sin v] of (item (4) of [cam1 v]) )) + (((y) - ((item (2) of [cam1 v]) + (item (2) of [cam2 v]))) * ([cos v] of (item (4) of [cam1 v]) ))))\nelse\n set [📈x v] to (x)\n set [📈y v] to (y)\nend\n\ndefine 🎨CBG (c) (b) (g)\nclear graphic effects\nset [🎨color v] to (c)\nset [🎨brightness v] to (b)\nset [🎨ghost v] to (g)\nset [color v] effect to (c)\nset [brightness v] effect to (b)\nset [ghost v] effect to (g)\nset pen (transparency v) to (g)\n\ndefine Pen Size (s)\nset [📈s v] to (s)\nif <(🎥CAM?) = [50]> then\n set pen size to ((s) * (item (3) of [cam1 v]))\nelse\n set pen size to (s)\nend\n\ndefine 📈Set (x) (y) (s) (r) <cam?>\nset [📈x v] to (x)\nset [📈y v] to (y)\nset [📈s v] to (s)\nset [📈r v] to (r)\nset [🎥cam? v] to <not <cam?>>\nPen Size (s)\n\ndefine Point In Direction (x) (y)\nif <(🎥CAM?) = [true]> then\n point in direction ((((90) - ([atan v] of (((y) - (y position)) / ((x) - (x position))) )) - ((180) * <((x) - (x position)) < [0]>)) + (item (4) of [cam1 v]))\nelse\n point in direction (((90) - ([atan v] of (((y) - (y position)) / ((x) - (x position))) )) - ((180) * <((x) - (x position)) < [0]>))\nend\n\ndefine Stamp (cos) Frame: (kf) (d)\nset [costume v] to (cos)\nGo To (📈X) (📈Y)\nswitch costume to (cos)\nif <(TIME) > ((item (kf) of [kfs v]) + (d))> then\n stamp\nend\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [play intro v]\nInitialise\nset volume to (100) %\nstart sound [Marshmello feat. Khalid - Silence \(Slushii Remix\) v]\nreset timer\nset [starttime v] to (timer)\nset [time v] to ((timer) - (STARTTIME))\nrepeat until <((timer) - (STARTTIME)) > [13.12]>\n erase all\n set [.multiplier v] to ([abs v] of ((TIME) - ((timer) - (STARTTIME))) )\n Render ((timer) - (STARTTIME))\nend\n\ndefine Initialise\nset [.color v] to [0]\ndelete all of [cam1 v]\ndelete all of [cam2 v]\ndelete all of [effects cam v]\nrepeat (4)\n add [0] to [cam1 v]\n add [0] to [cam2 v]\n add [0] to [effects cam v]\nend\nadd [0] to [cam2 v]\nreplace item (3) of [cam1 v] with [1]\ndelete (4) of [effects cam v]\ndelete all of [kfs v]\nadd [3.37] to [kfs v]\nadd [3.70] to [kfs v]\nadd [4.10] to [kfs v]\nadd [4.78] to [kfs v]\nadd [5.14] to [kfs v]\nadd [5.39] to [kfs v]\nadd [5.82] to [kfs v]\nadd [6.55] to [kfs v]\nadd [7.01] to [kfs v]\nadd [7.28] to [kfs v]\nadd [7.99] to [kfs v]\nadd [8.36] to [kfs v]\nadd [9.13] to [kfs v]\nadd [9.79] to [kfs v]\n\ndefine Render (time)\nset [time v] to (time)\nCam Movement\nif <(TIME) < ((item (14) of [kfs v]) + (0))> then\n Ease: [out] [0] [2700] Power: [2] Frame: [1] [-1.5] [1] [0] <>\n 🎨CBG [0] [0] [0]\n 📈Set [0] [0] (output) [90] \n Stamp [Back] Frame: [1] [-1.5]\n set [.a v] to [1]\n set [.sync v] to [0]\n repeat (length of [kfs v])\n Ease: [out] [0] [1] Power: [2] Frame: (.A) [0] ((.A) + (1)) [0] <>\n change [.sync v] by (output)\n change [.a v] by (1)\n end\n 📈Set [0] ((((.Sync) * (200)) mod (620)) - (600)) [85] [180] <>\n Ease: [out] [100] [0] Power: [3] Frame: [1] [-0.5] [1] [0] <>\n 🎨CBG [0] [0] (output)\n repeat (2)\n set [.a v] to [A]\n set [.b v] to [B]\n repeat (2)\n Diamond (join [Chevron1] (.A)) [25]\n Diamond [BG] [30]\n Diamond (join [Chevron2] (.B)) [60]\n Diamond [BG] [30]\n Diamond (join [Chevron1] (.A)) [60]\n Diamond [BG] [120]\n set [.a v] to [B]\n set [.b v] to [A]\n end\n end\n set [📈x v] to [-480]\n repeat (3)\n 📈Set (📈X) ((((.Sync) + (TIME)) * (100)) mod (360)) [100] [90] <>\n 🎨CBG [0] [0] [0]\n Stamp [Particles] Frame: [1] [-0.5]\n change [📈x v] by (480)\n end\n Effects\nend\nEase: [in] [0] [2400] Power: [7] Frame: [14] [-1.5] [14] [0.6] <>\nEase: [out] [2400] [3400] Power: [7] Frame: [14] [0.6] [14] [2] \n📈Set [480] [0] (output) [90] <>\n🎨CBG [0] [100] [0]\nStamp [1/1Shock] Frame: [14] [-1.5]\nEase: [in] [0] [2000] Power: [7] Frame: [14] [-1.75] [14] [0.2] <>\nEase: [out] [2000] [3200] Power: [7] Frame: [14] [0.2] [14] [2] \n📈Set [480] [0] (output) [90] <>\n🎨CBG [0] [-100] [0]\nStamp [1/1Shock] Frame: [14] [-1.75]\n🎨CBG [0] [0] [0]\nEase Elastic Out: [0] [100] power: [3] shake: [480] frame: [1] [-0.5] [1] [0.5] <>\nEase: [in] [100] [50] Power: [7] Frame: [14] [-0.2] [14] [0.75] \nEase: [out] [50] [0] Power: [7] Frame: [14] [0.75] [14] [1.5] \nset [.a v] to (output)\nEase: [in] [0] [180] Power: [5] Frame: [11] [0] [13] [-0.5] <>\nEase: [out] [180] [360] Power: [7] Frame: [13] [-0.5] [14] [0] \n📈Set [0] [0] (.A) ((90) + (output)) <>\nStamp [Text] Frame: [1] [-0.5]\n📈Set [480] [0] (.A) ((90) + (output)) <>\nStamp [Text] Frame: [1] [-0.5]\n📈Set [-480] [0] (.A) ((90) + (output)) <>\nStamp [Text] Frame: [1] [-0.5]\nif <<(TIME) > ((item (7) of [kfs v]) - (0))> and <(TIME) < ((item (9) of [kfs v]) - (-0.1))>> then\n Ease: [out] [300] [200] Power: [3] Frame: [7] [0] [8] [0.1] <>\n Ease: [in] [200] [250] Power: [3] Frame: [8] [0.1] [8] [0.25] \n Ease: [out] [250] [300] Power: [3] Frame: [8] [0.25] [9] [-0.1] \n 📈Set [0] [0] (output) [90] \n Ease: [out] [100] [0] Power: [3] Frame: [7] [0] [8] [0.1] <>\n Ease: [in] [0] [50] Power: [3] Frame: [8] [0.1] [8] [0.25] \n Ease: [out] [50] [100] Power: [3] Frame: [8] [0.25] [9] [-0.1] \n 🎨CBG [0] [0] (output)\n Stamp [Happy Birthday] Frame: [7] [0]\nend\n\ndefine Cam Movement\nset [.a v] to [1]\nEase: [out] [0] [0] Power: [1] Frame: [0] [0] [0] [0] <>\nrepeat until <(.A) > ((length of [kfs v]) - (1))>\n Ease: [in] [0] [1] Power: [2] Frame: (.A) [-0.1] (.A) [0] \n Ease: [out] [1] [0] Power: [1] Frame: (.A) [0] ((.A) + (1)) [-0.1] \n change [.a v] by (1)\nend\nreplace item (1) of [cam2 v] with (((output) * (5)) * ([cos v] of ((820) * (TIME)) ))\nreplace item (2) of [cam2 v] with (((output) * (4)) * ([sin v] of ((820) * (TIME)) ))\nreplace item (4) of [cam2 v] with (((output) * (3)) * ([cos v] of ((820) * (TIME)) ))\nreplace item (5) of [cam2 v] with ((output) * (3))\nreplace item (1) of [effects cam v] with ((item (1) of [effects cam v]) + (((output) * (8)) * ((30) * (.Multiplier))))\nset [.a v] to [1]\nEase: [out] [0] [0] Power: [1] Frame: [0] [0] [0] [0] <>\nrepeat until <(.A) > ((length of [kfs v]) - (1))>\n Ease: [in] [0] [.5] Power: [10] Frame: (.A) [-0.2] (.A) [0] \n Ease: [out] [.5] [0] Power: [5] Frame: (.A) [0] ((.A) + (1)) [0.2] \n change [.a v] by (1)\nend\nreplace item (3) of [cam2 v] with (((output) * (0.175)) + (0.15))\nEase: [in] [-480] [-10] Power: [5] Frame: [7] [-0.5] [8] [0.5] <>\nEase: [out] [-10] [480] Power: [3] Frame: [8] [0.5] [10] [0.5] \nreplace item (1) of [cam1 v] with (output)\n\ndefine Line Explosion | Coords (x) (y) Size (s1) (s2) (s3) Rot (r) (t) Count (c) | Frame (kf)\nif <<(TIME) > ((item (kf) of [kfs v]) - (0.1))> and <(TIME) < ((item (kf) of [kfs v]) + (2))>> then\n Ease: [in] [0] (s2) Power: [6] Frame: (kf) [-0.1] (kf) [0.2] <>\n Ease: [out] (s2) [0] Power: [1] Frame: (kf) [0.2] (kf) [2] \n Pen Size (output)\n Ease: [in] [0] ((s3) / (8)) Power: [3] Frame: (kf) [-0.1] (kf) [0.2625] <>\n Ease: [out] ((s3) / (8)) (s3) Power: [3] Frame: (kf) [0.2625] (kf) [2] \n set [.a v] to (output)\n Ease: [out] ((t) - ((t) / (2))) ((t) + ((t) / (2))) Power: [3] Frame: (kf) [-0.1] (kf) [2] <>\n set [.b v] to (output)\n Ease: [out] [0] (s1) Power: [4] Frame: (kf) [-0.1] (kf) [1] <>\n set pen color to (#000000)\n 🎨CBG [0] [-100] [20]\n set [.c v] to ((r) + (.B))\n repeat (c)\n Line (Square) ((x) + (((.A) - ((output) / (2))) * ([sin v] of (.C) ))) (((y) - (10)) + (((.A) - ((output) / (2))) * ([cos v] of (.C) ))) ((x) + (((.A) + ((output) / (2))) * ([sin v] of (.C) ))) (((y) - (10)) + (((.A) + ((output) / (2))) * ([cos v] of (.C) )))\n change [.c v] by ((360) / (c))\n end\n set pen color to (#ff0000)\n change pen (color v) by ((item (1) of [effects cam v]) / (2))\n 🎨CBG [0] [0] [0]\n set [.c v] to ((r) + (.B))\n repeat (c)\n Line (Square) ((x) + (((.A) - ((output) / (2))) * ([sin v] of (.C) ))) ((y) + (((.A) - ((output) / (2))) * ([cos v] of (.C) ))) ((x) + (((.A) + ((output) / (2))) * ([sin v] of (.C) ))) ((y) + (((.A) + ((output) / (2))) * ([cos v] of (.C) )))\n change [.c v] by ((360) / (c))\n end\nend\n\ndefine Shock Wave | Coords (x) (y) Size (s) Rot (r) Type (t) | Frame (kf) (d)\nif <<(TIME) > ((item (kf) of [kfs v]) + ((d) + (-0.5)))> and <(TIME) < ((item (kf) of [kfs v]) + ((d) + (1.5)))>> then\n Ease: [in] [0] ((s) / (2)) Power: [8] Frame: (kf) ((d) - (0.5)) (kf) (d) <>\n Ease: [out] ((s) / (2)) (s) Power: [9] Frame: (kf) (d) (kf) ((d) + (1.5)) \n 📈Set (x) (y) (output) (r) <>\n Ease: [out] [0] [100] Power: [2] Frame: (kf) ((d) + (1)) (kf) ((d) + (1.5)) <>\n 🎨CBG [0] [0] (output)\n Ease: [in] [-70] [3000] Power: [2] Frame: (kf) ((d) - (0.2)) (kf) ((d) + (0.75)) <>\n Ease: [out] [3000] [40000] Power: [1] Frame: (kf) ((d) + (0.75)) (kf) ((d) + (1.5)) \n set [fisheye v] effect to (output)\n Stamp (join (t) [Shock]) Frame: [0] [0]\nend\n\ndefine Diamond (cos) (y)\nset [📈r v] to [180]\nset [📈x v] to [-480]\nrepeat (3)\n if < (cos) contains [BG]?> then\n Stamp [BG] Frame: [1] [-0.5]\n else\n Stamp (cos) Frame: [1] [-0.5]\n end\n change [📈x v] by (480)\nend\nchange [📈y v] by (y)\n\ndefine Effects\n🎨CBG [0] [0] [0]\nLine Explosion | Coords [-330] [50] Size [50] [10] [75] Rot [0] [0] Count [10] | Frame [2]\nLine Explosion | Coords [-630] [-50] Size [50] [10] [75] Rot [0] [0] Count [10] | Frame [3]\nShock Wave | Coords [-480] [0] Size [150] Rot [90] Type [1/4] | Frame [4] [0]\nShock Wave | Coords [-480] [0] Size [150] Rot [270] Type [1/4] | Frame [4] [0]\nShock Wave | Coords [-480] [0] Size [150] Rot [0] Type [1/4] | Frame [5] [0]\nShock Wave | Coords [-480] [0] Size [150] Rot [180] Type [1/4] | Frame [5] [0]\nShock Wave | Coords [340] [0] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [480] [0] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [620] [0] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [340] [125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [480] [125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [620] [125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [340] [-125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [480] [-125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [620] [-125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\n\n@Transition\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n go to x: (0) y: (-342)\n forever\n change y by (((0) - (y position)) / (5))\n end\nelse\n go to x: (-493) y: (0)\n if <(costume [number v]) = [7]> then\n forever\n change x by (((0) - (x position)) / (5))\n end\n else\n forever\n change x by (((30) - (x position)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next v]\ngo to [front v] layer\nswitch costume to (コスチューム3 \(1\) v)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (1 v)\nbroadcast (YOU LIKED AND FAVED?!?! v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (11.5) seconds\ngo [forward v] (10) layers\n\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (25) to (45)) %\ngo to x: (pick random (240) to (-240)) y: (170)\npoint in direction (90)\nshow\nglide (pick random (2) to (8)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@Clouds\n\nwhen flag clicked\nhide\nwait (12) seconds\nforever\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (1) layers\nset size to (pick random (50) to (70)) %\nswitch costume to (pick random (1) to (10))\nchange [ghost v] effect by (pick random (30) to (45))\nset [speed v] to (pick random (-2) to (-5))\nset [cloud side v] to (pick random (1) to (2))\nif <(Cloud side) = [1]> then\n go to x: (246) y: (pick random (140) to (50))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (140) to (50))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\nset x to (240)\nset y to (pick random (40) to (180))\nset [speed v] to (pick random (-2) to (-5))\nrepeat until <(x position) < [-230]>\n change x by (speed)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (10)\nshow\ngo [backward v] (10) layers\n\n@Love and fave reminder2\n\nwhen flag clicked\nhide\nwait (17) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (-100) y: (125)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen [timer v] > (TIMER)\nhide\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 ((11) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\nend\ndelete this clone\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\n@animation\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [name v]) = [bird1]> then\n forever\n set size to (60) %\n go to x: (-150) y: (-15)\n repeat (4)\n bird inamation\n switch costume to (bird2 v)\n bird inamation\n switch costume to (bird1 v)\n end\n repeat (6)\n bird outamation\n switch costume to (bird2 v)\n bird outamation\n switch costume to (bird1 v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n change x by (2)\n end\n wait (3) seconds\n end\nend\n\ndefine motion, repeat: (n1) size: (n2)\nrepeat (n1)\n change size by (n2)\n change [ghost v] effect by (-5)\nend\n\ndefine bird inamation\nrepeat (10)\n change size by (1)\n change x by (1)\n change [ghost v] effect by (-2)\nend\n\ndefine bird outamation\nrepeat (10)\n change x by (2)\n change y by (0.2)\nend\ngo to [back v] layer\n\ndefine squirel animation (direction) (move)\npoint in direction (direction)\nrepeat (5)\n change x by (move)\n change y by (1)\nend\nrepeat (5)\n change x by (move)\n change y by (-1)\nend\nwait (3) seconds\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (Commence THEE project v)\n\nwhen flag clicked\nwait (11) seconds\nswitch costume to (bird1 v)\ncreate clone of (_myself_ v)\n\n@TN/ThumbNail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@Shadow\n\nwhen flag clicked\nhide\n\nwait (11) seconds\nshow\nforever\n go to [back v] layer\n go [backward v] (999) layers\n switch costume to (Level)\nend\n\n
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⭐Explore!⭐\n ⭐Platformer Game⭐\n========================================\nHello and welcome to my 1st platformer called Explore. It’s a platformer in which you dodge spikes and lava + saws. This project is made possible with nearly 3.4 hours of hard work. I will be very happy if you leave a ❤️ & ⭐️ and maybe a follow? Enjoy the game! :)\n✦✦✦ Instructions ✦✦✦\n➜ Click the Flag and begin to play\n➜ Use Arrow Keys or WASD in PC to move. (Has mobile controls)\n➜ Avoid spikes, lava, and saws\n➜ get to the end\n\nIf You Are Reading This, Comment Some Features I Can Add Into the Next Project! :D\n\nFollow Me for More Epic Games.\nHave a Nice Day :)
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Waffle - A Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Monkeys-Spinning-Monkeys v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@de game\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@waffle\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (start v)\n broadcast (next level v)\n change [times v] by (1)\n end\n if <<touching (ouchy v)?> or <touching (liquid v)?>> then\n broadcast (start v)\n end\nend\n\ndefine sonic\nrepeat (6)\n if <touching (de game v)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (de game v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (de game v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <not <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (3a v)\n end\nend\n\nwhen I receive [start v]\nswitch costume to (3a v)\ngo to x: (-200) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.5)\n switch costume to (1a v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.5)\n switch costume to (1a2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (de game v)?> then\n sonic\n if <touching (de game v)?> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (de game v)?> then\n ycoll\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(y) < [0]>> then\n set [y v] to [14]\n switch costume to (6a v)\n else\n set [y v] to [0]\n end\n end\n if <touching (trampoline v)?> then\n change [y v] by (15)\n broadcast (trampoline jumped v)\n else\n broadcast (trampoline not jumped v)\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\n if <(times) = []> then\n stop [this script v]\n end\nend\n\n@ouchy\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\nset [times v] to [0]\ngo to x: (0) y: (0)\nforever\n if <(times) = [2]> then\n switch costume to (costume1 v)\n show\n end\n if <(times) = [3]> then\n hide\n end\n if <(times) = [4]> then\n switch costume to (costume2 v)\n show\n end\n if <(times) = [5]> then\n hide\n end\n if <(times) = [6]> then\n switch costume to (costume3 v)\n show\n end\n if <(times) = [7]> then\n repeat (1)\n show\n switch costume to (download \(12\) v)\n go to x: (174) y: (-27)\n glide (1) secs to x: (-200) y: (-115)\n end\n end\n if <(times) = [8]> then\n show\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n glide (0.5) secs to x: (0) y: (-145)\n glide (0.5) secs to x: (0) y: (0)\n end\n if <(times) = [9]> then\n hide\n end\nend\n\nif <(times) = []> then\n hide\nend\n\n@liquid\n\nwhen flag clicked\nset [times v] to [0]\nhide\nforever\n if <(times) = [3]> then\n switch costume to (water v)\n show\n end\n if <(times) = [4]> then\n hide\n end\n if <(times) = [5]> then\n show\n switch costume to (water2 v)\n end\n if <(times) = [6]> then\n hide\n end\nend\n\nif <(times) = []> then\n show\nend\n\n@thumbnail\n\nwhen flag clicked\nchange [ghost v] effect by (100)\ngo to [front v] layer\n\n@start \n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (3) seconds\nswitch costume to (costume2 v)\nwait (3) seconds\nswitch costume to (costume3 v)\nwait (3) seconds\nswitch costume to (costume4 v)\nwait (4) seconds\nhide\nbroadcast (start v)\n\n@waffle #1\n\nwhen flag clicked\nhide\ngo to x: (-26) y: (-55)\nforever\n if <(times) = [9]> then\n show\n forever\n if <touching (waffle v)?> then\n think [Press space to talk]\n end\n if <<key (space v) pressed?> and <touching (waffle v)?>> then\n say [Oh my pancake! You're alive!] for (2) seconds\n say [All the others are lost, but also trying to find you!] for (2) seconds\n say [I'm so happy you are alive!] for (2) seconds\n end\n end\n end\nend\n\n
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Just an average platformer. wasd, up down left and right arrow, don't touch what i say not to touch.\nyup, that's it.\nFind your waffle friends!\nFOLLOW ME PLZ !!! Delay due to schdool
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The Seven Lands (Platformer)
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (2 v)\n if <<(lvl) = [6]> or <<(lvl) = [7]> or <(lvl) = [8]>>> then\n switch backdrop to (3 v)\n end\nend\n\n@Front Cover \n\nwhen flag clicked\nforever\n show\n go to x: (17) y: (7)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n show\n go to [back v] layer\n switch costume to (lvl)\n if <<(lvl) = [3]> and <not <(username) = [-Morni-]>>> then\n switch costume to (3 v)\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@ \n\nwhen flag clicked\nforever\n go to [back v] layer\n show\n switch costume to (3 v)\n if <(lvl) = [10]> then\n switch costume to (1 v)\n end\n if <(lvl) = [11]> then\n switch costume to (2 v)\n end\n if <(lvl) = [4]> then\n switch costume to (4 v)\n end\n if <(lvl) = [5]> then\n switch costume to (3 v)\n end\nend\n\n@Lava\n\nwhen flag clicked\nforever\n show\n switch costume to (lvl)\n set y to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\n@cloud\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nshow\nset [ghost v] effect to (50)\nset [random v] to (pick random (1) to (2))\nif <(Random) = [1]> then\n go to x: (-240) y: (pick random (120) to (160))\n repeat until <[230] < (x position)>\n change x by (3)\n end\nelse\n go to x: (240) y: (pick random (120) to (160))\n repeat until <(x position) < [-230]>\n change x by (-3)\n end\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\n set [ghost v] effect to (50)\n wait (pick random (2) to (3)) seconds\nend\n\n@Ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (lvl)\nend\n\n@Skip\n\nwhen flag clicked\ngo to [front v] layer\nset size to (60) %\ngo to x: (-200) y: (-152)\nforever\n if <(lvl) = [11]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nchange [lvl v] by (1)\nbroadcast (Blabla v)\n\n@Sprite4\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nforever\n switch costume to (lvl)\nend\n\n@trampoline\n\nwhen flag clicked\nforever\n switch costume to (lvl)\nend\n\n@Player\n\nrepeat (5)\n switch costume to (costume 2 v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nStart\nforever\n create clone of (_myself_ v)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [15]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n change [lvl v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n if <<<touching (lava v)?> or <(y position) < [-170]>> or <touching (spikes v)?>> then\n go to x: (-190) y: (40)\n end\n if <touching (trampoline v)?> then\n set [y v] to [19]\n end\nend\n\ndefine Start\nset [lvl v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset size to (40) %\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\n\nwhen I receive [blabla v]\ngo to x: (-190) y: (40)\n\nwhen flag clicked\nforever\n switch costume to (normal2 v)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (up2 v)\n end\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (left2 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 switch costume to (right2 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (up-right 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 switch costume to (up-left v)\n end\nend\n\nwhen I start as a clone\nhide\n\nwhen flag clicked\nforever\n play sound [Superboy v] until done\nend\n\nshow\n\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n go to x: (-190) y: (40)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n point towards (player v)\nend\n\nwhen I receive [show v]\nforever\n if <<(lvl) = [1]> or <<(lvl) = [2]> or <<(lvl) = [3]> or <<(lvl) = [8]> or <<(lvl) = [11]> or <(lvl) = [5]>>>>>> then\n hide\n else\n broadcast (Fire v)\n wait (0.3) seconds\n end\nend\n\nwhen I receive [show v]\nforever\n next costume\n wait (0.002) seconds\nend\n\nwhen flag clicked\nwait until <(lvl) = [9]>\nshow\ngo to x: (36) y: (28)\nbroadcast (Show v)\n\nwhen flag clicked\nwait until <(lvl) = []>\nshow\ngo to x: (36) y: (28)\nbroadcast (Show v)\n\nwhen flag clicked\nwait until <(lvl) = [10]>\nshow\ngo to x: (36) y: (28)\nbroadcast (Show v)\n\nhide\n\nwhen flag clicked\nforever\n if <<(lvl) = [1]> or <<(lvl) = [2]> or <<(lvl) = [3]> or <<(lvl) = [8]> or <<(lvl) = [11]> or <(lvl) = [5]>>>>>> then\n hide\n end\nend\n\n@Sprite2\n\nwhen I receive [fire v]\nshow\npoint towards (player v)\ngo to (sprite1 v)\npoint towards (player v)\nglide (0.1) secs to (player v)\nhide\npoint towards (player v)\nhide\n\nwhen I receive [fire v]\n\nwhen flag clicked\nforever\n point towards (sprite1 v)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nforever\n if <<(lvl) = [1]> or <<(lvl) = [2]> or <<(lvl) = [3]> or <<(lvl) = [8]> or <<(lvl) = [11]> or <(lvl) = [5]>>>>>> then\n hide\n end\nend\n\n
