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Trail - a platformer starter | @Stage\n\n@Sprite1\n\nwhen flag clicked\nshow\nclear graphic effects\nset size to (100) %\nforever\n THing\n Jump\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (8)\n change size by (-8)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\ndefine THing\nclear graphic effects\nset size to (60) %\nrepeat (10)\n change [ghost v] effect by (1)\n change size by (1)\n create clone of (_myself_ v)\n change y by ((yVel) / (10))\n change [yvel v] by (-0.15)\n UpdateX\n UpdateCoords\nend\nset size to (49) %\n\nchange y by ((yVel) / (-10))\n\nchange y by (10)\n\nchange [brightness v] effect by (-5)\n\nchange [brightness v] effect by (-0.8)\n\nset size to (100) %\n\nchange [ypos v] by (yVel)\ngo to x: (-76) y: (yPos)\n\nchange x by (1)\nchange x by (-1)\n\ndefine UpdateX\nset [xvel v] to ((xVel) * (0.98))\nif <key (right arrow v) pressed?> then\n change [xvel v] by (0.2)\nend\nif <key (left arrow v) pressed?> then\n change [xvel v] by (-0.2)\nend\n\ndefine UpdateCoords\nchange x by ((xVel) / (10))\n\nTHing\n\ndefine Jump\nDrop\nif <<(y position) < [-150]> and <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>>> then\n set [yvel v] to [20]\nelse\n if <not <[-150] < (y position)>> then\n set y to (-150)\n set [yvel v] to [0]\n end\nend\nif <(y position) < [-149]> then\n set [?touchingground? v] to [1]\nelse\n set [?touchingground? v] to [0]\nend\n\nchange y by (-170)\n\ngo to [front v] layer\n\ngo [backward v] (1) layers\n\ndefine Drop\nif <key (down arrow v) pressed?> then\n set [yvel v] to [-50]\nend\n\nif <[-40] > (yVel)> then\n broadcast (Rumble v) and wait\nend\n\n@particles\n\nwhen flag clicked\nforever\n hide\n go to (sprite1 v)\n if <(?touchingGround?) = [1]> then\n create clone of (_myself_ v)\n if <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nset [particle1 - clonexvel v] to (pick random (3) to (-3))\nset [particle - cloneyvel v] to (pick random (1) to (2))\nif <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> then\n set [particle1 - clonexvel v] to (pick random (-4) to (4))\n set [particle - cloneyvel v] to (pick random (5.001) to (10.001))\nend\nset size to (pick random (5) to (20)) %\nchange y by (-8)\nshow\nrepeat until <touching (_edge_ v)?>\n change y by (Particle - CloneYVel)\n change x by (Particle1 - CloneXVel)\n set [particle1 - clonexvel v] to ((Particle1 - CloneXVel) * (0.99))\n change [particle - cloneyvel v] by (-0.3)\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(?rumble?) = [1]> then\n go to x: (pick random (-5) to (5)) y: (pick random (-20) to (10))\n else\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [rumble v]\nset [?rumble? v] to [1]\nwait (0.1) seconds\nset [?rumble? v] to [0]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n | |
A RLLY HARD PLATFORMER (Remix) | @Stage\n\nwhen flag clicked\nplay sound (pick random (1) to (3)) until done\nplay sound (pick random (1) to (3)) until done\nplay sound (pick random (1) to (3)) until done\nplay sound (pick random (1) to (3)) until done\nplay sound (pick random (1) to (3)) until done\nplay sound (pick random (1) to (3)) until done\nplay sound (pick random (1) to (3)) until done\nplay sound (pick random (1) to (3)) until done\nplay sound (pick random (1) to (3)) until done\nplay sound (pick random (1) to (3)) until done\nplay sound (pick random (1) to (3)) until done\nplay sound (pick random (1) to (3)) until done\n\nwhen [m v] key pressed\nstop [other scripts in sprite v]\n\n@levels\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nshow\n\nwhen I receive [lvls v]\nnext costume\n\n@sun\n\nwhen flag clicked\nshow\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n@player\n\nwhen flag clicked\nswitch costume to (kostium1 v)\ngo to x: (-216) y: (-93)\nshow\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (250) %\nforever\n if <<touching color (#ff0000)?> or <<touching color (#cc0000)?> or <touching color (#660000)?>>> then\n start sound [pop2 v]\n go to x: (-216) y: (-93)\n switch costume to (kostium1 v)\n set size to (250) %\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (kostium1 v)\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?>> then\n switch costume to (kostium2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#0ae000)?> or <<touching color (#006622)?> or <touching color (#000000)?>>> then\n change y by (1)\n if <<touching color (#0ae000)?> or <<touching color (#006622)?> or <touching color (#000000)?>>> then\n change y by (1)\n if <<touching color (#0ae000)?> or <<touching color (#006622)?> or <touching color (#000000)?>>> then\n change y by (1)\n if <<touching color (#0ae000)?> or <<touching color (#006622)?> or <touching color (#000000)?>>> then\n change y by (1)\n if <<touching color (#0ae000)?> or <<touching color (#006622)?> or <touching color (#020202)?>>> then\n change y by (1)\n if <<touching color (#0ae000)?> or <<touching color (#006622)?> or <touching color (#030303)?>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#0ae000)?> or <<touching color (#006622)?> or <touching color (#030303)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#006666)?> then\n set [yv v] to [19]\n start sound [snap v]\n else\n if <<touching color (#0ae000)?> or <<touching color (#006622)?> or <touching color (#000000)?>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [13]\n end\n end\n end\n change y by (1)\n if <touching color (#002699)?> then\n set size to (150) %\n end\n if <touching color (#cccc00)?> then\n set size to (400) %\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <<<touching (_edge_ v)?> and <(x position) > [220]>> and <not <(backdrop [number v]) = [ 10 ]>>> then\n switch backdrop to (next backdrop v)\n broadcast (lvls v)\n go to x: (-215) y: (-93)\n set size to (250) %\n end\nend\n\n | WOT- WHY DO I HAVE VIEWS??? THIS NEVER HAPPENS TO ME AHHHH-30/1/19\n\n\ntOTTALY UNINSPiRed GaMe\n\nPlay it.\nWith arrows. n stuff\n(The graphics are bad I know,)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nhi\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nhey\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nyou\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nknow\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nthe\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nlast\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nlevel?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nwell....\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ngo down\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nmore\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nmoreeee\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n>:3 moreeee\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nMORE\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDAMMIT JIM, MORE\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ngo to the edge of the level which says you won\n |
Obstacle Course #3 - a platformer [v2.0] | @Stage\n\n@Sprite1\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xv v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-2)\n end\n set [xv v] to ((Xv) * (0.7))\n change x by (Xv)\n if <touching color (#000008)?> then\n set y to ((y position) + (1))\n if <touching color (#000008)?> then\n set y to ((y position) + (1))\n if <touching color (#000008)?> then\n set y to ((y position) + (1))\n if <touching color (#000008)?> then\n set y to ((y position) + (1))\n if <touching color (#000008)?> then\n set y to ((y position) + (1))\n if <touching color (#000008)?> then\n set x to ((x position) + ((Xv) * (-1)))\n set x to ((x position) - (1))\n set y to ((y position) - (5))\n set x to ((x position) + (1))\n end\n end\n end\n end\n end\n end\n set y to ((y position) + (Yv))\n if <touching color (#000008)?> then\n set y to ((y position) + ((Yv) * (-1)))\n set [yv v] to [0]\n end\n set y to ((y position) - (1))\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n set y to ((y position) + (1))\nend\n\nwhen flag clicked\nhide\nwait (5) seconds\ngo to x: (-225) y: (-119)\nshow\nforever\n if <touching color (#ce0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-225) y: (-119)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching color (#9bff00)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#bdcc00)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (message1 v)\n go to x: (-225) y: (-119)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <touching color (#66ffd3)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-225) y: (150)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffca00)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Delete you life v)\n go to x: (-225) y: (-119)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [go frony v]\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume4 v)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (4) y: (-8)\nswitch costume to (costume1 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [message1 v]\nswitch costume to (costume2 v)\n\nwhen I receive [delete you life v]\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nbroadcast (go frony v)\n\n@Sprite3\n\nwhen I receive [message1 v]\nshow\ngo to x: (69) y: (-168)\nstop [other scripts in sprite v]\nforever\n glide (0.5) secs to x: (69) y: (-120)\n glide (0.5) secs to x: (69) y: (-168)\nend\n\nwhen I receive [delete you life v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nshow\ngo to x: (43) y: (-168)\nforever\n glide (0.5) secs to x: (45) y: (-120)\n glide (0.5) secs to x: (45) y: (-168)\nend\n\n@Sprite4\n\nwhen I receive [message1 v]\nshow\ngo to x: (134) y: (-168)\nstop [other scripts in sprite v]\nforever\n glide (0.7) secs to x: (134) y: (-120)\n glide (0.7) secs to x: (134) y: (-168)\nend\n\nwhen I receive [delete you life v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\nwait (2) seconds\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nshow\ngo to x: (100) y: (-168)\nforever\n glide (0.7) secs to x: (100) y: (-120)\n glide (0.7) secs to x: (100) y: (-168)\nend\n\n@Sprite5\n\nwhen I receive [message1 v]\nshow\nswitch costume to (costume2 v)\ngo to x: (8) y: (-174)\n\nwhen flag clicked\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nswitch costume to (costume1 v)\ngo to x: (-10) y: (-98)\nshow\nwait (1) seconds\nforever\n hide\n wait (1) seconds\n show\n wait (1) seconds\nend\n\nwhen I receive [delete you life v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite6\n\nwhen I receive [message1 v]\nforever\n hide\nend\n\nwhen I receive [delete you life v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nrepeat (50)\n change [ghost v] effect by (-2)\nend\ngo to x: (-137) y: (-98)\nshow\nwait (1) seconds\nforever\n hide\n wait (0.9) seconds\n show\n wait (0.9) seconds\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (221) y: (-137)\nhide\n\nwhen I receive [message1 v]\nshow\n\nwhen I receive [delete you life v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\ngo to x: (221) y: (-137)\nhide\n\n@Sprite8\n\nwhen I receive [message1 v]\nforever\n show\n go to x: (-188) y: (-98)\n switch costume to (costume2 v)\nend\n\nwhen I receive [delete you life v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n | Obstacle Course #2: \nhttps://scratch.mit.edu/projects/238273319/\n(Press the flag to start) Welcome to Obstacle Course #3, a platformer! You have come to the right place if you want to bash your head to the computer(don't do this). BEWARE OF NEXT LEVEL RAGE. Also check out #1 and #2!\n___________________________________________\nInstructions:\n> Arrow Keys to move and jump.\n> Avoid Red\n> Green makes you jump high.\n> Get to the portals\n> Please do not rage quit (It is 100% possible!)\n___________________________________________\nLove and Fave for more awesome games. And also Follow! |