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Just like a platformer, WASD or arrow keys plus mouse \n\nIt's on the explore page!!!!\nEnjoy, like and fav \nYou can advertise if you ❤️ and ⭐ \nFixed the writing bug I think : )
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The Badlands - Scrolling Platformer
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@Stage\n\nwhen I receive [start v]\nplay sound [TheFatRat - Xenogenesis v] until done\n\n@banner\n\nwhen flag clicked\nset [done reset v] to [0]\ngo to x: (0) y: (0)\nhide\nclear graphic effects\nforever\n go to [front v] layer\n if <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n end\n if <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n end\n if <(LEVEL) = [3]> then\n switch costume to (costume3 v)\n end\n if <(LEVEL) = [4]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen I receive [reset v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <mouse down?>\nset [done reset v] to [1]\n\nwhen I receive [setup v]\nset [done reset v] to [0]\nhide\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@bounce\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [0] y: [400]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [start fr v]\nforever\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n hide\n delete this clone\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@deco\n\nwhen I receive [tick v]\nif <(costume [number v]) = [3]> then\n position ((x) - (SCROLL X)) (((([sin v] of ((timer) * (100)) ) * (100)) + (y)) - (SCROLL Y))\nelse\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [10]>> then\n position (((([sin v] of ((timer) * (80)) ) * (175)) + (x)) - (SCROLL X)) ((y) - (SCROLL Y))\n else\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [-482] y: [130]\n Clone at x: [0] y: [70]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [-482] y: [400]\n else\n if <(LEVEL) = [4]> then\n go to x: (0) y: (0)\n switch costume to (level 4 1 v)\n show\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [start fr v]\nforever\n if <(LEVEL) = [4]> then\n go to x: (0) y: (0)\n switch costume to (level 4 1 v)\n show\n end\nend\n\nset [level v] to [4]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@Intro\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n point in direction (90)\n set size to (0) %\n show\n set [ghost v] effect to (100)\n repeat (35)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n point in direction (90)\n set size to (0) %\n show\n set [brightness v] effect to (0)\n repeat (35)\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n point in direction (90)\n set size to (100) %\n show\n set [brightness v] effect to (0)\n set y to (1000)\n show\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo\(pt 1\)]> then\n point in direction (90)\n set size to (0) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (0) y: (0)\n show\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\n wait until <(___Intro) = [3]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo pt 3]> then\n point in direction (90)\n set size to (0) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (-100) y: (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n set y to (0)\n change size by (((100) - (size)) / (5))\n end\n wait (1) seconds\n set [___intro v] to [3]\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo\(pt 2\)]> then\n point in direction (90)\n set size to (0) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (100) y: (0)\n show\n repeat (30)\n change x by (((0) - (x position)) / (5))\n change size by (((100) - (size)) / (5))\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo]> then\n point in direction (90)\n set size to (100) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (0) y: (0)\n show\n wait (0.2) seconds\n repeat (30)\n change y by (((50) - (y position)) / (5))\n point in direction ((90) + ((6) * ([tan v] of ((timer) * (100)) )))\n change size by (((80) - (size)) / (5))\n end\n repeat until <(___Intro) = [5]>\n point in direction ((90) + ((6) * ([tan v] of ((timer) * (100)) )))\n end\n repeat (10)\n change y by (((-180) - (y position)) / (4))\n change size by (((20) - (size)) / (5))\n change [ghost v] effect by (10)\n turn right ((join [-] ((direction) / (3))) / (10)) degrees\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [7]> and <[19] > (costume [number v])>> then\n show\n set size to (0) %\n point in direction (90)\n repeat (30)\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((-120) - (y position)) / (5))\n change size by (((130) - (size)) / (5))\n change x by (((x) - (x position)) / (5))\n end\n wait (2) seconds\n repeat (30)\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((180) - (y position)) / (5))\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [19]> then\n go to [front v] layer\n point in direction (pick random (-180) to (180))\n set size to (pick random (75) to (150)) %\n go to x: (0) y: (0)\n set [brightness v] effect to (pick random (-30) to (50))\n set [ghost v] effect to (pick random (0) to (40))\n set [i v] to (pick random (5) to (9))\n set [v v] to (pick random (10) to (12))\n show\n repeat until <touching (_edge_ v)?>\n change y by (i)\n move (v) steps\n set [v v] to ((v) * (0.95))\n change [i v] by (-0.4)\n end\n delete this clone\nend\n\ndefine Particles\nhide\nswitch costume to (particle v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [Background]> then\n point in direction (90)\n show\n set [ghost v] effect to (100)\n set y to (0)\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) > [7]> and <[19] > (costume [number v])>> then\n wait (4) seconds\n set [___intro v] to [5]\nend\n\nwhen I start as a clone\nif <<(costume [name v]) = [end3]> or <<(costume [name v]) = [end1]> or <(costume [name v]) = [end2]>>> then\n point in direction (90)\n set size to (100) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (-5000) y: (0)\n repeat until <(x position) = [0]>\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <<(costume [name v]) = [end3]> or <<(costume [name v]) = [end1]> or <(costume [name v]) = [end2]>>> then\n point in direction (90)\n set size to (100) %\n show\n set [brightness v] effect to (0)\n set y to (0)\n go to x: (-5000) y: (0)\n repeat until <(x position) = [0]>\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen flag clicked\nstart sound [Ping! v]\n\nwhen I receive [start v]\nstop all sounds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nhide\nset [___intro v] to [1]\ngo to x: (200) y: (0)\nrepeat (6)\n switch costume to (filter back v)\n create clone of (_myself_ v)\n change x by (-80)\n wait (0.05) seconds\nend\ngo to x: (-200) y: (0)\nrepeat (6)\n switch costume to (filter blue v)\n create clone of (_myself_ v)\n change x by (80)\n wait (0.05) seconds\nend\ngo to x: (200) y: (0)\nrepeat (6)\n switch costume to (filter white v)\n create clone of (_myself_ v)\n change x by (-80)\n wait (0.05) seconds\nend\nset [___intro v] to [2]\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nParticles\nswitch costume to (logo\(pt 1\) v)\ncreate clone of (_myself_ v)\nswitch costume to (logo pt 3 v)\ncreate clone of (_myself_ v)\nswitch costume to (logo\(pt 2\) v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (letter s v)\nset [___intro v] to [4]\nset [x v] to [-140]\nrepeat (11)\n create clone of (_myself_ v)\n next costume\n change [x v] by (35)\n wait (0.05) seconds\nend\nwait (3) seconds\nswitch costume to (end2 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\nwait (1) seconds\nbroadcast (start v)\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@Player\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nDie?\nrepeat until <not <<touching (platforms v)?> or <touching (danger 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 Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nDie?\nif <<touching (platforms v)?> or <touching (danger v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (danger 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) + (20))>>> 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 (danger 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 Tick\nif <key (space v) pressed?> then\n broadcast (punch v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <(direction) = [90]> then\n broadcast (direction change v)\n end\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(direction) = [-90]> then\n broadcast (direction change v)\n end\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <[4] > (in air)> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-1.5)\nend\nChange Player y by (sy)\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 <touching (bounce v)?> then\n start sound [Big Boing v]\n set [sy v] to [30]\nend\n\nwhen flag clicked\nset [skip? v] to [0]\nset rotation style [left-right v]\nbroadcast (green flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [playgame v]\nset [level v] to [1]\nforever\n broadcast (reset v)\n if <(dead?) = [1]> then\n set [dead? v] to [0]\n set [done reset v] to [1]\n end\n wait until <(done reset) = [1]>\n broadcast (setup 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 win\n else\n die\n end\nend\n\ndefine Game on\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [-150]\nset [y v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll y v] to [0]\nset [scroll x v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine win\nif <(Skip?) = [1]> then\n hide\n change [level v] by (1)\nelse\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n change [level v] by (1)\nend\n\ndefine die\nset [dead? v] to [1]\nset [exit v] to []\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nwait (.5) seconds\nset [exit v] to []\n\ndefine Die?\nif <<touching (danger v)?> or <touching (spike 4 boss fite v)?>> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\n\nwhen I receive [start fr v]\nbroadcast (playgame v) and wait\n\nwhen I receive [reset v]\nhide\nwait (.5) seconds\n\nwhen I receive [start fr v]\nforever\n if <(LEVEL) = [4]> then\n broadcast (boss fight v)\n forever\n stop [other scripts in sprite v]\n hide\n end\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@portal\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [0] y: [482]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [80] y: [300]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [start fr v]\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@Platforms\n\nwhen I receive [tick v]\nif <(costume [number v]) = [3]> then\n position ((x) - (SCROLL X)) (((([sin v] of ((timer) * (100)) ) * (100)) + (y)) - (SCROLL Y))\nelse\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [10]>> then\n position (((([sin v] of ((timer) * (80)) ) * (175)) + (x)) - (SCROLL X)) ((y) - (SCROLL Y))\n else\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [-482] y: [130]\n Clone at x: [0] y: [70]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [0] y: [400]\n else\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [start fr v]\nforever\n if <(LEVEL) = [4]> then\n go to x: (0) y: (0)\n switch costume to (level 4 1 v)\n show\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@danger\n\nwhen I receive [tick v]\nif <<<(costume [number v]) = [1]> or <(costume [number v]) = [3]>> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [6]> or <<<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> or <<(costume [number v]) = [10]> or <(costume [number v]) = [11]>>>>>> then\n point in direction (90)\n position ((x) - (SCROLL X)) (((([sin v] of ((timer) * (100)) ) * (10)) + (y)) - (SCROLL Y))\nelse\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [12]>> then\n turn right (8) degrees\n position (((([sin v] of ((timer) * (150)) ) * (150)) + (x)) - (SCROLL X)) ((y) - (SCROLL Y))\n else\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [14]>> then\n point in direction (90)\n position (((([sin v] of ((timer) * (120)) ) * (120)) + (x)) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (fist v)?> then\n delete this clone\n end\n else\n point in direction (90)\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [-1475] y: [425]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [500] y: [-5]\n Clone at x: [482] y: [5]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [330] y: [-70]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [690] y: [-45]\n Clone at x: [274] y: [45]\n Clone at x: [0] y: [400]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\npoint in direction (90)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [start fr v]\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@blank\n\n@boss fight\n\nwhen flag clicked\nset [level v] to [1]\nset [boss defeated? v] to [0]\nhide\n\nwhen I receive [setup v]\nif <(LEVEL) = [4]> then\n repeat until <(boss defeated?) = [1]>\n wait (pick random (1) to (2)) seconds\n set [attack v] to (pick random (1) to (2))\n if <(attack) = [1]> then\n broadcast (spike v)\n end\n if <(attack) = [2]> then\n broadcast (GIVE BIRTH v)\n end\n end\n broadcast (win v)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n repeat (25)\n change [ghost v] effect by (-4)\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\n end\n go to x: (0) y: (0)\n forever\n set y to (([sin v] of ((timer) * (100)) ) * (10))\n end\nend\n\nwhen I receive [reset v]\nset [boss defeated? v] to [0]\n\n@spike 4 boss fite\n\nwhen flag clicked\nhide\n\nwhen I receive [spike v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset y to (90)\nset x to (([x position v] of [player2 v]) + (pick random (-30) to (30)))\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <<touching (player2 v)?> or <touching (platforms v)?>>\n change y by (-8)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@GIVE BIRTH\n\nwhen flag clicked\nhide\n\nwhen I receive [give birth v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (7)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nglide (1) secs to x: (0) y: (-64)\nif <([x position v] of [player2 v]) > [0]> then\n repeat until <<touching (player2 v)?> or <touching (_edge_ v)?>>\n change x by (6)\n end\nelse\n repeat until <<touching (player2 v)?> or <touching (_edge_ v)?>>\n change x by (-6)\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@boss fight timer\n\nwhen flag clicked\nhide\nhide variable [timer v]\n\nwhen I receive [setup v]\nif <(LEVEL) = [4]> then\n repeat until <(timer) = [0]>\n wait (1) seconds\n change [timer v] by (-1)\n end\n set [boss defeated? v] to [1]\nend\n\nwhen I receive [reset v]\nset [timer v] to [15]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@tumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume3 v)\nforever\n go to [front v] layer\nend\n\n@menu\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (0) y: (-250)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nset [velocity v] to [11]\nrepeat until <(velocity) < [.1]>\n change y by (velocity)\n change [ghost v] effect by (-10)\n set [velocity v] to ((velocity) * (.9))\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (5)\n end\n if <mouse down?> then\n broadcast (start fr v)\n delete this clone\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen I receive [start fr v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\ndelete this clone\n\n@Player2\n\nwhen I receive [start fr v]\ngo to x: (-180) y: (0)\nclear graphic effects\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <(LEVEL) = [4]> then\n show\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 [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platforms v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platforms v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platforms 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\n end\n change y by (1)\n if <<touching (spike 4 boss fite v)?> or <touching (give birth v)?>> then\n broadcast (reset v)\n broadcast (setup v)\n end\n end\nend\n\nwhen I receive [boss fight v]\nbroadcast (reset v)\nwait until <(done reset) = [1]>\nbroadcast (setup v)\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nbroadcast (red screen v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (-180) y: (0)\nclear graphic effects\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@red screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [red screen v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@fist\n\nwhen flag clicked\nhide\n\nwhen I receive [punch v]\nshow\ngo to (player v)\nwait until <not <key (space v) pressed?>>\nif <([direction v] of [player v]) = [90]> then\n repeat (5)\n change x by (10)\n end\nend\nif <([direction v] of [player v]) = [-90]> then\n repeat (5)\n change x by (-10)\n end\nend\nwait (.5) seconds\nhide\n\nwhen I receive [boss fight v]\nhide\nstop [other scripts in sprite v]\n\n@punch button\n\nwhen flag clicked\nhide\n\nwhen I receive [start fr v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (punch v)\n end\nend\n\nwhen I receive [boss fight v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [direction change v]\nif <([direction v] of [player v]) = [90]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\n\nwhen I receive [reset v]\nswitch costume to (costume1 v)\n\n
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Arrow keys/WASD/Mobile to move\nSpace or punch button to punch\nAvoid spikes, saws, lava, and enemies\nBounce on bouncies\nAvoid the boss' attacks to defeat him\nGo to the portal to complete the levels\nThat's it :P\nIf you can't read then click to close the banner thingy before each level
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Mystery - A Platformer!Super Upgrade!!!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\nset [timer v] to (☁ World Record)\n\n@Blank\n\n@Blank2\n\n@Player\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check If Touching Solid \n if <(touching) > [0]> then\n Collide X slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check If Touching Solid \n if <(touching) > [0]> then\n Collide Y- Celling or Floor\n end\nend\n\ndefine Check If Touching Solid \nif <<touching (level v)?> or <touching (platforms v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved By Moving Platforms\nswitch backdrop to <touching (level v)?>\nControls - Up and Down \nControls - Left and Right \nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down \nif <<(STICK Y) > [0.5]> or <key (up arrow v) pressed?>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check can wall slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right \nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <(STICK X) > [0.5]>> - <<key (left arrow v) pressed?> or <(STICK X) < [-0.5]>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELARATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin level\nshow\nset [invulnerable v] to [0]\nset [level # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [long jump v] to [0]\nset [wall slide v] to [0]\nset [jumping v] to [0]\npoint in direction (90)\nBegin Level # (SPAWN SCENE) Got to x, y : (SPAWN X) (SPAWN Y)\n\ngo to [front v] layer\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - first v)\n broadcast (Tick Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [233]> then\n Begin Level # ((Level #) + (1)) Got to x, y : [-233] []\nend\nif <(x position) < [-233]> then\n Begin Level # ((Level #) + (-1)) Got to x, y : [233] []\nend\nif <(y position) > [180]> then\n Begin Level # ((Level #) + (100)) Got to x, y : [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Level # ((Level #) + (-100)) Got to x, y : [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Lose life v)\nend\n\ndefine Begin Level # (level #) Got to x, y : (x) (y)\nset [level # v] to (level #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to change scene v)\nbroadcast (change level v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in direction [0]\nelse\n Fix Collision in direction [90]\nend\nSet Costume\nbroadcast (game loop v)\n\ndefine Fix Collision in direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check If Touching Solid \n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check If Touching Solid \n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X slope or Wall?\nCheck can wall slide\nchange y by (1)\nCheck If Touching Solid \nif <(touching) > [0]> then\n change y by (1)\n Check If Touching Solid \n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y- Celling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck If Touching Solid \nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck If Touching Solid \nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check can wall slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck If Touching Solid \nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(Lives) > [0]> then\n Reset and Begin level\nelse\n broadcast (Game over v)\nend\n\ndefine Moved By Moving Platforms\nchange x by (Platform dx)\nchange y by (Platform dy)\nCheck If Touching Solid \nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check If Touching Solid \n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen flag clicked\nhide\nbroadcast (Main Menu v)\n\nwhen I receive [you won v]\ngo to [back v] layer\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [accelaration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [30]\nReset and Begin level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [15]\n\n@Enemy\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (red1 v)\nset rotation style [left-right v]\nhide\n\nwhen I receive [change level v]\nif <(Level #) = [1]> then\n Spawn [Red] at [-7] [5] dir [-90]\nend\nif <(Level #) = [18]> then\n Spawn [Red] at [152] [-61] dir [-90]\n Spawn [Red] at [-145] [-6] dir [90]\nend\nif <(Level #) = [22]> then\n Spawn [Red] at [48] [11] dir [-90]\nend\nif <(Level #) = [27]> then\n Spawn [Red] at [40] [-18] dir [-90]\n Spawn [Red] at [70] [19] dir [90]\nend\nif <(Level #) = [30]> then\n Spawn [Red] at [-16] [-144] dir [-90]\nend\nif <(Level #) = [34]> then\n Spawn [Red] at [108] [-73] dir [-90]\nend\nif <(Level #) = [140]> then\n Spawn [Red] at [-51] [77] dir [90]\nend\nif <(Level #) = [142]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [160] [-77] dir [-90]\n else\n Spawn [Red] at [-55] [-77] dir [90]\n end\nend\nif <(Level #) = [145]> then\n Spawn [Red] at [46] [-138] dir [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Down\n Move - Left or Right\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe sones v)?