(Platformer) Nightlight for Scratch 3 v1.7 | @Stage\n\nwhen I receive [start v]\nCorrectMusic\nforever\n if <(MusicPref) = [2]> then\nend\n\nwhen flag clicked\nset [musicpref v] to [0]\nset [a v] to [0]\nerase all\n\nwhen I receive [wait v]\nswitch backdrop to (black v)\nrepeat (15)\n clear graphic effects\nend\nbroadcast (title v)\nset [brightness v] effect to (-100)\nswitch backdrop to (nightlight v)\nrepeat (10)\n change [brightness v] effect by (5)\nend\n\nwhen backdrop switches to [explstar v]\nforever\n clear graphic effects\n repeat (5)\n change [brightness v] effect by (-20)\n wait (0.1) seconds\n if <(backdrop [number v]) = [1]> then\n end\n repeat (5)\n change [brightness v] effect by (20)\n wait (0.1) seconds\n if <(backdrop [number v]) = [1]> then\n end\nend\n\nwhen I receive [levelstart v]\nset volume to (100) %\nclear graphic effects\nif <(backdrop [name v]) = [ExplStar]> then\n switch backdrop to (explstar v)\nend\nif <(a) = [6]> then\n broadcast (swordboss v)\n set [music v] to [8]\n stop all sounds\nend\nif <(a) = [7]> then\n set [music v] to [4]\n stop all sounds\nend\nif <(a) = [13]> then\n broadcast (noss1 v)\n set [music v] to [8]\n stop all sounds\nend\nif <(a) = [14]> then\n switch backdrop to (brick v)\n set [music v] to [3]\n stop all sounds\nend\nif <(a) = [18]> then\n set [music v] to [10]\n stop all sounds\nend\nif <(a) = [20]> then\n switch backdrop to (explstar v)\n set [music v] to [1]\n stop all sounds\nend\nif <(a) = [21]> then\n switch backdrop to (explstar v)\n set [music v] to [0]\n stop [other scripts in sprite v]\n stop all sounds\nend\nif <(a) = [22]> then\n switch backdrop to (explstar v)\n set [music v] to [0]\n stop all sounds\nend\n\nset [music v] to [11]\nstop all sounds\n\ndefine CorrectMusic\nif <(a) < [6]> then\n set [music v] to [0]\nend\nif <(a) = [6]> then\n set [music v] to [8]\nend\nif <<(a) > [6]> and <(a) < [13]>> then\n set [music v] to [4]\nend\nif <(a) = [13]> then\n set [music v] to [8]\nend\nif <<(a) > [13]> and <(a) < [18]>> then\n set [music v] to [3]\n switch backdrop to (brick v)\nend\nif <<(a) > [17]> and <(a) < [20]>> then\n set [music v] to [10]\nend\nif <(a) = [20]> then\n set [music v] to [1]\nend\n\nwhen I receive [pause v]\nset volume to (20) %\n\nwhen I receive [unpause v]\nrepeat (8)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [bosskill v]\nset [music v] to [?]\nstop all sounds\n\nwhen I receive [beginend v]\nswitch backdrop to (sky v)\nset [music v] to [0]\nstop [other scripts in stage v]\nstop all sounds\nset [brightness v] effect to (-100)\nwait (1) seconds\nrepeat (100)\n repeat (2)\n change [brightness v] effect by (1)\n end\n change [brightness v] effect by (-1)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (endtext v)\nforever\n if <(MusicPref) = [0]> then\n play sound [Exploration v] until done\n else\n play sound [Playful Exercise v] until done\n end\nend\n\nwhen I receive [reset v]\nset [brightness v] effect to (-50)\nswitch backdrop to (nightlight v)\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nstop [other scripts in sprite v]\nwait (0.1) seconds\nset volume to (100) %\nbroadcast (cursor v)\n\n@Trianull\n\nwhen flag clicked\ngo to x: (0) y: (4)\nset [vel v] to [3]\nstop all sounds\nrepeat (30)\n change [vel v] by (-0.2)\n change y by (vel)\n if <key (any v) pressed?> then\n hide\n clear graphic effects\n broadcast (wait v)\n stop [this script v]\n end\nend\nstart sound [click v]\nrepeat (30)\n wait (0) seconds\n if <key (any v) pressed?> then\n hide\n clear graphic effects\n broadcast (wait v)\n stop [this script v]\n end\nend\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\nclear graphic effects\nbroadcast (wait v)\n\nwhen [u v] key pressed\nif <(username) = [TriforceMayhem]> then\n go to x: (0) y: (0)\n switch costume to (blue v)\n switch backdrop to (explstar v)\n show\n erase all\nend\n\nwhen flag clicked\nswitch backdrop to (explstar v)\nswitch costume to (white v)\nif <key (any v) pressed?> then\n hide\nelse\n show\n set size to (200) %\n repeat (18)\n next costume\n wait (0.1) seconds\n end\nend\n\n@Ground\n\ndefine render\nif <(isclone) = [0]> then\n delete (all) of [coinloc v]\n delete (all) of [orbloc v]\n set [coins v] to [0]\n set [orbs v] to [0]\n set [render v] to [1]\n set [rpressed v] to [0]\n erase all\n go to x: (-232) y: (-172)\n set [b v] to [0]\n repeat (23)\n repeat (30)\n change [b v] by (1)\n if <(length of (item (a) of [level v])) < (b)> then\n stop [this script v]\n end\n switch costume to (letter (b) of (item (a) of [level v]))\n if <not <[.] = (letter (b) of (item (a) of [level v]))>> then\n if <not <[stamps v] contains (costume [number v])?>> then\n create clone of (_myself_ v)\n else\n set [ghost v] effect to (0)\n stamp\n clear graphic effects\n end\n end\n change x by (16)\n end\n change y by (16)\n set x to (-232)\n end\n set [render v] to [0]\n show\n go to x: (0) y: (0)\n switch costume to ((a) + (64))\n if <(costume [number v]) > [64]> then\n set [ghost v] effect to (100)\n create clone of (_myself_ v)\n end\n switch costume to (c v)\n hide\nend\n\nwhen I receive [advancelevel v]\nif <(a) = [21]> then\n erase all\n broadcast (beginend v)\nelse\n if <(a) = [23]> then\n set [a v] to [22]\n end\n wait (0) seconds\n show\n render\n hide\n broadcast (levelstart v)\nend\n\ndefine Corner Test (dir) (x) (y)\nset [6065 v] to <<(costume [number v]) > [60]> and <(costume [number v]) < [65]>>\nset [detect v] to [0]\npoint in direction (dir)\nchange y by (y)\nif <<touching color (#787878)?> or <<touching color (#f8b800)?> or <<<touching color (#503000)?> and <(6065) = [false]>> or <touching color (#00a800)?>>>> then\n change [detect v] by (1)\nend\nchange y by ((0) - (y))\nchange x by (x)\nif <<touching color (#787878)?> or <<touching color (#f8b800)?> or <<<touching color (#503000)?> and <(6065) = [false]>> or <touching color (#00a800)?>>>> then\n change [detect v] by (1)\nend\nchange x by ((0) - (x))\nif <(6065) = [true]> then\n point in direction (90)\nend\nif <(detect) = [2]> then\n stamp\nend\n\nwhen I receive [start v]\nset [isclone v] to [0]\nbroadcast (advancelevel v)\n\nwhen I start as a clone\nset [isclone v] to [1]\nif <<<(costume [number v]) = [10]> or <(costume [number v]) = [11]>> or <(costume [number v]) = [12]>> then\n change y by (-16)\n stamp\n hide\nend\nif <(costume [number v]) = [13]> then\n switch costume to (a v)\n stamp\n switch costume to (m v)\n set rotation style [all around v]\n repeat until <(render) = [0]>\n if <touching (thumb v)?> then\n wait until <not <touching (thumb v)?>>\n wait until <(e) = [0]>\n end\n Corner Test (90) (8) (8)\n Corner Test (0) (-8) (8)\n Corner Test (-90) (-8) (-8)\n Corner Test (180) (8) (-8)\n hide\nend\nif <(costume [number v]) = [14]> then\n change y by (16)\n add (x position) to [coinloc v]\n add (y position) to [coinloc v]\n change y by (-16)\n set [coins v] to [1]\n stamp\n hide\nend\nif <(costume [number v]) = [15]> then\n forever\n change y by (1)\n if <touching (hitbox v)?> then\n broadcast (varreset v)\n end\n change y by (-1)\n end\nend\nif <<(costume [number v]) = [16]> or <(costume [number v]) = [17]>> then\n stamp\n change y by (-16)\n switch costume to (k v)\n stamp\n hide\nend\nif <(costume [number v]) = [20]> then\n set [origin v] to (y position)\n forever\n change y by (1.5)\n if <touching (hitbox v)?> then\n change y by (-1.5)\n repeat (8)\n next costume\n start sound [Break v]\n wait (0.07) seconds\n end\n set [vel v] to [0]\n start sound [Fall v]\n repeat until <touching (_edge_ v)?>\n change [vel v] by (-1)\n change y by (vel)\n end\n hide\n wait (3) seconds\n switch costume to (t v)\n set y to (origin)\n change y by (1.5)\n show\n end\n change y by (-1.5)\n end\nend\nif <(costume [number v]) = [29]> then\n change y by (16)\n add (x position) to [switchloc v]\n add (y position) to [switchloc v]\n change y by (-16)\n set [switches v] to [1]\n stamp\n set [ghost v] effect to (100)\nend\nif <(costume [number v]) = [31]> then\n forever\n show\n set [blocks v] to [0]\n delete (all) of [timing v]\n wait until <(switchPressed) = [1]>\n add (x position) to [timing v]\n add (y position) to [timing v]\n hide\n wait until <(switchPressed) = [0]>\n show\n end\nend\nif <(costume [number v]) = [32]> then\n set [rpressed v] to [0]\n forever\n next costume\n if <<[32] > (costume [number v])> or <(costume [number v]) > [33]>> then\n switch costume to (x v)\n end\n repeat (2)\n change y by (1.5)\n if <touching (hitbox v)?> then\n switch costume to (x3 v)\n change y by (-1.5)\n if <(rPressed) = [0]> then\n set [rpressed v] to [1]\n else\n set [rpressed v] to [0]\n end\n start sound [FDS v]\n wait (1) seconds\n hide\n if <(rPressed) = [0]> then\n wait until <(rPressed) = [1]>\n else\n wait until <(rPressed) = [0]>\n end\n change y by (1.5)\n show\n end\n change y by (-1.5)\n end\n end\nend\nif <(costume [number v]) = [35]> then\n set [rpressed v] to [0]\n switch costume to (y v)\n stamp\n switch costume to (z v)\n show\n go to [front v] layer\n forever\n switch costume to (y v)\n stamp\n hide\n wait until <(rPressed) = [1]>\n show\n switch costume to (z v)\n stamp\n go to [front v] layer\n wait until <(rPressed) = [0]>\n end\nend\nif <(costume [number v]) = [36]> then\n set [rpressed v] to [0]\n switch costume to (y v)\n stamp\n show\n go to [front v] layer\n hide\n forever\n show\n switch costume to (z v)\n go to [front v] layer\n wait until <(rPressed) = [1]>\n hide\n wait until <(rPressed) = [0]>\n end\nend\nif <(costume [number v]) = [45]> then\n switch costume to (a v)\n stamp\n switch costume to (9 v)\n set rotation style [all around v]\n repeat until <(render) = [0]>\n if <touching (thumb v)?> then\n wait until <not <touching (thumb v)?>>\n wait until <(e) = [0]>\n end\n Corner Test (90) (8) (8)\n Corner Test (0) (-8) (8)\n Corner Test (-90) (-8) (-8)\n Corner Test (180) (8) (-8)\n hide\nend\nif <(costume [number v]) = [46]> then\n stamp\n hide\n forever\n wait until <((y position) + (14.5)) < ([y position v] of [hitbox v])>\n show\n wait until <((y position) + (14.5)) > ([y position v] of [hitbox v])>\n hide\n end\nend\nif <(costume [number v]) = [47]> then\n change y by (-16)\n add (x position) to [coinloc v]\n add (y position) to [coinloc v]\n change y by (16)\n set [coins v] to [1]\nend\nif <(costume [number v]) = [48]> then\n forever\n change x by (-1)\n if <touching (hitbox v)?> then\n broadcast (varreset v)\n end\n change x by (1)\n end\nend\nif <(costume [number v]) = [49]> then\n forever\n change x by (1)\n if <touching (hitbox v)?> then\n broadcast (varreset v)\n end\n change x by (-1)\n end\nend\nif <(costume [number v]) = [50]> then\n forever\n change y by (-1.75)\n if <touching (hitbox v)?> then\n broadcast (varreset v)\n end\n change y by (1.75)\n end\nend\nif <(costume [number v]) = [60]> then\n set rotation style [all around v]\n repeat until <(render) = [0]>\n if <touching (thumb v)?> then\n wait until <not <touching (thumb v)?>>\n end\n wait (0.1) seconds\n wait until <(e) = [0]>\n switch costume to (`tr v)\n Corner Test (90) (8) (8)\n switch costume to (`tl v)\n Corner Test (0) (-8) (8)\n switch costume to (`bl v)\n Corner Test (-90) (-8) (-8)\n switch costume to (`br v)\n Corner Test (180) (8) (-8)\n hide\nend\nif <(costume [number v]) > [64]> then\n\nwhen flag clicked\nhide\n\nwhen I receive [advancelevel v]\ndelete this clone\n\n@color palette\n\nwhen flag clicked\ndelete (all) of [stamps v]\nadd [1] to [stamps v]\nadd [18] to [stamps v]\nadd [51] to [stamps v]\nadd [2] to [stamps v]\nadd [3] to [stamps v]\nadd [4] to [stamps v]\nadd [5] to [stamps v]\nadd [6] to [stamps v]\nadd [7] to [stamps v]\nadd [8] to [stamps v]\nadd [9] to [stamps v]\nadd [19] to [stamps v]\nadd [37] to [stamps v]\nadd [38] to [stamps v]\nadd [39] to [stamps v]\nadd [40] to [stamps v]\nadd [41] to [stamps v]\nadd [42] to [stamps v]\nadd [43] to [stamps v]\nadd [44] to [stamps v]\nadd [52] to [stamps v]\nadd [53] to [stamps v]\nadd [54] to [stamps v]\nadd [55] to [stamps v]\nadd [56] to [stamps v]\nadd [57] to [stamps v]\nadd [58] to [stamps v]\nadd [59] to [stamps v]\n\nwhen flag clicked\ndelete (all) of [level v]\nadd [eaaaaaaaaafeaaaafeaaaaaaaaaaaaeaaaaaaaaafbccccdeaaaaaaaaaaaaeaaaaaaaaafooooooeaaaaaaaaaaaaeaaaaaaaaaf......eaaaaaaaaaaaaeaaaaaaaaaf......eaaaaaaaaaaaabcccccccccd......bcccmaaaaaaaajkpppkkpqkl......jkqpeaaaaaaaa.....................eaaaaaaaa.....................eamccccnc.....................bcdkpkq.k.....................qpl..............................................................................................................................................................................................................................................................................................................................................................................] to [level v]\nadd [aaaaaaaaaafr.r.r.r.r.r.eaaaaaaaaaaaaaaaafo.o.o.o.o.o.eaaaaaaaaaaaaaaaaf............eaaaaaaaaaaaaaaaaf............eaaaaaaaaaaaaaaaaf............eaaaaaaaaaaaaaaaaf.gi.........eaaaaaaaaaaaaaaaaf.jl.........eaaaaaaaaaaaaaaaaf.......gi...eaaaaaaccccccccccd.......jl...eaaaaaaqkkpkpqqkkl...........gmaaaaaa.....................gmaaaaaaa.....................bcmaaaaaa.....................kqeaaaaaa............ghhhhi.....eaaaaaa............jpqqkl.....eaaaaaa......ghi..............eaaaaaa......qkp..............eaaaaaa.......................eaaaaaa.............ghhhhi....bccnccc.............jqkkpl....pkq.kqk..........................................................................................] to [level v]\nadd [aaaaaaf..............srrrrrrrraaaaaaf..............srrrrrrrraaaaaaf..............srrrrrrrraaaaaaf..............sssssrrrraaaaaaf..................srrrraaaaaaf..t....t..........srrrraaaaaaf..................srrrraaaaaaf..................ssnssaaaaaaf.......................ccccccd.......................kpkqqkl....gi............................ef.........ghhhhhhh...........ef.......ghmaaaaaaa...........ef......gmaaaaaaaaa...........emhhhhhhmaaaaaaaaaa...........eaaaaaaaaaaaaaaaaaa.........ghmaaaaaaaaaaaaaaaaaa.......ghmaaaaaaaaaaaaaaaaaaaa.....ghmaaaaaaaaaaaaaaaaaaaaaa...ghmaaaaaaaaaaaaaaaaaaaaaaaa..gmaaaaaaaaaaaaaaaaaaaaaaaaaa.gmaaaaaaaaaaaaaaaaaaaaaaaaaaa.eaaaaaaaaaaaaaaaaaaaaaaaaaaaa] to [level v]\nadd [rrrrrs...................srrrrrrrrrs...................srrrrrrrrrs...................srrrrrrrrrs...................srrrrrrssss...................ssnssrrs......t...t................rrs...........................sss..............t...................................................gi............................emhi.................hi......gmaaf.................amhi...gmaaami...............gaaamhhhmaaaaamhi...........ghmaaaaaaaaaaaaaaamhhi.....ghhmaaaaaaaaaaaaaaaaaaaamhhhhhmaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa] to [level v]\nadd [aaaaaf.............t....eaaaaaaaaaaf...t..............bcmaaaaaaaaf........t...........bmaaaaamcd.....................bcmmccd.........................ef...........................gmf.....ghhhvvvvvvhhhi.......gmami...gmmcdoo..oobccmhhi....peafp..gmaf...........bcmmhhi..eaf...qeaf.............bmafp..eami...emmi.............emd...eaami..efpp..ghhhi......ef...gmaafq..ef....pqncmi....gmd...eaaaf...bmi.......ef....bd....eaaaf....ef.......ef....w....gmaaami...ef.ghhhhhmmi...w....eaaaaami..emhmccuccmamhi.w..ghmaaaaaaf..bccd.....bmaamhhhhmaaaaaaaaf............eaaaaaaaaaaaaaaaami..........gmaaaaaaaaaaaaaaaaami.......ghmaaaaaaaaaaaaaaaaaaamhhhhhhhmaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa] to [level v]\nadd [aaaaaaaaaaafbccccdeaaaaaaaaaaaaaaaaaaaaaafooooooeaaaaaaaaaaaaaaaaaaaaaaf......eaaaaaaaaaaaaaaaaaaaaaaf......eaaaaaaaaaaaaaaaaaaaaaaf......eaaaaaaaaaaaaaaaaaaaaaaf......eaaaaaaaaaaaaaaaaaaaaaaf......eaaaaaaaaaaacccccccccccd......bccccccccccckkpppkkqpkkl......jkqkqkkpqqpp....................................................................................................................................................................................................................................................................................................................................................................................................................................] to [level v]\nadd [aaaaaa5...................4aaaaaaaaa5...........y.......4aaaaaaaaa5...................4aaaaaaaaa5.....y.zzz.........1222aaaaaa5............zzz......x.aaaaaa5.......................2222223..zzz..............................................................................................................y..........................................................................................................................y678...........................4a5..........67778............123...t......4aaa5......68..............t..12n23......13....................................................................................................................................................] to [level v]\nadd [aaaaaaaaaaaaaaaa5..!!!!!4aa5..aaaaaaaaaaaaaaaa5.....x.4aa98.aaaaaaaaaaaaaaaa5.......4aaa5.a9222222222229aa5.......4aaa98a5...w..w....4aa5..!!!!!122223a5...w.......4aa5.......aaaa..a5...w.......4aa5.......aaaa..a5.........!!4aa5!!!!!!!6778!.a5...........4aa5ooooooo4aa5..a978.........1223.......1223..aaa978........................aaaaa98.......................aaaaaa98......................aaaaaaa9778!!!!!..............229a9222223....................z1u3z.........................z...z......68ww68.............z...z......45!!45.............zzzzz......45..45........................45..45........................45..45........................497@95........................4aaaa5............] to [level v]\nadd [aaaa5...ooo45.45..45..soo4aaaaaaaa5......13.13..13..s..4aaaaaaaa5....s............s..4aaaa22223....s..#s$.......s..12222.........s..#ssss%s...s.......8........s..#ssssss!!!s.......978.....ss..#[email protected]$.s.......s.....aaaa98...s$..s$!s.......s.....aaaa93...s$..s$.s.......s.....aaaa5....s$..s$.s.......s.....aaaa5....s$..s$.s.......s.....aaaa5....s...s$!s.......s.....aaaa5...ss...s$.s.......s.....aaaa5....s..#s$.s!!!!!!!s.....aaaa5....s..#s$.sooooooos.....aaaa5....s..#s$!s......!s.....aaaa5.......#s$...............aaaa5.......ss$...............aaaa97778...ss$...............aaaaaaaa97778.................aaaaaaaaaaaa5.................] to [level v]\nadd [aaaaaaaaa5oooooooo4aa5......4aaaaaaaaaa5........4aa5......4aaaaaaaaaa5........1223......4a22222229a5..................4a.......4a5..................4a.......4a5..................4a.......4a5.............%....4a8ss....4a5.............o....4a5oo....4a5..................4a5......4a5..................4a5......4a5..................4a5......4a5...678............4a5....ss4a5...4a5.......%....4a5....oo4a5...4a5.......o....4a5......4a5...4a5............4a5......4a5...4a5............4a5......4a5...4a5............4a5s.....4a5...4a5............4a5o.....123...4a5.......%....4a5............4a5.......o....1n5............4a5..............5............4a5..............5............4a5..............] to [level v]\nadd [4aaaaaaaaaaaaa5............4aa4aaaaaaaaaaaaa5............4aa4aaaaaaaaaaaaa5............4aa4aaaaaaaaaaaaa5............1n2122222222222223............w........y....................w........y.............zzz....w..$..#ss$.#s..........z.z....w..$...#s$.#s..........z.z....w..$....s$.#s....%.....zzz....w..s$...s$.#s...#s$...........w..ss$..s$.#s...#s$...........w..sss!!s$.#s...#s$...........w..sx...s$.#s...#s$...........w..s....s$.#s...#s$...........w.......su!ss...#s$...........w.......s...s...#s$...........w.......s...s...#s$...........w.......s...s...#s$...........w.......s!!!s...#s$..........#s$..............#s$..........#s$..............#s$..........#s$..............#s$..........#s$.] to [level v]\nadd [aaaaaa5....................4aaaaa92n3....................4aaaaa5......................69aaaaa5.....................6aaaaaaa9778..................129aaaaaaaa5....................4aaaaaaaa5....................4aaaaaaaa5....................4aaaaaaaa5....................4aaaaaaaa5....................4aaaaaaaa5....................4aaaaaaaa5....................4aaaaaaaa5....................4aa2222223wwwwwwwwwwwwwwwwwwww1u2..............................................................................................................................................................................................................................................................................] to [level v]\nadd [2222222222229aaaa9222222222222............4aaaa5........................4aaaa5........................122223......................................._=+...........................\)^-...........................\)^-...........................\)^-......6778.................\)^-......1223.................\)^-...........................\)^-...........................\)^-...........................\)^-.......................6777\)^-.......................1222\)^-...........................\)^-...........................\)^-...67778...................\)^-...12223...................\)^-...........................\)^-.........................._`^-..........................&**\(..............................] to [level v]\nadd [^^^-..........................^^^-..........................***\(...t...................................t.............................................................................................t.....................................................................................t.......t................t..............................................................................u.......................................t.....%%%..........................%_=+%........................#_`^`+$.......................#\)^^^-$.......................#&*n*\($........%%%..............w.w.........._=+..............www..........\)^-...........................\)^-...........................\)^-.] to [level v]\nadd [^^^^-......................\)^^^^^^-......................\)^^****\(...t...t...t...t..t..t\)^^...........................\)^^...........................\)^^...........................&**....._==================+..........\)`*****************\(....._====`-oooooooooooooooooo.....&*****\(..t...t...t...t...t.....................................................................t.............................._=======================......&*******************`^^^......oooooooooooooooooooo\)^^^......t....t....t....t....&*n*........................................................................................................................==============================^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^] to [level v]\nadd [^^^^-....................\)^^^^^^^^-....................\)^^^^****\(....................&*u**.....................................................................................................................................................................................................................................................................................................................................%%%%%====+...................._====^^^^-....................\)^^^^****\(....................&*n**..x......................zw.wz.........................zwwwz.........................zzzzz..........................................................................................] to [level v]\nadd [^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^`****************************`-...........................#\)-...........................#\)-...........................#\)-!!_+......y.....zww..._+z..#\)-..\)-..................\)-...#\)-..\)-..................\)-...#\)-%.\)-..................\)-...#\)-sz\)-......y.......zww.\)-z..#\)-..\)-..................\)-...#\)-..\)-..................\)-...#\)-.%\)-..................\)-...#\)-zs\)-......y.....wwz...\)-z..#\)-..\)-..................\)-...#\)-..\)-..................\)-...#\)-%.\)-......s........._=`-s..#\)-uz&\(......x.........&n`-x..#\)-....................w.\)-...#\)-....................w.\)-...#\)`======================``====`^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^] to [level v]\nadd [^^^^^^^^^^^^-....\)^^^^^^^-....^^^^^^^^^^^^-....\)^^^^^^^-....************\(....