> or <touching (platforms v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [squish v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@level\n\ndefine Stamp Shadow\nchange y by (-18)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (78)\nstamp\nclear graphic effects\nchange y by (18)\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (4) steps\n stamp\n move (-4) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nerase all\n\nwhen I receive [change level v]\nshow\ngo to [back v] layer\nswitch costume to (join [level] (Level #))\nerase all\nStamp Outline\nStamp Shadow\n\nwhen flag clicked\nhide\n\n@Safe sones\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [change level v]\ngo to [back v] layer\nshow\nset [ghost v] effect to (100)\nswitch costume to (blank v)\nswitch costume to (join [level] (Level #))\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n go to [back v] layer\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [change level v]\ngo to [back v] layer\nshow\nswitch costume to (blank v)\nswitch costume to (join [level] (Level #))\nif <(Level #) = [14]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n go to [back v] layer\nend\n\n@platforms\n\nwhen I receive [change level v]\nhide\nswitch costume to (moving platforms v)\ngo to [back v] layer\nif <(Level #) = [3]> then\n Spawn [Key 1] at [75] [-18] dir [90] turn []\nend\nif <(Level #) = [7]> then\n Door at [77] [24] key [Key 2]\nend\nif <(Level #) = [108]> then\n Door at [228] [110] key [Key 3]\nend\nif <(Level #) = [21]> then\n Door at [-103] [-32] key [Key 4]\nend\nif <(Level #) = [146]> then\n go to [back v] layer\n Door at [0] [-13] key [Key 5]\nend\nif <(Level #) = [0]> then\n Spawn [Moving platforms] at [112] [-16] dir [90] turn [1]\n Spawn [Moving platforms] at [-130] [6] dir [90] turn [1]\n Spawn [Moving platforms] at [0] [0] dir [90] turn []\nend\nif <(Level #) = [-1]> then\n Spawn [Square] at [0] [0] dir [90] turn [1]\nend\nif <(Level #) = [-2]> then\n Spawn [Cyclone] at [0] [0] dir [90] turn [1]\nend\n\ndefine Animate Platform\npoint in direction (90)\nforever\n show\n glide (2) secs to x: (x position) y: ((y position) - (90))\n wait (1) seconds\n glide (2) secs to x: (x position) y: ((y position) + (90))\n wait (1) seconds\nend\n\ndefine Tick x: (new x) y: (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 x) > (Last y)> then\n change y by (1)\n else\n set y to ((Last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last x))\n set [platform dy v] to ((new y) - (Last y))\n end\nend\ngo to x: (new x) y: (new y)\n\nwhen I receive [tick platforms v]\nTick x: (x position) y: (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine ANIMATE 2\ngo to x: (0) y: (-30)\npoint in direction (90)\ngo to [back v] layer\nforever\n glide (1.5) secs to x: (135) y: (68)\n wait (1) seconds\n glide (1.5) secs to x: (0) y: (-30)\n wait (0.5) seconds\nend\n\nif <(Level #) = [2]> then\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n go to [back v] layer\n if <[collected v] contains (key name)?> then\n start sound [Door Open v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Door Open v]\n repeat (24)\n change y by (-4)\n end\n start sound [Door smash v]\n else\n start sound [Closed v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nhide\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (red1 v)\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key ]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nAnimate Platform\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\n@Collectables\n\nwhen I receive [change level v]\nif <(Level #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [Apple]> then\n start sound [crunch v]\n change [apples v] by (1)\nelse\n if <(costume [name v]) = [Life]> then\n if <(Lives) < [3]> then\n start sound [Diamond v]\n change [lives v] by (1)\n end\n end\n if < (costume [name v]) contains [Key]?> then\n start sound [Key v]\n end\n if <(costume [name v]) = [Checkpoints]> then\n start sound [Flag v]\n set [spawn scene v] to (Level #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n add (costume [name v]) to [collected v]\n end\n if <(costume [name v]) = [Star]> then\n broadcast (You won v)\n end\n if <(costume [name v]) = [Diamond]> then\n start sound [Diamond v]\n change [apples v] by (5)\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [apples v] to [0]\nhide\nPlace [Apple] Scene [1] xy [155] [-25]\nPlace [Apple] Scene [1] xy [-65] [10]\nPlace [Apple] Scene [2] xy [-23] [-43]\nPlace [Key 1] Scene [2] xy [120] [-88]\nPlace [Key 2] Scene [106] xy [-61] [-130]\nPlace [Key 3] Scene [106] xy [-191] [-63]\nPlace [Diamond] Scene [106] xy [135] [-23]\nPlace [Apple] Scene [7] xy [-175] [-80]\nPlace [Apple] Scene [7] xy [-125] [-80]\nPlace [Apple] Scene [7] xy [200] [-50]\nPlace [Checkpoints] Scene [4] xy [195] [-90]\nPlace [Checkpoints] Scene [11] xy [50] [-16]\nPlace [Life] Scene [16] xy [154] [-18]\nPlace [Checkpoints] Scene [19] xy [17] [-88]\nPlace [Key 4] Scene [20] xy [-13] [-95]\nPlace [Diamond] Scene [21] xy [76] [-62]\nPlace [Checkpoints] Scene [143] xy [16] [51]\nPlace [Key 5] Scene [145] xy [96] [-106]\nPlace [Checkpoints] Scene [24] xy [-40] [-81]\nPlace [Checkpoints] Scene [34] xy [195] [-85]\nPlace [Checkpoints] Scene [39] xy [-2] [113]\nPlace [Apple] Scene [48] xy [45] [-62]\nPlace [Apple] Scene [48] xy [-16] [-32]\nPlace [Apple] Scene [48] xy [-77] [1]\nPlace [Star] Scene [48] xy [-156] [34]\n\ndefine Place (costume name) Scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Main Menu\n\nwhen flag clicked\nswitch costume to (play v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen I receive [main menu v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((120) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n broadcast (Start game v)\n wait until <not <mouse down?>>\n end\nend\n\n@Dialogue\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\nif <not < (costume [name v]) contains [Speaker]?>> then\n if <(effect) = []> then\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n wait until <(textdelay) = [0]>\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n delete this clone\n end\n if <(effect) = [wavy]> then\n set [effect v] to [0]\n repeat until <(textdelay) = [0]>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (([cos v] of ((effect) * (15)) ) * (2))\n change y by (([sin v] of ((effect) * (15)) ) * (2))\n change [effect v] by (1)\n end\n repeat until <key (space v) pressed?>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (([cos v] of ((effect) * (15)) ) * (2))\n change y by (([sin v] of ((effect) * (15)) ) * (2))\n change [effect v] by (1)\n end\n repeat until <not <key (space v) pressed?>>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (([cos v] of ((effect) * (15)) ) * (2))\n change y by (([sin v] of ((effect) * (15)) ) * (2))\n change [effect v] by (1)\n end\n delete this clone\n end\n if <(effect) = [shaky]> then\n repeat until <(textdelay) = [0]>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n repeat until <key (space v) pressed?>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n repeat until <not <key (space v) pressed?>>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n delete this clone\n end\nend\nif < (costume [name v]) contains [Speaker]?> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine Dialogue (text) (effect) (voice) (newspeaker?)\nset [t v] to [0]\nset [textpos v] to [0]\nset [textdelay v] to [1]\nset [ty v] to [0]\nset [effect v] to (effect)\nset [textlength v] to (length of (text))\nshow\nswitch costume to (textbox v)\nrepeat until <(t) = (length of (text))>\n change [t v] by (1)\n if <(letter (t) of (text)) = [|]> then\n change [ty v] by (1)\n set [textpos v] to [0]\n end\n if <(letter (t) of (text)) = [\]> then\n switch costume to (textbox v)\n wait (0.1) seconds\n end\n if <not <<(letter (t) of (text)) = [|]> or <(letter (t) of (text)) = [\]>>> then\n switch costume to (letter (t) of (text))\n create clone of (_myself_ v)\n go [backward v] (1) layers\n if <not <(letter (t) of (text)) = [ ]>> then\n start sound (voice)\n end\n if <[thin text v] contains (letter (t) of (text))?> then\n change [textpos v] by (0.5)\n else\n change [textpos v] by (1)\n end\n end\n switch costume to (textbox v)\n if <key (space v) pressed?> then\n TextSkip (text) (effect) (voice) (newspeaker?)\n end\nend\nwait until <not <key (space v) pressed?>>\nset [textdelay v] to [0]\nwait (0) seconds\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nhide\n\nif <not <(speaker) = [none]>> then\n switch costume to (join [Speaker] (join (speaker) (expression)))\n if <(newspeaker?) = [1]> then\n broadcast (speakerdelete v)\n create clone of (_myself_ v)\n end\nend\n\ndefine TextSkip (text) (effect) (voice) (newspeaker?)\nrepeat until <(t) = (length of (text))>\n change [t v] by (1)\n if <(letter (t) of (text)) = [|]> then\n change [ty v] by (1)\n set [textpos v] to [0]\n end\n if <(letter (t) of (text)) = [\]> then\n switch costume to (textbox v)\n repeat (3)\n wait (0) seconds\n end\n end\n if <not <<(letter (t) of (text)) = [|]> or <(letter (t) of (text)) = [\]>>> then\n switch costume to (letter (t) of (text))\n create clone of (_myself_ v)\n go [backward v] (1) layers\n if <not <(letter (t) of (text)) = [ ]>> then\n start sound (voice)\n end\n if <[thin text v] contains (letter (t) of (text))?> then\n change [textpos v] by (0.5)\n else\n change [textpos v] by (1)\n end\n end\n switch costume to (textbox v)\nend\n\nwhen I receive [text v]\nif <(Level #) = [1]> then\n go to [front v] layer\n Dialogue [Hey Scratch Cat] [] [1] [1]\n Dialogue [Welcome to the mystery!] [] [1] [1]\n Dialogue [I will be there sometimes to guide you.] [] [1] [1]\n Dialogue [Good luck.] [] [1] [1]\nend\nif <(Level #) = [2]> then\n Dialogue [Collect apples. Get the keys to open|doors!] [] [1] [1]\nend\n\n@text appear\n\nwhen flag clicked\nswitch costume to (text v)\nhide\n\nwhen I receive [start game v]\nforever\n if <<(Level #) = [1]> or <(Level #) = [2]>> then\n if <(Level #) = [1]> then\n go to x: (-108) y: (10)\n show\n end\n if <(Level #) = [2]> then\n show\n go to x: (34) y: (-51)\n end\n else\n hide\n end\nend\n\nwhen I receive [change level v]\nforever\n if <touching (player v)?> then\n if <key (e v) pressed?