&*******\(................................................................................................yyy......................t.................................................................y..........ss............................x..............t.................................w............................w.w..........................._@+....................t......\)^-................t..........&u\(...t...t...t.................................................................................................................................................................................................] to [level v]\nadd [^^^^^^^^-oooooooooooo\)^^^^^^^^^^^^^^^^-............\)^^^^^^^^^^^^^^^^-............\)^^^^^^^^********\(............&********................................................................................................................................................................................................................................................==================+$..........^^^^^^^^^^^^^^^^^^-$..........`*****************\($..........-.............................-.............................-.............................-.............................-.............................-.............................`=======@=+...................^^^^^^^^^^-...................] to [level v]\nadd [..\)^^^^^^^^^^^^^^^^^^^^^^^^-....\)^^^^^^^^^^^^^^^^^^^^^^^^-....&************************\(..........................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................] to [level v]\nadd [] to [level v]\nadd [eaaaaf......eaaaaf......eaaaafeaaaaf......eaaaaf......eaaaafeaaaaf......eaaaaf......eaaaafeaaaaf......eaaaaf......eaaaafeaaaaf..gi..eaaaaf..gi..eaaaafeaaaaf..bd..eaaaaf..bd..eaaaafemcncd..jl..eaaaaf..jl..bcncmfef..........eaaaaf..........efef..........bccccd..........efef..........jkkkkl..........efbd..........................bdnl..........................jn...................................ghhi............ghhi..........eaaf............eaaf..........bccd............bccd.............................................................................ghhhhi........................jkkkkl......................................................................................................] to [level v]\n\nwhen this sprite clicked\nbroadcast (advancelevel v)\nset [a v] to [20]\n\n@SMB3 Text Engine\n\ndefine Display (\[text\]) at x: (\[x\]) y: (\[y\]) C: (\[centered\])\nif <(\[centered\]) = [1]> then\n go to x: (0) y: (\[y\])\n repeat ((length of (\[text\])) - (1))\n change x by ((0) - ((letter (1) of (size)) * (4)))\n end\nelse\n go to x: (\[x\]) y: (\[y\])\nend\nset [ltr v] to [0]\nshow\nrepeat (length of (\[text\]))\n change [ltr v] by (1)\n if <(letter (Ltr) of (\[text\])) = [ ]> then\n move ((letter (1) of (size)) * (8)) steps\nend\nhide\n\nwhen I receive [wait v]\nwait (1) seconds\nset [ghost v] to [0]\nrepeat (10)\n erase all\n clear graphic effects\n set size to (800) %\n Display [night] at x: (-200) y: (144) C: (0)\n Display [light] at x: (-136) y: (80) C: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n change [ghost v] effect by (ghost)\n Display (join (join (join [version ] (version)) (spaces)) [triforcemayhem 2017,2020]) at x: (0) y: (-172) C: (1)\n Display [start game] at x: (0) y: (10) C: (1)\n Display [load game] at x: (0) y: (0) C: (1)\n Display [music:] at x: (0) y: (-10) C: (1)\n change [ghost v] by (-10)\n if <(MusicPref) = [0]> then\n Display [original] at x: (0) y: (-20) C: (1)\n else\n if <(MusicPref) = [1]> then\n Display [new] at x: (0) y: (-20) C: (1)\n else\n Display [off] at x: (0) y: (-20) C: (1)\n end\n end\nend\nbroadcast (cursor v)\n\nwhen I receive [levelstart v]\nif <(a) = (length of [level v])> then\n Display [this was my testing level!] at x: (-232) y: (100) C: (1)\n Display [i made sure these physics felt good before making the levels] at x: (-232) y: (92) C: (1)\n Display [getting used to your physics also helps with level design.] at x: (-232) y: (84) C: (1)\nend\nif <(a) = [1]> then\n Display [small challenges] at x: (-214) y: (-26) C: (0)\nend\nif <(a) = [2]> then\n Display [higher hills!] at x: (-40) y: (-124) C: (0)\nend\nif <(a) = [3]> then\n Display [they crumble beneath you!] at x: (-112) y: (-144) C: (0)\nend\nif <(a) = [4]> then\n Display [watch your faces...] at x: (-232) y: (92) C: (1)\n Display [all six of them] at x: (-232) y: (84) C: (1)\nend\nif <(a) = [10]> then\n Display [touch a dot, jump again!] at x: (-56) y: (-108) C: (0)\nend\nif <(a) = [14]> then\n Display [your final challenges.] at x: (56) y: (-127) C: (0)\nend\nif <(a) = [16]> then\n Display [timing is everything] at x: (0) y: (-130) C: (1)\nend\n\nwhen I receive [options v]\nerase all\nchange [ghost v] effect by (-10)\nset size to (800) %\nDisplay [night] at x: (-200) y: (144) C: (0)\nDisplay [light] at x: (-136) y: (80) C: (0)\nset size to (100) %\nDisplay (join (join (join [version ] (version)) (spaces)) [triforcemayhem 2017,2020]) at x: (0) y: (-172) C: (1)\nDisplay [start game] at x: (0) y: (10) C: (1)\nDisplay [load game] at x: (0) y: (0) C: (1)\nDisplay [music:] at x: (0) y: (-10) C: (1)\nif <(MusicPref) = [0]> then\n Display [new] at x: (0) y: (-20) C: (1)\n set [musicpref v] to [1]\nelse\n if <(MusicPref) = [1]> then\n Display [off] at x: (0) y: (-20) C: (1)\n set [musicpref v] to [2]\n else\n Display [original] at x: (0) y: (-20) C: (1)\n set [musicpref v] to [0]\n end\nend\n\nwhen I receive [endtext v]\nclear graphic effects\nset size to (100) %\nDisplay [with noss, the cube of darkness' defeat,] at x: (0) y: (164) C: (1)\nwait (2) seconds\nDisplay [the world was relieved to finally see the night pass.] at x: (0) y: (140) C: (1)\nwait (3) seconds\nDisplay [our little hero is now taking in the scenery...] at x: (0) y: (116) C: (1)\nwait (2) seconds\n\nwhen I receive [title v]\nset [ghost v] effect to (100)\nrepeat (10)\n erase all\n change [ghost v] effect by (-10)\n set size to (800) %\n Display [night] at x: (-200) y: (144) C: (0)\n Display [light] at x: (-136) y: (80) C: (0)\nend\n\nwhen I receive [reset v]\nset [musicpref v] to [1]\nbroadcast (options v)\n\nset [version v] to [1.7]\n\nset [spaces v] to []\nrepeat (24)\n set [spaces v] to (join (spaces) [ ])\nend\n\n@Position Helper\n\nwhen [q v] key pressed\nshow\ngo to [front v] layer\ngo to x: (-232) y: (-172)\nrepeat until <key (e v) pressed?>\n if <key (up arrow v) pressed?> then\n change y by (16)\n end\n if <key (down arrow v) pressed?> then\n change y by (-16)\n end\n if <key (left arrow v) pressed?> then\n change x by (-16)\n end\n if <key (right arrow v) pressed?> then\n change x by (16)\n end\n say (join ((((x position) + (232)) / (16)) + (1)) (join [, ] ((((y position) + (172)) / (16)) + (1))))\n if <key (space v) pressed?> then\n say (join (x position) (join [, ] (y position)))\n else\n if <key (any v) pressed?> then\n wait (0.1) seconds\n end\n end\nend\nsay []\nhide\n\n@Costume\n\nwhen I receive [render v]\npoint in direction ([direction v] of [hitbox v])\ngo to (hitbox v)\nchange y by (1)\nif <(((round (y position)) + (-4)) / (16)) = (round (((round (y position)) + (-4)) / (16)))> then\n\nwhen I receive [levelstart v]\ngo to [front v] layer\nshow\nforever\n if <(e) = [0]> then\n if <([costume # v] of [hitbox v]) = [1]> then\n if <([ycol v] of [hitbox v]) > [0]> then\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>>> then\n next costume\n if <(costume [number v]) > [6]> then\n switch costume to (walk1 v)\n end\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [4]>> then\n start sound [Shoe v]\n end\n wait (0.05) seconds\n else\n switch costume to (walk1 v)\n wait (0.05) seconds\n switch costume to (wallaceidle v)\n wait until <<([ycol v] of [hitbox v]) < [1]> or <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>>>>\n end\n else\n if <([yv v] of [hitbox v]) < [0.1]> then\n switch costume to (walk1 v)\n else\n switch costume to (jump v)\n end\n end\n else\n if <([ycol v] of [hitbox v]) > [0]> then\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>>> then\n next costume\n if <<(costume [number v]) > [13]> or <(costume [number v]) < [10]>> then\n switch costume to (cw1 v)\n end\n wait (0.05) seconds\n else\n switch costume to (cw1 v)\n wait (0.05) seconds\n switch costume to (cidle v)\n wait until <<([ycol v] of [hitbox v]) < [1]> or <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>>>>\n end\n else\n if <([yv v] of [hitbox v]) < [0.1]> then\n switch costume to (down v)\n else\n switch costume to (up v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (cidle v)\nhide\n\nwhen flag clicked\ngo to x: (-200) y: (-76)\n\nwhen I receive [beginend v]\nstop [other scripts in sprite v]\nhide\n\n@Hitbox\n\ndefine VarReset\nset [xv v] to [0]\nset [yv v] to [0]\nset [ycol v] to [1]\npoint in direction (90)\nif <(a) = (length of [level v])> then\n go to x: (0) y: (0)\nelse\n if <(a) = [20]> then\n go to x: (pick random (-200) to (200)) y: (-172)\n else\n go to x: (-200) y: (-172)\n end\n repeat until <not <touching (_edge_ v)?>>\n change y by (1)\n end\n repeat until <touching (ground v)?>\n change y by (16)\n if <touching (_edge_ v)?> then\n stop [this script v]\n end\n end\n repeat until <not <touching (ground v)?>>\n change y by (16)\n end\nend\n\nwhen I receive [levelstart v]\nshow\nset [d v] to [0]\nset [e v] to [0]\nVarReset\nforever\n if <(e) = [0]> then\n Function\n end\n if <(y position) < [-170]> then\n broadcast (varreset v)\n end\nend\n\nwhen I receive [varreset v]\nset [shardx v] to (x position)\nset [shardy v] to (y position)\nVarReset\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\ndefine Floor\nset [ycol v] to [2]\nif <(yV) < [-1.6]> then\n start sound [quietding v]\nend\nset [yv v] to [0]\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I receive [bounceoff v]\nset [yv v] to [8]\nset [j v] to [0]\n\ndefine Wall\nset x to (round (x position))\nif <(xV) > [0]> then\n repeat until <not <touching (ground v)?>>\n change x by (-1)\n end\nelse\n repeat until <not <touching (ground v)?>>\n change x by (1)\n end\nend\nset [xv v] to [0]\n\ndefine Ceiling\nset [yv v] to [0]\nrepeat until <not <touching (ground v)?>>\n change y by (-1)\nend\n\ndefine Function\nset [ghost v] effect to (100)\nif <not <touching (ground v)?>> then\n change [yv v] by (-0.8)\n change [ycol v] by (-1)\nend\nchange y by (yV)\nif <[0] > (yV)> then\n if <touching (ground v)?> then\n set [j v] to [16]\n Floor\n end\nelse\n if <touching (ground v)?> then\n Ceiling\n end\nend\nif <<(e) = [0]> and <<(j) > [0]> and <<key (z v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(j) = [16]> then\n if <(costume [number v]) = [1]> then\n start sound [QuietJump v]\n else\n start sound [Jump2 v]\n end\n set [yv v] to [9.5]\n end\n change [yv v] by (0.2)\n change [j v] by (-1)\nelse\n set [j v] to [0]\n if <(yV) > [6]> then\n set [yv v] to [6]\n end\nend\nif <<<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> and <(yCol) > [0]>> then\n if <(xV) > [0]> then\n change [xv v] by (-0.8)\n if <[0] > (xV)> then\n set [xv v] to [0]\n end\n else\n change [xv v] by (0.8)\n if <(xV) > [0]> then\n set [xv v] to [0]\n end\n end\nelse\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(e) = [0]>> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.5)\n if <[-4] > (xV)> then\n set [xv v] to [-4]\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.5)\n if <(xV) > [4]> then\n set [xv v] to [4]\n end\n end\n else\n if <(xV) > [0]> then\n change [xv v] by (-0.8)\n if <[0] > (xV)> then\n set [xv v] to [0]\n end\n else\n change [xv v] by (0.8)\n if <(xV) > [0]> then\n set [xv v] to [0]\n end\n end\n end\nend\nchange x by (xV)\nif <touching (ground v)?> then\n if <(yCol) > [0]> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-1)\n Wall\n end\n else\n Wall\n end\nend\nif <[-232] > (x position)> then\n set x to (-232)\n set [xv v] to [0]\nend\nif <(x position) > [232]> then\n set x to (232)\n set [xv v] to [0]\nend\nbroadcast (render v)\n\nwhen I receive [advancelevel v]\ngo to x: (-200) y: (-165)\n\nwhen I receive [extrajump v]\nwait until <not <<key (z v) pressed?> or <key (up arrow v) pressed?>>>\nrepeat until <<key (z v) pressed?> or <key (up arrow v) pressed?>>\n set [j v] to [16]\nend\n\nwhen I receive [beginend v]\nstop [other scripts in sprite v]\n\n@Selector\n\nwhen flag clicked\nhide\n\nwhen I receive [cursor v]\ngo to x: (-56) y: (10)\nshow\nforever\n repeat until <key (space v) pressed?>\n if <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> then\n start sound [Blip_Select v]\n if <key (up arrow v) pressed?> then\n change y by (10)\n end\n if <key (down arrow v) pressed?> then\n change y by (-10)\n end\n if <(y position) < [-10]> then\n go to x: (-56) y: (10)\n else\n if <(y position) > [10]> then\n go to x: (-56) y: (-10)\n end\n end\n wait until <<<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> = [false]>\n end\n end\n play sound [Pickup_Coin v] until done\n if <(y position) = [10]> then\n broadcast (new v)\n set [a v] to [1]\n wait (1) seconds\n hide\n stop [this script v]\n else\n if <(y position) = [0]> then\n broadcast (load v)\n wait (0) seconds\n hide\n ask [Enter Continue Code...] and wait\n repeat until <<<(length of (answer)) = [8]> and <(round (answer)) = (answer)>> and <[23] > (join (letter (2) of (answer)) (letter (5) of (answer)))>>\n start sound [Blip_Select v]\n ask [Invalid Code, Please Retry...] and wait\n end\n set [a v] to (round (join (letter (2) of (answer)) (letter (5) of (answer))))\n start sound [Pickup_Coin v]\n broadcast (new v)\n stop [this script v]\n else\n broadcast (options v)\n end\n end\nend\n\nwhen [u v] key pressed\nif <(username) = [TriforceMayhem]> then\n hide\nend\n\n@Thumb\n\nwhen I receive [new v]\nset size to (100) %\nswitch costume to (black v)\nshow\ngo to x: (1337) y: (0)\nset [vel v] to [0]\nset [transit v] to [1]\nrepeat until <(x position) < [1]>\n change [vel v] by (-1)\n change x by (Vel)\nend\nset x to (0)\nbroadcast (start v)\nif <(a) > [13]> then\n switch backdrop to (brick v)\nelse\n switch backdrop to (explstar v)\nend\nerase all\nif <<(a) = [18]> or <(a) = [19]>> then\nhide\nset x to (0)\nset [e v] to [0]\nset [transit v] to [0]\n\nwhen I receive [render v]\nif <(Darkness) = [1]> then\n go to (hitbox v)\nend\n\ndefine Size (number1)\nset size to (number1) %\n\nwhen I receive [darkness v]\nwait until <(transit) = [0]>\nswitch costume to (darknesssize v)\nSize (6400)\nswitch costume to (darkness v)\nif <(Darkness) = [1]> then\n create clone of (_myself_ v)\n clear graphic effects\n show\n wait until <(Darkness) = [0]>\n clear graphic effects\n show\n set [size v] to [6400]\n repeat (20)\n change [size v] by (-160)\n switch costume to (darknesssize v)\n Size (Size)\n switch costume to (darkness v)\n end\n set [darkness v] to [-1]\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [darkness v] to [0]\n hide\nend\n\nswitch costume to (thumbnail2 v)\nclear graphic effects\nset size to (800) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I start as a clone\nshow\nset size to (200) %\nclear graphic effects\nswitch costume to (darkness circle v)\nwait until <(Darkness) = [-1]>\ndelete this clone\n\nwhen I receive [brighten v]\nset [size v] to [3200]\nrepeat (20)\n change [size v] by (160)\n switch costume to (darknesssize v)\n Size (Size)\n switch costume to (darkness v)\nend\n\ndelete this clone\n\nset [darkness v] to [0]\n\nset [darkness v] to [1]\nbroadcast (darkness v)\n\nwhen I receive [levelstart v]\nif <<(a) = [18]> or <(a) = [19]>> then\n stop [other scripts in sprite v]\n set [darkness v] to [1]\n broadcast (darkness v)\nend\nif <(a) = [20]> then\n set [darkness v] to [0]\n wait (2) seconds\n broadcast (noss2 v)\nend\n\nwhen flag clicked\nset [darkness v] to [0]\nhide\n\nwhen I receive [endtext v]\nwait (8) seconds\nswitch costume to (darknesssize v)\nset size to (800) %\ngo to x: (-420) y: (-420)\nswitch costume to (endscene v)\nclear graphic effects\nshow\nrepeat (184)\n change x by (1.32)\n change y by (0.95)\nend\ngo to x: (0) y: (0)\nif <(MusicPref) = [0]> then\n wait (8) seconds\nelse\n wait (16.5) seconds\nend\nrepeat (7)\n next costume\nend\nwait (1) seconds\nstamp\nset [ghost v] effect to (100)\nswitch costume to (thumbnail v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nrepeat until <key (any v) pressed?>\nswitch backdrop to (nightlight v)\nerase all\nbroadcast (reset v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\n@Coin\n\ndefine Spin\nforever\n switch costume to (spin1 v)\n if <touching (hitbox v)?> then\n hide\n set [e v] to [1]\n play sound [Pickup_Coin v] until done\n change [a v] by (1)\n broadcast (advancelevel v)\n delete this clone\n end\n wait (0.05) seconds\n if <touching (hitbox v)?> then\n hide\n set [e v] to [1]\n play sound [Pickup_Coin v] until done\n change [a v] by (1)\n broadcast (advancelevel v)\n delete this clone\n end\n next costume\n if <touching (hitbox v)?> then\n hide\n set [e v] to [1]\n play sound [Pickup_Coin v] until done\n change [a v] by (1)\n broadcast (advancelevel v)\n delete this clone\n end\n wait (0.05) seconds\n next costume\n if <touching (hitbox v)?> then\n hide\n set [e v] to [1]\n play sound [Pickup_Coin v] until done\n change [a v] by (1)\n broadcast (advancelevel v)\n delete this clone\n end\n wait (0.05) seconds\n next costume\n if <touching (hitbox v)?> then\n hide\n set [e v] to [1]\n play sound [Pickup_Coin v] until done\n change [a v] by (1)\n broadcast (advancelevel v)\n delete this clone\n end\n wait (0.05) seconds\nend\n\nwhen I receive [advancelevel v]\ndelete this clone\n\nwhen I receive [levelstart v]\nif <(Coins) = [1]> then\n broadcast (printmoney v)\nend\n\nwhen I receive [printmoney v]\nrepeat ((length of [coinloc v]) / (2))\n set x to (item (1) of [coinloc v])\n delete (1) of [coinloc v]\n set y to (item (1) of [coinloc v])\n delete (1) of [coinloc v]\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(a) = [6]> then\n show\n go to x: (0) y: (-180)\n set [vel v] to [15]\n repeat (38)\n change [vel v] by (-0.5)\n change y by (vel)\n end\n Spin\n delete this clone\nelse\n if <<(a) = [13]> or <(a) = [20]>> then\n show\n go to (noss v)\n Spin\n delete this clone\n else\n go to x: (x) y: (y)\n if <(a) = [19]> then\n change y by (-2)\n end\n show\n Spin\n delete this clone\n end\nend\n\n@Shatter\n\ndefine Fragment\nswitch costume to (broken v)\ngo to x: (shardX) y: (shardY)\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\nnext costume\nrepeat (6)\n create clone of (_myself_ v)\nend\nswitch costume to (broken v)\n\nwhen I start as a clone\ngo to [front v] layer\nset [clone v] to [1]\nshow\nset [xvel v] to (pick random (2) to (-2))\nset [spin v] to (pick random (5) to (34))\nset size to (pick random (75) to (100)) %\nset [vel v] to (pick random (4) to (10))\nGoUp\nrepeat until <touching (_edge_ v)?>\n turn left (spin) degrees\n change x by (xvel)\n change y by (vel)\n change [vel v] by (-0.5)\nend\ndelete this clone\n\nwhen I receive [varreset v]\nif <(clone) = [0]> then\n Fragment\n start sound [rumble v]\nend\n\ndefine GoUp\nif <<(x position) < [-232]> or <(x position) > [232]>> then\n if <(x position) < [0]> then\n set x to (-232)\n else\n set x to (232)\n end\nend\nrepeat until <not <touching (_edge_ v)?>>\n change y by (1)\n if <(y position) > [175]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (2 v) pressed?> and <<key (l v) pressed?> and <key (v v) pressed?>>> then\n broadcast (varreset v)\n wait (1) seconds\n end\nend\n\n@Button\n\nwhen I start as a clone\nset [clone v] to [1]\ngo to x: (x) y: (y)\nshow\nswitch costume to (off v)\nforever\n wait until <touching (hitbox v)?>\n start sound [ouch v]\n set [switchpressed v] to [1]\n change y by (-16)\n switch costume to (p v)\n stamp\n change y by (16)\n switch costume to (on v)\n wait (0) seconds\n broadcast (buttonPressed v)\n wait until <(switchPressed) = [0]>\nend\n\nwhen I receive [switches v]\nrepeat ((length of [switchloc v]) / (2))\n set x to (item (1) of [switchloc v])\n delete (1) of [switchloc v]\n set y to (item (1) of [switchloc v])\n delete (1) of [switchloc v]\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (_myself_ v)\nend\n\nwhen I receive [levelstart v]\nif <(Switches) = [1]> then\n broadcast (Switches v)\nend\n\nwhen I receive [varreset v]\nset [switchpressed v] to [0]\nif <(Clone) = [1]> then\n change y by (-16)\n switch costume to (u v)\n stamp\n change y by (16)\n switch costume to (off v)\nend\nset [rpressed v] to [0]\n\nwhen I receive [advancelevel v]\nset [switchpressed v] to [0]\nswitch costume to (off v)\ndelete this clone\n\n@Light Orbs\n\nwhen I receive [orb v]\nrepeat ((length of [orbloc v]) / (2))\n set x to (item (1) of [orbloc v])\n delete (1) of [orbloc v]\n set y to (item (1) of [orbloc v])\n delete (1) of [orbloc v]\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (_myself_ v)\nend\n\nwhen I receive [levelstart v]\nif <(Orbs) = [1]> then\n broadcast (Orb v)\nend\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nshow\nrepeat (3)\n change y by (1)\nend\nforever\n repeat (6)\n change y by (-1)\n if <touching (hitbox v)?> then\n broadcast (Brighten v)\n delete this clone\n end\n end\n repeat (6)\n change y by (1)\n if <touching (hitbox v)?> then\n broadcast (Brighten v)\n delete this clone\n end\n end\nend\n\n@FallingBlock\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (x) y: (y)\nshow\nchange x by (-1)\nrepeat (7)\n change x by (2)\n wait (0.05) seconds\n change x by (-2)\n wait (0.05) seconds\nend\nchange x by (1)\nwait (((y position) + (180)) / (250)) seconds\nset [vel v] to [0]\nstart sound [Smash v]\nrepeat until <touching (_edge_ v)?>\n change [vel v] by (-1)\n change y by (vel)\nend\nhide\ndelete this clone\n\nwhen I receive [buttonpressed v]\nCreateFallingBlocks\n\ndefine CreateFallingBlocks\nrepeat ((length of [timing v]) / (2))\n set x to (item (1) of [timing v])\n delete (1) of [timing v]\n set y to (item (1) of [timing v])\n delete (1) of [timing v]\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (_myself_ v)\nend\n\n@Sword\n\ndefine Hitstun\nrepeat (10)\n wait (0) seconds\n switch costume to (swordopen v)\n wait (0) seconds\n switch costume to (swordhurt v)\nend\nswitch costume to (sword v)\n\ndefine Rest\nswitch costume to (swordopen v)\nif <(returnFromDeath) = [0]> then\n repeat (90)\n if <touching (hitbox v)?> then\n broadcast (bounceoff v)\n if <(hitsLeft) = [1]> then\n broadcast (hiteffect v)\n start sound [ouch v]\n repeat (5)\n change y by (-10)\n end\n broadcast (bosskill v) and wait\n start sound [Shadow5 v]\n repeat (35)\n wait (0) seconds\n switch costume to (swordopen v)\n wait (0) seconds\n switch costume to (swordhurt v)\n change y by (-0.2)\n turn left (0.742857142857) degrees\n end\n set [hitsleft v] to [3]\n repeat (30)\n change y by (hitsLeft)\n change [hitsleft v] by (-0.5)\n end\n hide\n wait (0.5) seconds\n create clone of (coin v)\n stop [other scripts in sprite v]\n stop [this script v]\n else\n broadcast (hiteffect v)\n start sound [ouch v]\n repeat (5)\n change y by (-10)\n end\n change [hitsleft v] by (-1)\n start sound [rumble v]\n Hitstun\n repeat (20)\n change y by (2.5)\n end\n end\n stop [this script v]\n end\n end\n switch costume to (sword v)\nelse\n switch costume to (swordheal v)\n set [returnfromdeath v] to [0]\n broadcast (swordheal v)\n if <(hitsLeft) < [3]> then\n change [hitsleft v] by (1)\n end\n wait (1) seconds\nend\n\ndefine Attack2\nset size to (100) %\nif <([x position v] of [hitbox v]) > [0]> then\n set [rot v] to [-10]\nelse\n set [rot v] to [10]\nend\nrepeat (18)\n wait until <(e) = [0]>\n turn left (rot) degrees\nend\nrepeat (8)\n wait until <(e) = [0]>\n change y by (12.5)\nend\nrepeat (9)\n wait until <(e) = [0]>\n turn left (rot) degrees\n change size by (21)\nend\nrepeat (15)\n wait until <(e) = [0]>\n wait (0) seconds\n switch costume to (swordopen v)\n wait (0) seconds\n switch costume to (sword v)\nend\nrepeat (8)\n wait until <(e) = [0]>\n change y by (-15)\nend\nrepeat (16)\n wait until <(e) = [0]>\n change y by (7.5)\nend\nrepeat (18)\n wait until <(e) = [0]>\n turn left ((0) - (rot)) degrees\nend\nrepeat (15)\n wait until <(e) = [0]>\n wait (0) seconds\n switch costume to (swordopen v)\n wait (0) seconds\n switch costume to (sword v)\nend\nrepeat (8)\n wait until <(e) = [0]>\n change y by (-15)\nend\nrepeat (16)\n wait until <(e) = [0]>\n change y by (7.5)\nend\nrepeat (9)\n wait until <(e) = [0]>\n turn left ((0) - (rot)) degrees\n change size by (-21)\nend\nrepeat (8)\n wait until <(e) = [0]>\n change y by (-12.5)\nend\n\ndefine Attack1\nwait (0.05) seconds\nswitch costume to (swordopen v)\nwait (0.05) seconds\nswitch costume to (sword v)\nwait (0.2) seconds\nif <([x position v] of [hitbox v]) > [0]> then\n set [rot v] to [-5]\nelse\n set [rot v] to [5]\nend\nrepeat (36)\n wait until <(e) = [0]>\n turn left (rot) degrees\n change size by (8)\nend\nrepeat (36)\n wait until <(e) = [0]>\n turn left (rot) degrees\n change size by (-8)\nend\n\nwhen I receive [swordboss v]\npoint in direction (90)\nset [hitsleft v] to [3]\nset [returnfromdeath v] to [0]\nswitch costume to (sword v)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-32)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (3)\n wait (0) seconds\n switch costume to (swordopen v)\n wait (0) seconds\n switch costume to (sword v)\nend\ngo to [front v] layer\nforever\n Attack1\n wait (1) seconds\n Attack2\n Rest\nend\n\nwhen I receive [swordboss v]\nforever\n if <(costume [number v]) = [1]> then\n if <touching (hitbox v)?