> then\n broadcast (Text v)\n stop [this script v]\n end\n end\nend\n\n@APPLES COUNTER\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\ndefine setup\nhide\nswitch costume to (9 v)\nset size to (200) %\ngo to x: (0) y: (153)\nset [index v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n change costume to (letter (index) of (APPLES))\n set x to ((((index) - (0.5)) - ((length of (APPLES)) / (2))) * ((size) / (11)))\n change size by ((0.2) * ((200) - (size)))\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (220) %\nend\n\nwhen I receive [start game v]\nsetup\n\n@Music ♫\n\nwhen flag clicked\nhide\nwait (2) seconds\nswitch costume to (tobu - such fun v)\ngo to x: (57) y: (-41)\nwait (1) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (2) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I receive [next song v]\nswitch costume to (cartoon - on & on v)\ngo to x: (57) y: (-41)\nwait (1) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (2) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I receive [next song v]\nswitch costume to (deaf kev - invincible v)\ngo to x: (57) y: (-41)\nwait (1) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (2) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\nplay sound [Tobu - Such Fun v] until done\nbroadcast (Next song v)\nplay sound [Cartoon - On & On v] until done\nbroadcast (next song v)\nplay sound [DEAF KEV - Invincible v] until done\nplay sound [SkyHigh-Elektronomia-4745295 v] until done\n\nwhen [m v] key pressed\nif <(volume) = [30]> then\n set volume to (0) %\nelse\n set volume to (30) %\nend\n\nwhen flag clicked\nforever\n set volume to (12) %\nend\n\n@HP\n\nwhen flag clicked\ngo to x: (-180) y: (155)\nhide\n\nwhen I receive [lose life v]\ngo to x: (-180) y: (155)\nrepeat (10)\n go to x: ((-180) + (pick random (1) to (-1))) y: ((159) + (pick random (1) to (-1)))\nend\ngo to x: (-180) y: (155)\n\nwhen I receive [start game v]\nshow\nforever\n if <(Lives) = [0]> then\n switch costume to (0 v)\n end\n if <(Lives) = [1]> then\n switch costume to (1 v)\n end\n if <(Lives) = [2]> then\n switch costume to (2 v)\n end\n if <(Lives) = [3]> then\n switch costume to (3 v)\n end\nend\n\n@Transitions\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [layers - background v] to [5]\ngo to [front v] layer\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (mini v)\nset size to (1116) %\nswitch costume to (mask #5 v)\nshow\nrepeat (4)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #5 v)\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #4 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #3 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #2 v)\nend\nswitch costume to (mini v)\nset size to (250) %\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #1 v)\nend\nswitch costume to (black v)\nset size to (100) %\nwait (0.5) seconds\nbroadcast (Start v)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (black v)\nset size to (100) %\nshow\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #1 v)\nend\nset size to ((size) * (0.5)) %\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #2 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #3 v)\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #4 v)\nend\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #5 v)\nend\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nbroadcast (Start v)\n\n@Splash Screen\n\nwhen flag clicked\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [you won v]\nswitch costume to (you won v)\nwait (0) seconds\nshow\ngo to [front v] layer\nset x to (0)\nset y to (500)\nrepeat (10)\n set y to ((y position) / (2))\nend\nstop [all v]\n\ngo to x: (0) y: (0)\nswitch costume to (you won v)\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nreset timer\nset [timer v] to [0]\nforever\n set [timer v] to (timer)\nend\n\nwhen flag clicked\nreset timer\nset [timer v] to [0]\n\nwhen I receive [you won v]\nif <(Timer) < (☁ World record)> then\n set [☁ world record v] to (Timer)\nend\n\nwhen flag clicked\n\n@Splash image\n\ndefine Stamp Shadow\nchange y by (-18)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (78)\nstamp\nclear graphic effects\nchange y by (18)\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (4) steps\n stamp\n move (-4) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\ngo to [back v] layer\nshow\nerase all\nStamp Outline\nStamp Shadow\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nhide\n\n@TB\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen [m v] key pressed\nif <<(username) = [QuanLulu]> or <(username) = [UNIQUEGAMES007test]>> then\n set [level # v] to [48]\n broadcast (change level v)\nend\n\n@World record\n\nwhen I receive [you won v]\nforever\n if <(☁ World Record) > (Timer)> then\n set [☁ world record v] to (Timer)\n else\n if <(☁ World Record) < (Timer)> then\n set [☁ world record v] to [157.542]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [start game v]\nwait (pick random (3) to (6)) seconds\nshow\ngo to x: (0) y: (85)\n\ndefine move\nglide (2.3) secs to x: (0) y: (0)\nwait (1) seconds\nglide (2.3) secs to x: (0) y: (85)\n\n@Control Stick\n\nwhen flag clicked\ngo to [front v] layer\nset [myself v] to [Control Stick]\nset size to (140) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > [25]> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\n
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Mystery - A Platformer!Mobile game friendly!Super Upgrade! Watch this if you need help at any level: https://youtu.be/iuBcsvyFkNc\nNo youtube? try this: https://scratch.mit.edu/discuss/youtube/iuBcsvyFkNc/\n\ncontrols\n============\n>Arrow keys or the joystick\n>Avoid spikes\n>Collect key to open doors\n>Collect apples\n>Doors can squish you\n>If Your lives gets 0 The game will restart\n>collect the star to win!\n>press 'e' to see the text in the signs\n>M to mute/unmute music\n\nPlease consider following me if you like this game :) \n♥ Also smash that love and fave button if you enjoyed playing this♥\n\nWork in progress...……..\nYes!! Finally now it has 50 levels!!! 40 normal and 10 vertical\n\nRemix and show your creativity on levels! Comment when your remix is done! (If you remix please make any changes to it)\n\nShoutout for the best remixes!\n========================\n
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Sticky Notes ✎ [platformer]
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@Stage\n\nwhen flag clicked\nforever\n repeat (25)\n reset timer\n end\n set [fps v] to (round ((1) / (timer)))\nend\n\nwhen flag clicked\nforever\n if <not <(World Time) = [0]>> then\n broadcast (Tick v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n play sound [Vexento - Sunrise v] until done\nend\n\nwhen flag clicked\nif <(username) = [manh_noob]> then\n set [play v] to [0]\nend\nif <(play) = [0]> then\n set [fov effects % v] to [100]\n set [volume % v] to [100]\n set [world time v] to [1]\n set [parcicle effects? v] to [1]\n set [points v] to [1]\n set [played times v] to [1]\n set [joystick v] to [0]\n set [jump button v] to [0]\n set [real map v] to [0]\n set [cinema mode v] to [1]\n delete all of [effect_shop v]\n add [0] to [effect_shop v]\n add [2] to [effect_shop v]\n add [5] to [effect_shop v]\n add [10] to [effect_shop v]\n set [play v] to [1]\nend\nforever\n if <(username) = [manh_noob]> then\n replace item (2) of [_settings v] with [1]\n end\n if <(World Time) = [0]> then\n Show variable\n else\n Hide variable\n end\n set volume to (Volume %) %\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Played Times) > (☁ Most Played Times)> then\n set [☁ most played times v] to (Played Times)\n end\n wait (1) seconds\nend\n\ndefine Show variable\nshow variable [fov effects % v]\nshow variable [volume % v]\nshow variable [parcicle effects? v]\nshow variable [points v]\nshow variable [fps v]\nshow variable [☁ most played times v]\nshow variable [played times v]\nshow variable [joystick v]\nshow variable [real map v]\nshow variable [cinema mode v]\n\ndefine Hide variable\nhide variable [fov effects % v]\nhide variable [volume % v]\nhide variable [parcicle effects? v]\nhide variable [points v]\nhide variable [fps v]\nhide variable [☁ most played times v]\nhide variable [played times v]\nhide variable [joystick v]\nhide variable [real map v]\nhide variable [cinema mode v]\n\nwhen [timer v] > (0.5)\nHide variable\n\n@Player\n\nwhen flag clicked\nSetup\nCreate Effect [10]\nswitch costume to (player - hitbox v)\nwait (1) seconds\nforever\n wait until <(item (1) of [_settings v]) = [13]>\n change [points v] by (pick random (1) to (2))\n change [played times v] by (1)\n wait until <(item (1) of [_settings v]) = [1]>\nend\n\ndefine Run (fps) (main fps) Power (power)\nswitch costume to (player - hitbox v)\nButton <key (right arrow v) pressed?> [1]\nButton <key (left arrow v) pressed?> [2]\nButton <<key (up arrow v) pressed?> or <key (space v) pressed?>> [3]\nButton <key (down arrow v) pressed?> [4]\nButton <<key (z v) pressed?> and <key (right arrow v) pressed?>> [5]\nButton <<key (z v) pressed?> and <key (left arrow v) pressed?>> [6]\nif <(item (2) of [player_data v]) < [-150]> then\n broadcast (teleback v)\nend\nif <(item (1) of [input v]) = [1]> then\n point in direction (90)\n change [xv v] by ((0.65) + ((0.65) * (((main fps) / (fps)) * (power))))\nend\nif <(item (2) of [input v]) = [1]> then\n point in direction (-90)\n change [xv v] by ((-0.65) + ((-0.65) * (((main fps) / (fps)) * (power))))\nend\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching (visual v)?> then\n change y by (-2)\n if <touching (visual v)?> then\n change y by (1)\n if <touching (visual v)?> then\n change y by (1)\n if <touching (visual v)?> then\n change y by (1)\n if <touching (visual v)?> then\n change y by (1)\n if <touching (visual v)?> then\n change y by (1)\n if <touching (visual v)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<(item (3) of [input v]) = [1]> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to ((9) * (power))\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (((-4.5) + ((-4.5) * ((main fps) / (fps)))) * (power)))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching (visual v)?> then\n if <(yv) = [-3]> then\n if <<(item (1) of [input v]) = [1]> or <(item (2) of [input v]) = [1]>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <(item (3) of [input v]) = [1]> then\n set [mode v] to [jump]\n set [yv v] to ((12) * (power))\n end\nend\nif <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\nend\nchange y by (3)\nif <(yv) > ((-15) * (((main fps) / (fps)) * (power)))> then\n change [yv v] by ((-0.4) + ((-0.4) * (((main fps) / (fps)) * (power))))\nend\nchange y by (-2)\nif <not <touching (visual v)?>> then\n change y by (-1)\n if <not <touching (visual v)?>> then\n change y by (-1)\n if <not <touching (visual v)?>> then\n change y by (-1)\n if <not <touching (visual v)?>> then\n change y by (-1)\n if <not <touching (visual v)?>> then\n change y by (-1)\n if <not <touching (visual v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (yv)\nif <touching (visual v)?> then\n change y by (-2)\n if <touching (visual v)?> then\n change y by ((-1) * (yv))\n set [yv v] to ((-3) * (((main fps) / (fps)) * (power)))\n end\n change y by (2)\nend\n\ndefine Setup\ndelete all of [input v]\nrepeat (10)\n add [0] to [input v]\nend\ndelete all of [player_data v]\nrepeat (5)\n add [0] to [player_data v]\nend\nreplace item (5) of [player_data v] with [1]\ndelete all of [_effect_ v]\nrepeat ((8) * (20))\n add [] to [_effect_ v]\nend\npoint in direction (90)\nclear graphic effects\ngo to [front v] layer\nset size to (100) %\ngo to x: (-100) y: (50)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\n\ndefine Button <arrow> (change)\nif <(Joystick) = [0]> then\n if <arrow> then\n replace item (change) of [input v] with [1]\n else\n replace item (change) of [input v] with [0]\n end\nend\n\nwhen I receive [tick v]\nif < (costume [name v]) contains [Player]?> then\n Run (fps) [30] Power ((World Time) * (0.7))\n replace item (1) of [player_data v] with (x position)\n replace item (2) of [player_data v] with (y position)\n replace item (3) of [player_data v] with (direction)\n set [ghost v] effect to ((100) - (Real Map))\nend\n\ndefine Set size to (n) (c)\nswitch costume to (size skip v)\nset size to (n) %\nswitch costume to (c)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Effect]?> then\n show\n go to [front v] layer\n clear graphic effects\n set [ghost v] effect to ((100) - (Real Map))\nend\n\nwhen I receive [tick v]\nif < (costume [name v]) contains [Effect]?> then\n if <touching (visual v)?