> then\n set [returnfromdeath v] to [1]\n broadcast (varreset v)\n end\n end\nend\n\nswitch costume to (swordheal v)\n\nwhen flag clicked\nhide\n\nstop [other scripts in sprite v]\nstop [this script v]\n\n@HitEffect\n\nwhen I start as a clone\nset size to (140) %\npoint in direction (90)\nshow\nswitch costume to (Costume)\nif <(a) = [6]> then\n go to x: (0) y: (-33)\n set [vel v] to [6]\n repeat (25)\n change y by (1)\n change size by (5)\n change [ghost v] effect by (4)\n end\nend\nif <(a) = [13]> then\n set size to (100) %\n go to (noss v)\n change y by (8)\n set [vel v] to [6]\n repeat (25)\n change y by (1)\n change size by (5)\n change [ghost v] effect by (4)\n end\nend\ndelete this clone\n\nwhen I receive [hiteffect v]\nset [costume v] to [-1]\nchange [hitsleft v] by (1)\ncreate clone of (_myself_ v)\n\nrepeat until <touching (_edge_ v)?>\n change y by (vel)\n change [vel v] by (-0.3)\n turn right (1) degrees\n change x by (1)\nend\n\nwhen I receive [swordheal v]\nif <[0] < (hitsLeft)> then\n change [hitsleft v] by (-1)\n set [costume v] to [+1]\nelse\n set [costume v] to [+0]\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [swordboss v]\nset [hitsleft v] to [0]\n\n@Noss\n\nwhen flag clicked\nhide\n\ndefine Poof\nhide\nswitch costume to (dust v)\npoint in direction (0)\nrepeat (8)\n create clone of (_myself_ v)\n turn right (45) degrees\nend\npoint in direction (90)\n\nwhen I start as a clone\nshow\nset rotation style [don't rotate v]\nrepeat (10)\n move (2) steps\n go to [front v] layer\nend\ndelete this clone\n\nset [posit_old v] to [1]\n\ndefine Attack1\nrepeat (10)\n create clone of (nossbullet v)\nend\nwait (0.17) seconds\nplay sound [Shadow4 v] until done\n\ndefine Rest\nswitch costume to (noss2 v)\nrepeat (60)\n if <<touching (hitbox v)?> and <[-1] > ([yv v] of [hitbox v])>> then\n if <[1] < (health)> then\n broadcast (hiteffect v)\n broadcast (bounceoff v)\n change [health v] by (-1)\n start sound [ouch v]\n repeat (12)\n switch costume to (nosshit v)\n wait (0) seconds\n switch costume to (noss v)\n wait (0) seconds\n end\n switch costume to (noss v)\n stop [this script v]\n else\n broadcast (bounceoff v)\n broadcast (hiteffect v)\n broadcast (bosskill v) and wait\n start sound [Shadow5 v]\n repeat (35)\n switch costume to (nosshit v)\n wait (0) seconds\n switch costume to (noss v)\n wait (0) seconds\n end\n switch costume to (noss v)\n wait (1) seconds\n start sound [Shadow1 v]\n create clone of (coin v)\n change [health v] by (-1)\n Poof\n end\n end\nend\nswitch costume to (noss v)\n\ndefine Teleport\nPoof\nplay sound [Shadow1 v] until done\nset [posit v] to (pick random (1) to (3))\nplay sound [Shadow3 v] until done\npoint in direction (90)\nif <(posit) = [1]> then\n go to x: (-152) y: (132)\nelse\n if <(posit) = [2]> then\n go to x: (-112) y: (-12)\n else\n go to x: (160) y: (68)\n point in direction (-90)\n end\nend\nstart sound [Shadow2 v]\nPoof\nif <(posit) = [3]> then\n point in direction (-90)\nend\nswitch costume to (noss v)\nshow\nwait (1) seconds\n\nwhen I receive [noss1 v]\nset size to (100) %\ngo to x: (0) y: (-108)\nwait (1) seconds\nset [health v] to [4]\nstart sound [Shadow2 v]\nPoof\nshow\npoint in direction (-90)\nswitch costume to (noss v)\nwait (1.5) seconds\nforever\n Teleport\n Attack1\n Rest\n if <[1] > (health)> then\n stop [this script v]\n end\nend\n\ndefine Attack3\nstart sound [Shadow2 v]\nset size to (300) %\ngo to x: ([x position v] of [hitbox v]) y: (200)\npoint towards (hitbox v)\nrepeat (10)\n change y by (-28)\nend\nset y to (-108)\nrepeat (15)\n if <touching (hitbox v)?> then\n broadcast (varreset v)\n end\nend\n\ndefine Attack2\nset size to (100) %\nrepeat (pick random (5) to (7))\n start sound [Shadow3 v]\n change size by (20)\n go to x: (240) y: ([y position v] of [hitbox v])\n point in direction (-90)\n repeat (30)\n if <touching (hitbox v)?> then\n broadcast (varreset v)\n end\n change x by (-16)\n end\n wait (pick random (0) to (1)) seconds\n start sound [Shadow3 v]\n go to x: (-240) y: ([y position v] of [hitbox v])\n point in direction (90)\n repeat (30)\n if <touching (hitbox v)?> then\n broadcast (varreset v)\n end\n change x by (16)\n end\n wait (pick random (0) to (1)) seconds\nend\n\nwhen I receive [noss2 v]\nset size to (100) %\nshow\ngo to [front v] layer\nswitch costume to (noss v)\nset size to (100) %\nset [health v] to [3]\nforever\n Attack2\n repeat (5)\n Attack3\n wait (0.05) seconds\n end\n Rest\n if <[1] > (health)> then\n stop [this script v]\n end\nend\n\n@Pause\n\nwhen I receive [start v]\nhide\nforever\n wait until <key (space v) pressed?>\n show\n go to [front v] layer\n set [e v] to [1]\n broadcast (pause v) and wait\n show variable [sav v]\n start sound [Pause v]\n wait until <not <key (space v) pressed?>>\n wait until <<key (space v) pressed?> or <(e) = [0]>>\n start sound [Pause v]\n broadcast (unpause v)\n hide variable [sav v]\n set [e v] to [0]\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [advancelevel v]\nhide variable [sav v]\nhide\nif <(a) < [10]> then\n set [a v] to (join [0] (a))\nend\nset [sav v] to (pick random (0) to (9))\nset [sav v] to (join (Sav) (letter (1) of (a)))\nrepeat (2)\n set [sav v] to (join (Sav) (pick random (0) to (9)))\nend\nset [sav v] to (join (Sav) (letter (2) of (a)))\nrepeat (3)\n set [sav v] to (join (Sav) (pick random (0) to (9)))\nend\nset [a v] to (round (a))\n\nwhen flag clicked\nhide\nhide variable [sav v]\n\nwhen I receive [beginend v]\nstop [other scripts in sprite v]\n\n@Jump Lights\n\nwhen I receive [levelstart v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (^ v)\nshow\nforever\n if <touching (hitbox v)?> then\n broadcast (extrajump v)\n hide\n repeat until <([ycol v] of [hitbox v]) = [2]>\n show\n switch costume to (^4 v)\n repeat (4)\n next costume\n end\n end\nend\n\ndefine Lights (a)\nif <(a) = [10]> then\n repeat ((length of [lightsxy1 v]) / (2))\n set x to (item (1) of [lightsxy1 v])\n delete (1) of [lightsxy1 v]\n set y to (item (1) of [lightsxy1 v])\n delete (1) of [lightsxy1 v]\n create clone of (_myself_ v)\n end\nend\nif <(a) = [11]> then\n repeat ((length of [lightsxy2 v]) / (2))\n set x to (item (1) of [lightsxy2 v])\n delete (1) of [lightsxy2 v]\n set y to (item (1) of [lightsxy2 v])\n delete (1) of [lightsxy2 v]\n create clone of (_myself_ v)\n end\nend\nif <(a) = [12]> then\n repeat ((length of [lightsxy3 v]) / (2))\n set x to (item (1) of [lightsxy3 v])\n delete (1) of [lightsxy3 v]\n set y to (item (1) of [lightsxy3 v])\n delete (1) of [lightsxy3 v]\n create clone of (_myself_ v)\n end\nend\nif <(a) = [13]> then\n go to x: (0) y: (-44)\n create clone of (_myself_ v)\n go to x: (0) y: (20)\n create clone of (_myself_ v)\n go to x: (0) y: (84)\n create clone of (_myself_ v)\nend\nif <(a) = [16]> then\n repeat ((length of [lightsxy4 v]) / (2))\n set x to (item (1) of [lightsxy4 v])\n delete (1) of [lightsxy4 v]\n set y to (item (1) of [lightsxy4 v])\n delete (1) of [lightsxy4 v]\n create clone of (_myself_ v)\n end\nend\nif <(a) = [19]> then\n go to x: (0) y: (-52)\n create clone of (_myself_ v)\n go to x: (104) y: (20)\n create clone of (_myself_ v)\n go to x: (176) y: (-35)\n create clone of (_myself_ v)\nend\n\nwhen I receive [levelstart v]\nwait (0.1) seconds\nLights (a)\n\nwhen I receive [advancelevel v]\ndelete (all) of [lightsxy1 v]\ndelete (all) of [lightsxy2 v]\ndelete (all) of [lightsxy3 v]\ndelete (all) of [lightsxy4 v]\ndelete (all) of [lightsxy5 v]\nadd [-168] to [lightsxy1 v]\nadd [-60] to [lightsxy1 v]\nadd [-184] to [lightsxy1 v]\nadd [20] to [lightsxy1 v]\nadd [-168] to [lightsxy1 v]\nadd [100] to [lightsxy1 v]\nadd [-56] to [lightsxy1 v]\nadd [36] to [lightsxy1 v]\nadd [136] to [lightsxy1 v]\nadd [-132] to [lightsxy1 v]\nadd [184] to [lightsxy1 v]\nadd [-76] to [lightsxy1 v]\nadd [136] to [lightsxy1 v]\nadd [-20] to [lightsxy1 v]\nadd [88] to [lightsxy1 v]\nadd [20] to [lightsxy1 v]\nadd [136] to [lightsxy1 v]\nadd [76] to [lightsxy1 v]\nadd [184] to [lightsxy1 v]\nadd [116] to [lightsxy1 v]\nadd [-200] to [lightsxy2 v]\nadd [116] to [lightsxy2 v]\nadd [104] to [lightsxy2 v]\nadd [-52] to [lightsxy2 v]\nadd [-120] to [lightsxy2 v]\nadd [-44] to [lightsxy2 v]\nadd [-120] to [lightsxy2 v]\nadd [36] to [lightsxy2 v]\nadd [-200] to [lightsxy2 v]\nadd [-28] to [lightsxy2 v]\nadd [104] to [lightsxy3 v]\nadd [-28] to [lightsxy3 v]\nadd [-80] to [lightsxy3 v]\nadd [-116] to [lightsxy3 v]\nadd [-144] to [lightsxy4 v]\nadd [-60] to [lightsxy4 v]\nadd [-144] to [lightsxy4 v]\nadd [0] to [lightsxy4 v]\nadd [-144] to [lightsxy4 v]\nadd [60] to [lightsxy4 v]\nadd [0] to [lightsxy4 v]\nadd [-44] to [lightsxy4 v]\nadd [144] to [lightsxy4 v]\nadd [-60] to [lightsxy4 v]\nadd [144] to [lightsxy4 v]\nadd [0] to [lightsxy4 v]\nadd [144] to [lightsxy4 v]\nadd [60] to [lightsxy4 v]\n\n@NossBullet\n\nwhen I start as a clone\nset rotation style [don't rotate v]\ngo to (noss v)\nset [spooed v] to [0]\nshow\nbroadcast (glide v)\nglide (0.5) secs to x: (0) y: (0)\nrepeat (90)\n change [spooed v] by (1)\n move (spooed) steps\n turn right (15) degrees\n if <touching (hitbox v)?> then\n broadcast (VarReset v)\n end\nend\ndelete this clone\n\nwhen I receive [glide v]\nrepeat (7.5)\n if <touching (hitbox v)?> then\n broadcast (VarReset v)\n end\nend\n\n | Noss, the Cube of Darkness, has trapped the land in eternal night! Retrieve the 20 Medallions and defeat Noss to bring forth daylight again!\n----------------------------------------\nArrow Keys / Z to Move and Jump\nSpace to Start, Pause & Get Level Code\n----------------------------------------\nPlease ❤️ and ⭐ ! |
Mobile Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [Intro]\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nset [level v] to [1]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen this sprite clicked\nif <(Level) = [Settings]> then\n set [level v] to (Old Level)\nend\n\n@Joystick\n\nwhen flag clicked\nforever\n if <<mouse down?> and <<(distance to [mouse-pointer v]) < [400]> and <[20] < (distance to [mouse-pointer v])>>> then\n point towards (mouse-pointer v)\n switch costume to (joystick move v)\n else\n switch costume to (joystick rest v)\n end\nend\n\nwhen flag clicked\nset [joystick size v] to [50]\nforever\n set size to ((2) * (Joystick Size)) %\n if <([costume name v] of [ground v]) = [Settings]> then\n set drag mode [draggable v]\n show variable [joystick size v]\n show\n else\n set drag mode [not draggable v]\n hide variable [joystick size v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [Intro]> then\n hide\n else\n set [ghost v] effect to (50)\n show\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nforever\n if <mouse down?> then\n show\n go to (mouse-pointer v)\n wait until <not <mouse down?>>\n else\n hide\n end\nend\n\n@player\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<key (up arrow v) pressed?> or <<<([costume name v] of [joystick v]) = [Joystick Move]> and <<([direction v] of [joystick v]) < [50]> and <[-50] < ([direction v] of [joystick v])>>> and <not <(y vel) > [0]>>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <<([costume name v] of [joystick v]) = [Joystick Move]> and <<([direction v] of [joystick v]) < [179]> and <[1] < ([direction v] of [joystick v])>>>> then\n change [x vel v] by (movement speed)\nend\nif <<key (right arrow v) pressed?> or <<([costume name v] of [joystick v]) = [Joystick Move]> and <<([direction v] of [joystick v]) < [-1]> and <[-179] < ([direction v] of [joystick v])>>>> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<([costume name v] of [joystick v]) = [Joystick Move]> and <<([direction v] of [joystick v]) < [50]> and <[-50] < ([direction v] of [joystick v])>>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<([costume name v] of [joystick v]) = [Joystick Move]> and <<([direction v] of [joystick v]) < [-1]> and <[-179] < ([direction v] of [joystick v])>>> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <<([costume name v] of [joystick v]) = [Joystick Move]> and <<([direction v] of [joystick v]) < [179]> and <[1] < ([direction v] of [joystick v])>>> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen flag clicked\ngo to x: (-180) y: (-50)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <[230] < (x position)> then\n broadcast (Level Complete v)\n wait (0.1) seconds\n go to x: (-180) y: (-50)\n set [y vel v] to [0]\n set [x vel v] to [0]\n change [level v] by (1)\n end\n if <(y position) < [-180]> then\n broadcast (Dead v)\n set [y vel v] to [0]\n set [x vel v] to [0]\n go to x: (-180) y: (-50)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [Intro]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (Dead v)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (25)\nrepeat (3)\n change [color v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait until <<([costume name v] of [joystick v]) = [Joystick Move]> and <<([direction v] of [joystick v]) < [50]> and <[-50] < ([direction v] of [joystick v])>>>\n wait until <<([costume name v] of [joystick v]) = [Joystick Move]> and <<([direction v] of [joystick v]) < [-120]> or <[120] < ([direction v] of [joystick v])>>>\n switch costume to (attack v)\n set [y vel v] to [20]\n wait (0.1) seconds\n set [y vel v] to [-20]\n wait until <(Ground Touching?) = [Yes]>\n broadcast (Slam v)\n wait (0.5) seconds\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite1 v)?> and <(costume [name v]) = [costume1]>> then\n broadcast (Dead v)\n end\nend\n\n@Settings\n\nwhen flag clicked\ngo to x: (220) y: (165)\nset size to (50) %\nforever\n go to [front v] layer\n if <(Level) = [Intro]> then\n hide\n else\n show\n end\n if <touching (mouse-pointer v)?> then\n set size to (50) %\n else\n set size to (40) %\n end\nend\n\nwhen this sprite clicked\nset [old level v] to (Level)\nset [level v] to [Settings]\n\n@Slam\n\nwhen flag clicked\nhide\n\nwhen I receive [slam v]\ngo to (player v)\nset size to (50) %\ngo to [back v] layer\nshow\nrepeat (5)\n change size by (10)\nend\nhide\n\n@Bottom\n\nwhen flag clicked\nforever\n go to (player v)\n set [ghost v] effect to (100)\n if <touching (ground v)?> then\n set [ground touching? v] to [Yes]\n else\n set [ground touching? v] to [No]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-198) y: (-48)\nforever\n set size to (50) %\n if <([x position v] of [player v]) > (x position)> then\n change [xv v] by (1)\n else\n if <([x position v] of [player v]) < (x position)> then\n change [xv v] by (-1)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <([x position v] of [player v]) > (pick random (1) to (-300))> then\n if <not <touching color (#00ff55)?>> then\n \n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv 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 [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <touching color (#000000)?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-198) y: (-48)\nforever\n if <(Level) = [2]> then\n show\n go to x: (200) y: (150)\n wait until <not <(Level) = [2]>>\n else\n hide\n go to x: (1000) y: (1000)\n end\nend\n\nwhen flag clicked\ngo to x: (-198) y: (-48)\nforever\n if <<touching (slam v)?> or <<([costume name v] of [player v]) = [Attack]> and <touching (player v)?>>> then\n go to x: (200) y: (150)\n end\nend\n\n | Down on joystick to attack, this is my second project ever! |
Aqua - A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (images v)\n\nwhen backdrop switches to [images v]\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (images2 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (images2 v)\n\nwhen I receive [gamestart v]\nshow variable [deaths: v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (backdrop1 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nhide variable [deaths: v]\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (images3 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (images3 v)\n\nwhen [space v] key pressed\nswitch backdrop to (images2 v)\n\nwhen I receive [music change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nswitch backdrop to (images4 v)\nrepeat (10)\n change [ghost v] effect by (-25)\nend\nswitch backdrop to (images4 v)\n\n@Cool Text - Aqua 312875523892287\n\nwhen backdrop switches to [images v]\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\n@credits\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen this sprite clicked\nbroadcast (gamestart v)\nhide\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\n@Cool Text - Aqua 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (0) y: (30)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((0.1) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (black v)\n\nwhen [up arrow v] key pressed\nif <touching color (#848484)?> then\n set [bounce count v] to [0]\n set [velocity v] to [7]\n point in direction (0)\n set y to ((y position) + (velocity))\nend\n\nwhen [w v] key pressed\nif <touching color (#848484)?> then\n set [bounce count v] to [0]\n set [velocity v] to [7]\n point in direction (0)\n set y to ((y position) + (velocity))\nend\n\nwhen flag clicked\n\nwhen I receive [black v]\nswitch costume to (black v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [aqua v]\nswitch costume to (aqua v)\n\nwhen I receive [orange v]\nswitch costume to (orange v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [white v]\nswitch costume to (white v)\n\nwhen I receive [yellow v]\nswitch costume to (yellow v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [hacker v]\nswitch costume to (hacker v)\n\nwhen I receive [troller v]\nswitch costume to (troller v)\n\nwhen I receive [helios v]\nswitch costume to (helios v)\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen I receive [gamestart v]\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (-225) y: (-86)\npoint in direction (90)\nshow\nset [deaths: v] to [0]\nset [gravity v] to [-0.5]\nset [velocity v] to [0]\nset [bounce count v] to [0]\nforever\n if <touching color (#848484)?> then\n if <(bounce count) < [2]> then\n set [velocity v] to ((velocity) * (-1))\n set y to ((y position) + (velocity))\n set [velocity v] to ((velocity) / (5))\n change [bounce count v] by (1)\n else\n set [velocity v] to [0]\n end\n else\n set [velocity v] to ((velocity) + (gravity))\n set y to ((y position) + (velocity))\n set y to ((y position) + (velocity))\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [horz velocity v] to [-4]\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [horz velocity v] to [4]\n point in direction (90)\n end\n if <<not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n set [horz velocity v] to ((horz velocity) * (0.92))\n point in direction (90)\n end\n change x by (horz velocity)\n if <<(x position) = [237]> or <(x position) > [237]>> then\n broadcast (nextcostume v)\n go to x: (-225) y: (-86)\n set [gravity v] to [-0.5]\n set [velocity v] to [0]\n set [bounce count v] to [0]\n end\n if <touching color (#0049b2)?> then\n change [deaths: v] by (1)\n go to x: (-225) y: (-86)\n set [gravity v] to [-0.5]\n set [velocity v] to [0]\n set [bounce count v] to [0]\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nif <touching color (#848484)?> then\n change y by ((velocity) * (-1))\n set [velocity v] to [0]\nend\n\nwhen I receive [present v]\nswitch costume to (present v)\n\nwhen I receive [bunny v]\nswitch costume to (bunny v)\n\nwhen I receive [flower v]\nswitch costume to (flower v)\n\nwhen I receive [hacker v]\nswitch costume to (hacker v)\n\nwhen I receive [noob v]\nswitch costume to (noob v)\n\nif <touching color (#848484)?> then\n change x by ((horz velocity) * (-1))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stalin v]\nswitch costume to (stalin v)\n\n@Sprite 2\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [nextcostume v]\nnext costume\n\nwhen I receive [gamestart v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [images2 v]\nhide\n\n@Cool Text - A Helios Production 313139249799744\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen I receive [costume change v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\n@music-symbols-clipart-1\n\nwhen flag clicked\nswitch costume to (music-symbols-clipart-1-costume1 v)\nhide\n\nwhen backdrop switches to [images2 v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set volume to (70) %\n else\n set volume to (0) %\n end\nend\n\nwhen backdrop switches to [images2 v]\nset [turn v] to [0]\ngo to x: (349) y: (1)\nset size to (100) %\nforever\n change [turn v] by (4)\n change size by ((0.1) * ([cos v] of (turn) ))\n if <(turn) > [360]> then\n set [turn v] to [0]\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [Clean Bandit - Rather Be feat v] until done\nend\n\n@bubbles-png-4\n\nwhen this sprite clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (2.5) seconds\nforever\n glide (2.5) secs to (mouse-pointer v)\nend\n\nwhen backdrop switches to [images2 v]\nshow\n\nwhen backdrop switches to [images v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@bubbles-png-2\n\nwhen this sprite clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (2.5) seconds\nforever\n glide (2.5) secs to (random position v)\nend\n\nwhen backdrop switches to [images2 v]\nshow\n\nwhen backdrop switches to [images v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@bubbles-png-3\n\nwhen this sprite clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (2.5) seconds\nforever\n glide (2.5) secs to (random position v)\nend\n\nwhen backdrop switches to [images2 v]\nshow\n\nwhen backdrop switches to [images v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@bubbles-png-5\n\nwhen this sprite clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (2.5) seconds\nforever\n glide (2.5) secs to (mouse-pointer v)\nend\n\nwhen backdrop switches to [images2 v]\nshow\n\nwhen backdrop switches to [images v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@bubbles-png-6\n\nwhen this sprite clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (2.5) seconds\nforever\n glide (2.5) secs to (random position v)\nend\n\nwhen backdrop switches to [images2 v]\nshow\n\nwhen backdrop switches to [images v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@costumes\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [images3 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen this sprite clicked\nbroadcast (costume change v)\nhide\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen backdrop switches to [images4 v]\nhide\n\nwhen backdrop switches to [images4 v]\nhide\n\n@black\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (black v)\n\n@white\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (white v)\n\n@aqua\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (aqua v)\n\nwhen flag clicked\nhide\n\n@red\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (red v)\n\nwhen flag