> then\n if <[0.8] > (item ((((effect_id) - (1)) * (8)) + (5)) of [_effect_ v])> then\n Effect - Set ((((effect_id) - (1)) * (8)) + (5)) to ((item ((((effect_id) - (1)) * (8)) + (5)) of [_effect_ v]) * (-0.5))\n else\n Effect - Set ((((effect_id) - (1)) * (8)) + (5)) to [1]\n end\n end\n Effect - Change ((((effect_id) - (1)) * (8)) + (5)) to [-0.3]\n change x by (item ((((effect_id) - (1)) * (8)) + (4)) of [_effect_ v])\n change y by (item ((((effect_id) - (1)) * (8)) + (5)) of [_effect_ v])\n change x by (10)\n if <not <touching (visual v)?>> then\n Effect - Change ((((effect_id) - (1)) * (8)) + (4)) to [0.2]\n Effect - Change ((((effect_id) - (1)) * (8)) + (6)) to [0.8]\n end\n change x by (-20)\n if <not <touching (visual v)?>> then\n Effect - Change ((((effect_id) - (1)) * (8)) + (4)) to [-0.2]\n Effect - Change ((((effect_id) - (1)) * (8)) + (6)) to [-0.8]\n end\n change x by (10)\n Effect - Set ((((effect_id) - (1)) * (8)) + (4)) to ((item ((((effect_id) - (1)) * (8)) + (4)) of [_effect_ v]) * (0.95))\n Effect - Set ((((effect_id) - (1)) * (8)) + (6)) to ((item ((((effect_id) - (1)) * (8)) + (6)) of [_effect_ v]) * (0.75))\n turn right (2) degrees\n if <not <touching (visual v)?>> then\n Effect - Change ((((effect_id) - (1)) * (8)) + (6)) to [1]\n end\n turn left (4) degrees\n if <not <touching (visual v)?>> then\n Effect - Change ((((effect_id) - (1)) * (8)) + (6)) to [-1]\n end\n turn right (2) degrees\n turn right (10) degrees\n if <not <touching (visual v)?>> then\n Effect - Change ((((effect_id) - (1)) * (8)) + (6)) to [2]\n end\n turn left (20) degrees\n if <not <touching (visual v)?>> then\n Effect - Change ((((effect_id) - (1)) * (8)) + (6)) to [-2]\n end\n turn right (10) degrees\n turn right (item ((((effect_id) - (1)) * (8)) + (6)) of [_effect_ v]) degrees\n if <touching (visual v)?> then\n Effect - Set ((((effect_id) - (1)) * (8)) + (4)) to ((item ((((effect_id) - (1)) * (8)) + (4)) of [_effect_ v]) * (-1))\n change y by (1)\n end\n if <touching (visual v)?> then\n change y by (1)\n end\n if <touching (visual v)?> then\n change y by (1)\n end\n if <touching (visual v)?> then\n change y by (1)\n end\n if <touching (visual v)?> then\n change y by (1)\n end\n if <touching (visual v)?> then\n change y by (1)\n end\n if <touching (visual v)?> then\n change y by (1)\n end\n if <touching (visual v)?> then\n change y by (1)\n end\n if <touching (visual v)?> then\n change y by (1)\n end\n if <touching (visual v)?> then\n change y by (1)\n end\n change y by (-1)\n Effect - Set ((((effect_id) - (1)) * (8)) + (1)) to (((round (x position)) * (20)) / (20))\n Effect - Set ((((effect_id) - (1)) * (8)) + (2)) to (((round (y position)) * (20)) / (20))\n Effect - Set ((((effect_id) - (1)) * (8)) + (3)) to (((round (direction)) * (20)) / (20))\nend\n\ndefine Create Effect (n)\nset [effect_id v] to [1]\nswitch costume to (effect - hitbox v)\nrepeat (n)\n Effect - Set ((((effect_id) - (1)) * (8)) + (4)) to ((pick random (-3) to (3)) * (2))\n Effect - Set ((((effect_id) - (1)) * (8)) + (5)) to (pick random (3) to (-1))\n Effect - Set ((((effect_id) - (1)) * (8)) + (6)) to ((pick random (-5) to (5)) * (2))\n Effect - Set ((((effect_id) - (1)) * (8)) + (7)) to (pick random (1) to (2))\n create clone of (_myself_ v)\n change [effect_id v] by (1)\nend\n\ndefine Effect - Set (n) to (a)\nreplace item (n) of [_effect_ v] with (a)\n\ndefine Effect - Change (n) to (a)\nreplace item (n) of [_effect_ v] with ((item (n) of [_effect_ v]) + (a))\n\nwhen I receive [teleback v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-100) y: (50)\nif < (costume [name v]) contains [Effect]?> then\n Effect - Set ((((effect_id) - (1)) * (8)) + (4)) to ((pick random (-3) to (3)) * (2))\n Effect - Set ((((effect_id) - (1)) * (8)) + (5)) to (pick random (3) to (-1))\n Effect - Set ((((effect_id) - (1)) * (8)) + (6)) to ((pick random (-5) to (5)) * (2))\n Effect - Set ((((effect_id) - (1)) * (8)) + (7)) to (pick random (1) to (2))\nend\n\n@Visual\n\ndefine Set size to (n) (c)\nswitch costume to (size skip v)\nset size to (n) %\nswitch costume to (c)\n\ndefine Draw\nerase all\nclear graphic effects\nSet size to (Zoom) (costume [number v])\ngo to x: (0) y: (0)\npoint in direction ((viewDirection) + (90))\nswitch costume to (background v)\nmove ((xmap) * ((Zoom) / (100))) steps\nturn left (90) degrees\nmove ((ymap) * ((Zoom) / (100))) steps\nturn right (90) degrees\nturn right (item (4) of [player_data v]) degrees\nstamp\nswitch costume to (join [Map - ] (item (1) of [_settings v]))\nstamp\ngo to x: (0) y: (0)\npoint in direction ((viewDirection) + (90))\nmove (((item (1) of [player_data v]) + (xmap)) * ((Zoom) / (100))) steps\nturn left (90) degrees\nmove (((item (2) of [player_data v]) + (ymap)) * ((Zoom) / (100))) steps\nturn right (90) degrees\nif <(item (3) of [player_data v]) = [90]> then\n switch costume to (player - normal v)\nelse\n switch costume to (player - normal 2 v)\nend\nstamp\nif <<not <(Parcicle Effects?) = [0]>> and <<(item (2) of [_settings v]) = [1]> or <(item (1) of [_settings v]) = [13]>>> then\n Draw Effect\nend\nif <<(World Time) = [0]> or <(Joystick) = [0]>> then\nswitch costume to (join [Touch - ] (item (1) of [_settings v]))\nSet size to [100] (costume [number v])\npoint in direction ((90) + (item (4) of [player_data v]))\ngo to x: (0) y: (0)\nset [ghost v] effect to ((100) - (Real Map))\n\nwhen flag clicked\nSetup\n\ndefine Setup\ndelete all of [_memory v]\nrepeat (10)\n add [] to [_memory v]\nend\ndelete all of [_settings v]\nrepeat (10)\n add [100] to [_settings v]\nend\nreplace item (1) of [_settings v] with [1]\nreplace item (2) of [_settings v] with [0]\nreplace item (3) of [_settings v] with [0]\nset [zoom v] to [100]\nset [direction v] to [0]\nset [viewdirection v] to [0]\nset [xmap v] to [0]\nset [ymap v] to [0]\n\nwhen I receive [tick v]\nif <<key (c v) pressed?> or <key (z v) pressed?>> then\n change [zoom v] by (((225) - (Zoom)) * (0.2))\n change [xmap v] by (((item (1) of [player_data v]) + (xmap)) * (-0.2))\n change [ymap v] by (((item (2) of [player_data v]) + (ymap)) * (-0.2))\n if <(viewDirection) > [0]> then\n change [viewdirection v] by (((0) - (viewDirection)) * (0.1))\n else\n change [viewdirection v] by (((0) - (viewDirection)) * (0.1))\n end\nelse\n change [zoom v] by (((Zoom) - (125)) * (-0.3))\n change [xmap v] by ((((item (1) of [player_data v]) * (0.6)) + (xmap)) * (-0.2))\n change [ymap v] by ((((item (2) of [player_data v]) * (0.3)) + (ymap)) * (-0.2))\n change [viewdirection v] by (((Direction) - (viewDirection)) * (0.1))\n set [direction v] to (() - ((item (1) of [player_data v]) * ((0.2) * ((FOV Effects %) / (100)))))\n if <(Direction) > [180]> then\n change [viewdirection v] by (-360)\n end\n if <(Direction) < [-180]> then\n change [viewdirection v] by (360)\n end\nend\n\nwhen I receive [tick v]\nDraw\nif <(Direction) > [180]> then\n change [direction v] by (-360)\nend\nif <(Direction) < [-180]> then\n change [direction v] by (360)\nend\nif <(item (4) of [player_data v]) > [180]> then\n replace item (4) of [player_data v] with ((item (4) of [player_data v]) + (-360))\nend\nif <(item (4) of [player_data v]) < [-180]> then\n replace item (4) of [player_data v] with ((item (4) of [player_data v]) + (360))\nend\n\ndefine Draw Effect (n)\nif <not <(item ((((n) - (1)) * (8)) + (1)) of [_effect_ v]) = []>> then\n switch costume to (join [Effect - Custom] (item ((((n) - (1)) * (8)) + (7)) of [_effect_ v]))\n go to x: (0) y: (0)\n point in direction ((viewDirection) + (90))\n move (((item ((((n) - (1)) * (8)) + (1)) of [_effect_ v]) + (xmap)) * ((Zoom) / (100))) steps\n turn left (90) degrees\n move (((item ((((n) - (1)) * (8)) + (2)) of [_effect_ v]) + (ymap)) * ((Zoom) / (100))) steps\n turn right (item ((((n) - (1)) * (8)) + (3)) of [_effect_ v]) degrees\n stamp\nend\n\ndefine Draw Effect\nDraw Effect [1]\nDraw Effect [2]\nDraw Effect [3]\nDraw Effect [4]\nDraw Effect [5]\nDraw Effect [6]\nDraw Effect [7]\nDraw Effect [8]\nDraw Effect [9]\nDraw Effect [10]\nDraw Effect [11]\nDraw Effect [12]\nDraw Effect [13]\nDraw Effect [14]\nDraw Effect [15]\nDraw Effect [16]\nDraw Effect [17]\nDraw Effect [18]\nDraw Effect [19]\nDraw Effect [20]\n\n@Button & Clone\n\nwhen I start as a clone\nif < (costume [name v]) contains [GUI]?> then\n if < (costume [name v]) contains [Effect]?> then\n go to [back v] layer\n forever\n clear graphic effects\n if <(World Time) = [0]> then\n go to x: (item (2) of [_clone_data v]) y: (item (3) of [_clone_data v])\n if <(distance to [mouse-pointer v]) < [18]> then\n if <(item (item (1) of [_clone_data v]) of [effect_shop v]) = [0]> then\n if < (costume [name v]) contains [End]?> then\n if <(item (2) of [_settings v]) = [1]> then\n say [Equiped]\n else\n say [Click to equip]\n end\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(distance to [mouse-pointer v]) < [18]> then\n if <(item (2) of [_settings v]) = [1]> then\n replace item (2) of [_settings v] with [0]\n else\n replace item (2) of [_settings v] with [1]\n end\n end\n end\n else\n if <(item (1) of [_clone_data v]) = (item (5) of [player_data v])> then\n say [Equiped]\n else\n say [Click to equip]\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(distance to [mouse-pointer v]) < [18]> then\n if < (costume [name v]) contains [End]?> then\n replace item (2) of [_settings v] with [1]\n else\n replace item (5) of [player_data v] with (item (1) of [_clone_data v])\n end\n end\n end\n end\n end\n else\n say (join [Price: ] (join (item (item (1) of [_clone_data v]) of [effect_shop v]) [ points]))\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(distance to [mouse-pointer v]) < [18]> then\n if <((Points) + (1)) > (item (item (1) of [_clone_data v]) of [effect_shop v])> then\n change [points v] by (() - (item (item (1) of [_clone_data v]) of [effect_shop v]))\n replace item (item (1) of [_clone_data v]) of [effect_shop v] with [0]\n else\n say [Don't have enough points :<] for (1.5) seconds\n end\n end\n end\n end\n Set size to ((size) + (((140) - (size)) * (0.1))) (costume [number v])\n else\n Set size to ((size) + (((100) - (size)) * (0.2))) (costume [number v])\n say []\n end\n end\n end\n end\nend\nif < (costume [name v]) contains [Effect+]?> then\n switch costume to (join [Effect+ - ] (item (5) of [player_data v]))\n show\n clear graphic effects\n go to [front v] layer\n set [ghost v] effect to (100)\n replace item (1) of [_clone_data v] with (item (1) of [player_data v])\n replace item (2) of [_clone_data v] with (item (2) of [player_data v])\n replace item (3) of [_clone_data v] with (((pick random (0) to (1)) * (2)) - (1))\n replace item (4) of [_clone_data v] with (((pick random (0) to (1)) * (2)) - (1))\n replace item (5) of [_clone_data v] with (pick random (0.3) to (0.8))\n replace item (6) of [_clone_data v] with (pick random (0.3) to (0.8))\n repeat (10)\n change [ghost v] effect by (-4)\n replace item (1) of [_clone_data v] with ((item (1) of [_clone_data v]) + ((item (5) of [_clone_data v]) * (item (3) of [_clone_data v])))\n replace item (2) of [_clone_data v] with ((item (2) of [_clone_data v]) + ((item (6) of [_clone_data v]) * (item (4) of [_clone_data v])))\n end\n repeat (15)\n replace item (1) of [_clone_data v] with ((item (1) of [_clone_data v]) + ((item (5) of [_clone_data v]) * (item (3) of [_clone_data v])))\n replace item (2) of [_clone_data v] with ((item (2) of [_clone_data v]) + ((item (6) of [_clone_data v]) * (item (4) of [_clone_data v])))\n end\n repeat (10)\n change [ghost v] effect by (4)\n replace item (1) of [_clone_data v] with ((item (1) of [_clone_data v]) + ((item (5) of [_clone_data v]) * (item (3) of [_clone_data v])))\n replace item (2) of [_clone_data v] with ((item (2) of [_clone_data v]) + ((item (6) of [_clone_data v]) * (item (4) of [_clone_data v])))\n end\nend\nif < (costume [name v]) contains [Menu]?> then\n if < (costume [name v]) contains [Restart]?> then\n switch costume to (menu - restart v)\n forever\n show\n clear graphic effects\n go to [front v] layer\n go to x: (item (2) of [_clone_data v]) y: (item (3) of [_clone_data v])\n if <(distance to [mouse-pointer v]) < [20]> then\n Set size to ((size) + (((140) - (size)) * (0.1))) (costume [number v])\n if <mouse down?> then\n broadcast (teleback v)\n wait until <not <mouse down?>>\n end\n else\n Set size to ((size) + (((100) - (size)) * (0.2))) (costume [number v])\n end\n if <key (r v) pressed?> then\n if <(World Time) = [0]> then\n set [world time v] to [1]\n switch costume to (menu - continue v)\n else\n set [world time v] to [0]\n switch costume to (menu - stop v)\n end\n wait until <not <key (r v) pressed?>>\n end\n if <key (o v) pressed?> then\n if <(World Time) = [0]> then\n set [world time v] to [1]\n switch costume to (menu - continue v)\n else\n set [world time v] to [0]\n switch costume to (menu - stop v)\n end\n wait until <not <key (o v) pressed?>>\n end\n end\n else\n switch costume to (menu - continue v)\n forever\n show\n clear graphic effects\n go to [front v] layer\n go to x: (item (2) of [_clone_data v]) y: (item (3) of [_clone_data v])\n if <(distance to [mouse-pointer v]) < [20]> then\n Set size to ((size) + (((140) - (size)) * (0.1))) (costume [number v])\n if <mouse down?> then\n if <(World Time) = [0]> then\n set [world time v] to [1]\n switch costume to (menu - continue v)\n else\n set [world time v] to [0]\n switch costume to (menu - stop v)\n end\n wait until <not <mouse down?>>\n end\n else\n Set size to ((size) + (((100) - (size)) * (0.2))) (costume [number v])\n end\n if <key (p v) pressed?> then\n if <(World Time) = [0]> then\n set [world time v] to [1]\n switch costume to (menu - continue v)\n else\n set [world time v] to [0]\n switch costume to (menu - stop v)\n end\n wait until <not <key (p v) pressed?>>\n end\n if <key (m v) pressed?> then\n if <(World Time) = [0]> then\n set [world time v] to [1]\n switch costume to (menu - continue v)\n else\n set [world time v] to [0]\n switch costume to (menu - stop v)\n end\n wait until <not <key (m v) pressed?>>\n end\n end\n end\nend\nif < (costume [name v]) contains [Screen Effect]?> then\n forever\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n if <(Cinema Mode) = [1]> then\n show\n else\n hide\n end\n end\nend\nif < (costume [name v]) contains [Screen Stop]?> then\n forever\n clear graphic effects\n go to [back v] layer\n go to x: (0) y: (0)\n if <(World Time) = [0]> then\n show\n else\n hide\n end\n end\nend\nif < (costume [name v]) contains [Map]?> then\n show\n clear graphic effects\n go to [front v] layer\n if < (costume [name v]) contains [Next]?> then\n forever\n if <(item (1) of [_settings v]) = (item (1) of [_clone_data v])> then\n show\n if <<([abs v] of ((item (2) of [_clone_data v]) - (item (1) of [player_data v])) ) < ((20) * ((Zoom) / (100)))> and <([abs v] of ((item (3) of [_clone_data v]) - (item (2) of [player_data v])) ) < ((20) * ((Zoom) / (100)))>> then\n broadcast (teleback v)\n replace item (1) of [_settings v] with ((item (1) of [_settings v]) + (1))\n hide\n wait (1) seconds\n end\n else\n hide\n end\n end\n end\nend\ndelete this clone\n\ndefine Clone object in map (n) obj (obj) position (x) (y)\nreplace item (1) of [_clone_data v] with (n)\nreplace item (2) of [_clone_data v] with (x)\nreplace item (3) of [_clone_data v] with (y)\nswitch costume to (obj)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nSetup\nClone object in map [1] obj [Map - Next] position [200] [-100]\nClone object in map [2] obj [Map - Next] position [-210] [-100]\nClone object in map [3] obj [Map - Next] position [-168] [-20]\nClone object in map [4] obj [Map - Next] position [110] [-170]\nClone object in map [5] obj [Map - Next] position [190] [-170]\nClone object in map [6] obj [Map - Next] position [225] [-145]\nClone object in map [7] obj [Map - Next] position [-100] [-145]\nClone object in map [8] obj [Map - Next] position [70] [-150]\nClone object in map [9] obj [Map - Next] position [170] [-160]\nClone object in map [10] obj [Map - Next] position [-20] [160]\nClone object in map [11] obj [Map - Next] position [-110] [-150]\nClone object in map [12] obj [Map - Next] position [75] [140]\nClone object in map [] obj [Menu - Stop] position [210] [140]\nClone object in map [] obj [Menu - Restart] position [170] [140]\nClone object in map [] obj [Screen Effect] position [0] [0]\nClone object in map [] obj [Screen Stop] position [0] [0]\nClone object in map [1] obj [GUI - Effect - 1] position [180] [10]\nClone object in map [2] obj [GUI - Effect - 2] position [180] [-30]\nClone object in map [3] obj [GUI - Effect - 3] position [180] [-70]\nClone object in map [4] obj [GUI - Effect - End] position [130] [10]\nwait (1) seconds\nforever\n if <<not <(World Time) = [0]>> and <not <(Parcicle Effects?) = [0]>>> then\n Clone Effect (pick random (1) to (2))\n wait (pick random (0.2) to (0.4)) seconds\n end\nend\n\ndefine Setup\ndelete all of [_clone_data v]\nrepeat (6)\n add [] to [_clone_data v]\nend\nhide\n\ndefine Set size to (n) (c)\nswitch costume to (size skip v)\nset size to (n) %\nswitch costume to (c)\n\nwhen I receive [tick v]\nif < (costume [name v]) contains [Map]?> then\n if < (costume [name v]) contains [Next]?> then\n Set size to (Zoom) (costume [number v])\n go to x: (0) y: (0)\n point in direction ((viewDirection) + (90))\n move (((item (2) of [_clone_data v]) + (xmap)) * ((Zoom) / (100))) steps\n turn left (90) degrees\n move (((item (3) of [_clone_data v]) + (ymap)) * ((Zoom) / (100))) steps\n turn right (90) degrees\n end\nend\n\ndefine Clone Effect (n)\nrepeat (n)\n switch costume to (effect+ - 1 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [Effect+]?> then\n point in direction ((pick random (1) to (36)) * (10))\n forever\n Set size to (Zoom) (costume [number v])\n go to x: (0) y: (0)\n point in direction ((viewDirection) + (90))\n move (((item (1) of [_clone_data v]) + (xmap)) * ((Zoom) / (100))) steps\n turn left (90) degrees\n move (((item (2) of [_clone_data v]) + (ymap)) * ((Zoom) / (100))) steps\n turn right (90) degrees\n end\nend\nif < (costume [name v]) contains [GUI]?> then\n if < (costume [name v]) contains [Effect]?> then\n forever\n if <(World Time) = [0]> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen [timer v] > (0.5)\nHide variable\ngo to [front v] layer\nswitch costume to (just a thumbnail v)\nclear graphic effects\nshow\npoint in direction (90)\nSet size to [100] (costume [number v])\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Joystick\n\nwhen flag clicked\nhide\ngo to x: (-140) y: (-100)\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nswitch costume to (joystick - button v)\ncreate clone of (_myself_ v)\nswitch costume to (joystick - range v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Jump]?> then\nelse\n forever\n if <<(World Time) = [0]> or <(Joystick) = [0]>> then\n hide\n else\n if <(Joystick) = [1]> then\n show\n clear graphic effects\n go to x: (-140) y: (-100)\n end\n if <(Joystick) = [2]> then\n show\n clear graphic effects\n go to x: (140) y: (-100)\n end\n end\n end\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [Jump]?> then\nelse\n forever\n if <<not <(World Time) = [0]>> and <not <(Joystick) = [0]>>> then\n go to [front v] layer\n if <(Joystick) = [3]> then\n switch costume to (joystick - button2 v)\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go to (join [Joystick] [])\n point towards (mouse-pointer v)\n move (distance to [mouse-pointer v]) steps\n if <(distance to [(join [Joystick] []) v]) > [300]> then\n move ((300) - (distance to [(join [Joystick] []) v])) steps\n end\n replace item (7) of [input v] with (x position)\n replace item (8) of [input v] with (y position)\n replace item (9) of [input v] with (direction)\n replace item (3) of [_settings v] with ((round ((distance to [(join [Joystick] []) v]) * (10))) / (10))\n replace item (4) of [_settings v] with ((round ((direction) * (10))) / (10))\n end\n else\n replace item (3) of [_settings v] with [0]\n replace item (4) of [_settings v] with [0]\n end\n Set size to [100] (costume [number v])\n else\n clear graphic effects\n switch costume to (joystick - button v)\n show\n go to (join [Joystick] [])\n if <(distance to [mouse-pointer v]) < [18]> then\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go to (join [Joystick] [])\n point towards (mouse-pointer v)\n move (distance to [mouse-pointer v]) steps\n if <(distance to [(join [Joystick] []) v]) > [50]> then\n move ((50) - (distance to [(join [Joystick] []) v])) steps\n end\n replace item (3) of [_settings v] with ((round ((distance to [(join [Joystick] []) v]) * (10))) / (10))\n replace item (4) of [_settings v] with ((round ((direction) * (10))) / (10))\n end\n end\n Set size to ((size) + (((120) - (size)) * (0.1))) (costume [number v])\n else\n Set size to ((size) + (((100) - (size)) * (0.2))) (costume [number v])\n replace item (3) of [_settings v] with [0]\n replace item (4) of [_settings v] with [0]\n end\n end\n end\n end\nend\n\ndefine Set size to (n) (c)\nswitch costume to (size skip v)\nset size to (n) %\nswitch costume to (c)\n\ndefine Check and ready to Move! (direction) (range)\nif <not <(Joystick) = [0]>> then\n if <<<([abs v] of (range) ) > [40]> and <(Joystick) = [3]>> or <<([abs v] of (range) ) > [25]> and <not <(Joystick) = [3]>>>> then\n if <<[30] < (direction)> and <(direction) < [150]>> then\n replace item (1) of [input v] with [1]\n else\n replace item (1) of [input v] with [0]\n end\n if <<[-150] < (direction)> and <(direction) < [-30]>> then\n replace item (2) of [input v] with [1]\n else\n replace item (2) of [input v] with [0]\n end\n if <([abs v] of (direction) ) < [60]> then\n replace item (3) of [input v] with [1]\n else\n replace item (3) of [input v] with [0]\n end\n if <([abs v] of (direction) ) > [120]> then\n replace item (4) of [input v] with [1]\n else\n replace item (4) of [input v] with [0]\n end\n else\n replace item (1) of [input v] with [0]\n replace item (2) of [input v] with [0]\n replace item (3) of [input v] with [0]\n replace item (4) of [input v] with [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Joystick) = [3]> then\n if <mouse down?> then\n go to (mouse-pointer v)\n replace item (5) of [input v] with (x position)\n replace item (6) of [input v] with (y position)\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [Jump]?> then\n\nwhen flag clicked\nforever\n Check and ready to Move! (item (4) of [_settings v]) (item (3) of [_settings v])\n if <<(World Time) = [0]> or <(Joystick) = [0]>> then\n hide\n else\n if <(Joystick) = [1]> then\n show\n clear graphic effects\n go to x: (-140) y: (-100)\n end\n if <(Joystick) = [2]> then\n show\n clear graphic effects\n go to x: (140) y: (-100)\n end\n end\nend\n\n
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