clicked\nhide\n\n@yellow\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (yellow v)\n\nwhen flag clicked\nhide\n\n@green\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (green v)\n\nwhen flag clicked\nhide\n\n@purple\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (purple v)\n\nwhen flag clicked\nhide\n\n@orange\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (orange v)\n\nwhen flag clicked\nhide\n\n@hacker\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (hacker v)\n\nwhen flag clicked\nhide\n\n@troller\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (troller v)\n\nwhen flag clicked\nhide\n\n@helios\n\nwhen backdrop switches to [images3 v]\nif <(username) = [HeliosOfficial]> then\n show\nelse\n hide\nend\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (helios v)\n\nwhen flag clicked\nhide\n\n@present\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (present v)\n\nwhen flag clicked\nhide\n\n@bunny\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (bunny v)\n\nwhen flag clicked\nhide\n\n@flower\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (flower v)\n\nwhen flag clicked\nhide\n\n@noob\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (noob v)\n\nwhen flag clicked\nhide\n\n@costumes2\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [images3 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [images2 v]\nhide\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen this sprite clicked\n\nwhen I receive [gamestart v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\n@Sprite2\n\nwhen backdrop switches to [images v]\nhide\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [images4 v]\nshow\n\nwhen backdrop switches to [images3 v]\nhide\n\nwhen this sprite clicked\nbroadcast (ratherbe v)\n\n@Sprite3\n\nwhen backdrop switches to [images v]\nhide\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [images4 v]\nshow\n\nwhen backdrop switches to [images3 v]\nhide\n\nwhen this sprite clicked\nbroadcast (sjlt v)\n\n@stalin\n\nwhen backdrop switches to [images2 v]\nhide\n\nwhen backdrop switches to [images3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (stalin v)\n\nwhen flag clicked\nhide\n\n | Aqua - A Platformer\n----------------------------------------\nThis platformer was intended for telling a story about my life. I'm fine now. Just to give you a heads up, every level is possible. I have tested it myself. Though, it may take you several tries.\n----------------------------------------\nInstructions:\nTo move simply press - Arrow keys(↑, ↓, ←, →) or WASD(W, S, A, D) - Note there is no down in this game.\nPlease just move to the right, if you move left then you will bug and glitch the game. I will try to fix the current issues of the stuck in the ground glitch and going through walls glitch. It might take me a few days.. Anyways....Enjoy Aqua - A Platformer\n |
100% Pen Platformer Level Editor | @Stage\n\n@Pen\n\ndefine Draw Level (text)\nif <key (d v) pressed?> then\n set [mouse x v] to ((round ((((mouse x) + (X)) + (240)) / (20))) + (500))\n set [mouse y v] to ((round (((mouse y) + (180)) / (20))) + (10))\n set [delete v] to (join (Mouse X) (join [ ] (Mouse Y)))\nend\nset [calclevelcode v] to []\nset [zeichen v] to [0]\nrepeat until <(Zeichen) > (length of (text))>\n set [block v] to []\n repeat until <<(letter (Zeichen) of (text)) = [N]> or <(Zeichen) > (length of (text))>>\n set [block v] to (join (Block) (letter (Zeichen) of (text)))\n change [zeichen v] by (1)\n end\n if <<(letter (1) of (Block)) = [S]> or <<not < (Block) contains (Delete)?>> and <not <<<((join (letter (6) of (Block)) (letter (7) of (Block))) - (10)) > [4]> and <((join (letter (6) of (Block)) (letter (7) of (Block))) - (10)) < [10]>> and <<((join (letter (2) of (Block)) (join (letter (3) of (Block)) (letter (4) of (Block)))) - (500)) > [-1]> and <((join (letter (2) of (Block)) (join (letter (3) of (Block)) (letter (4) of (Block)))) - (500)) < [5]>>>>>> then\n if <(letter (1) of (Block)) = [S]> then\n set [calclevelcode v] to (join [S] (join (join ((Jumpheight) + (10)) (join [D] (MoveSpeed))) [n]))\n else\n set [calclevelcode v] to (join (CalcLevelCode) (join (Block) [n]))\n if <not <(letter (1) of (Block)) = [6]>> then\n Draw Block ((join (letter (2) of (Block)) (join (letter (3) of (Block)) (letter (4) of (Block)))) - (500)) ((join (letter (6) of (Block)) (letter (7) of (Block))) - (10)) (letter (1) of (Block))\n else\n Draw Portal at ((join (letter (2) of (Block)) (join (letter (3) of (Block)) (letter (4) of (Block)))) - (500)) ((join (letter (6) of (Block)) (letter (7) of (Block))) - (10)) to ((join (letter (9) of (Block)) (join (letter (10) of (Block)) (letter (11) of (Block)))) - (500)) ((join (letter (13) of (Block)) (letter (14) of (Block))) - (10))\n end\n end\n end\n change [zeichen v] by (1)\nend\nset [levelcode v] to (CalcLevelCode)\nset [delete v] to [NaN]\n\nwhen [s v] key pressed\ndelete all of [level v]\nadd (LevelCode) to [level v]\nadd [Press space to close!] to [level v]\nhide list [level v]\nwait until <key (space v) pressed?>\nshow list [level v]\n\nwhen [l v] key pressed\nask [] and wait\nset [levelcode v] to (answer)\nset [jumpheight v] to ((join (letter (2) of (answer)) (letter (3) of (answer))) - (10))\nset [movespeed v] to (letter (5) of (answer))\n\nwhen I receive [won v]\nstop [other scripts in sprite v]\npen up\ngo to x: (0) y: (0)\nset pen color to (#000000)\nset pen size to (1)\npen down\nrepeat (100)\n change pen size by (10)\n go to x: (0) y: (0)\nend\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n erase all\n Draw Grid\n Draw blocks [0] [5] [4] [5] [1] Every [1] Blocks\n Draw Level (LevelCode)\n Player Physics\n Draw Player\n if <key (1 v) pressed?> then\n set [type v] to [1]\n end\n if <key (2 v) pressed?> then\n set [type v] to [2]\n end\n if <key (3 v) pressed?> then\n set [type v] to [3]\n end\n if <key (4 v) pressed?> then\n set [type v] to [4]\n end\n if <key (5 v) pressed?> then\n set [type v] to [5]\n end\n if <key (6 v) pressed?> then\n set [type v] to [6]\n end\n if <(Edit) = [1]> then\n pen up\n set pen color to (#000000)\n go to x: (-200) y: (160)\n set pen size to (50)\n pen down\n set pen size to (40)\n if <(Type) = [1]> then\n set pen color to (#0000ff)\n end\n if <(Type) = [2]> then\n set pen color to (#ff0000)\n end\n if <(Type) = [3]> then\n set pen color to (#d800b9)\n end\n if <(Type) = [4]> then\n set pen color to (#faff00)\n end\n if <(Type) = [5]> then\n set pen color to (#22cc00)\n end\n if <(Type) = [6]> then\n set pen color to (#75d1ff)\n end\n move (0) steps\n pen up\n set pen color to (#0000ff)\n if <(Jumpheight) > [19]> then\n set pen color to (#ff0000)\n end\n set pen size to (1)\n go to x: (220) y: (150)\n pen down\n go to x: (220) y: (175)\n go to x: (215) y: (165)\n pen up\n go to x: (220) y: (175)\n pen down\n go to x: (225) y: (165)\n set pen color to (#0000ff)\n if <(Jumpheight) < [8]> then\n set pen color to (#ff0000)\n end\n pen up\n go to x: (200) y: (175)\n pen down\n go to x: (200) y: (150)\n go to x: (195) y: (160)\n pen up\n go to x: (200) y: (150)\n pen down\n go to x: (205) y: (160)\n set pen color to (#0000ff)\n if <(MoveSpeed) > [3]> then\n set pen color to (#ff0000)\n end\n pen up\n go to x: (150) y: (165)\n pen down\n go to x: (180) y: (165)\n go to x: (170) y: (160)\n pen up\n go to x: (180) y: (165)\n pen down\n go to x: (170) y: (170)\n set pen color to (#0000ff)\n if <(MoveSpeed) < [2]> then\n set pen color to (#ff0000)\n end\n pen up\n go to x: (140) y: (165)\n pen down\n go to x: (110) y: (165)\n go to x: (115) y: (160)\n pen up\n go to x: (110) y: (165)\n pen down\n go to x: (115) y: (170)\n end\nend\n\nwhen I receive [start v]\nset [inair? v] to [1]\nshow list [level v]\nforever\n if <(Edit) = [1]> then\n wait until <<mouse down?> or <key (f v) pressed?>>\n if <<key (f v) pressed?> and <not <(Type) = [6]>>> then\n if <(mouse y) < [150]> then\n set [fmx v] to ((round ((((mouse x) + (X)) + (240)) / (20))) + (500))\n set [fmy v] to ((round (((mouse y) + (180)) / (20))) + (10))\n wait until <mouse down?>\n set [mousex2 v] to ((round ((((mouse x) + (X)) + (240)) / (20))) + (500))\n set [mousey2 v] to ((round (((mouse y) + (180)) / (20))) + (10))\n if <(FMX) > (MouseX2)> then\n set [fillx v] to (MouseX2)\n else\n set [fillx v] to (FMX)\n end\n if <(FMY) > (MouseY2)> then\n set [filly v] to (MouseY2)\n else\n set [filly v] to (FMY)\n end\n wait until <not <mouse down?>>\n end\n Fill\n else\n if <(mouse y) < [150]> then\n set [mouse x v] to ((round ((((mouse x) + (X)) + (240)) / (20))) + (500))\n set [mouse y v] to ((round (((mouse y) + (180)) / (20))) + (10))\n if <(Type) = [6]> then\n wait until <mouse down?>\n wait until <not <mouse down?>>\n wait until <mouse down?>\n set [mousex2 v] to ((round ((((mouse x) + (X)) + (240)) / (20))) + (500))\n set [mousey2 v] to ((round (((mouse y) + (180)) / (20))) + (10))\n set [levelcode v] to (join (LevelCode) (join (Type) (join (Mouse X) (join [ ] (join (Mouse Y) (join [ ] (join (MouseX2) (join [ ] (join (MouseY2) [n])))))))))\n else\n set [levelcode v] to (join (LevelCode) (join (Type) (join (Mouse X) (join [ ] (join (Mouse Y) [n])))))\n end\n end\n end\n wait until <not <mouse down?>>\n end\nend\n\ndefine Draw Portal at (x) (y) to (telex) (teley)\nset pen color to (#77d0ff)\nif <<((((x) * (20)) - (X)) - (240)) > [-240]> and <((((x) * (20)) - (X)) - (240)) < [240]>> then\n pen up\n go to x: ((((x) * (20)) - (X)) - (240)) y: (((y) * (20)) - (180))\n set pen size to (20)\n pen down\n set pen size to (10)\n change x by (7)\n change y by (7)\n change x by (-14)\n change y by (-14)\n change x by (14)\n change y by (14)\n if <<(Edit) = [0]> and <<<(PlayerX) > ((((x) * (20)) - (240)) - (20))> and <(PlayerX) < ((((x) * (20)) - (240)) + (20))>> and <<(PlayerY) < ((((y) * (20)) - (180)) + (20))> and <(PlayerY) > ((((y) * (20)) - (180)) - (20))>>>> then\n set [playerx v] to (((telex) * (20)) - (240))\n set [playery v] to (((teley) * (20)) - (180))\n end\nend\n\nwhen flag clicked\nset [movespeed v] to [2]\nset [jumpheight v] to [10]\nset [edit v] to [1]\nset [levelcode v] to [S20D2n]\nset [playerx v] to [-200]\nset [playery v] to [0]\nset [yvel v] to [0]\nset [xvel v] to [0]\nhide\nset [x v] to [-200]\nset [spawnx v] to [2]\nset [spawny v] to [8]\nbroadcast (Start v)\n\ndefine Draw Block (x) (y) (type)\nif <(type) = [1]> then\n set pen color to (#0000ff)\nend\nif <(type) = [2]> then\n set pen color to (#ff0000)\nend\nif <(type) = [3]> then\n set pen color to (#d800b9)\nend\nif <(type) = [4]> then\n set pen color to (#faff00)\nend\nif <(type) = [5]> then\n set pen color to (#22cc00)\nend\nif <<((((x) * (20)) - (X)) - (240)) > [-240]> and <((((x) * (20)) - (X)) - (240)) < [240]>> then\n pen up\n go to x: ((((x) * (20)) - (X)) - (240)) y: (((y) * (20)) - (180))\n set pen size to (20)\n pen down\n set pen size to (10)\n change x by (7)\n change y by (7)\n change x by (-14)\n change y by (-14)\n change x by (14)\n change y by (14)\nend\n\ndefine Player Physics\nif <(Edit) = [0]> then\n pen up\n go to x: ((PlayerX) - (X)) y: (PlayerY)\n set size to (100) %\n if <<((PlayerX) - (X)) > [-240]> and <((PlayerX) - (X)) < [240]>> then\n switch costume to (pen v)\n set size to (400) %\n pen up\n go to x: ((PlayerX) - (X)) y: (PlayerY)\n change [yvel v] by (-1)\n change [playery v] by (Yvel)\n go to x: ((PlayerX) - (X)) y: (PlayerY)\n switch costume to (pen v)\n point in direction (180)\n if <touching color (#0000ff)?> then\n repeat ([abs v] of (Yvel) )\n if <touching color (#0000ff)?> then\n change y by (((Yvel) / ([abs v] of (Yvel) )) * (-1))\n change [playery v] by (((Yvel) / ([abs v] of (Yvel) )) * (-1))\n end\n end\n set [yvel v] to [0]\n change y by (-2)\n set [inair? v] to [0]\n if <touching color (#0000ff)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to (Jumpheight)\n set [inair? v] to [1]\n end\n end\n change y by (2)\n end\n if <touching color (#d800b9)?> then\n set [yvel v] to [16]\n end\n if <touching color (#22ce00)?> then\n set [playerx v] to [-200]\n set [playery v] to [0]\n set [yvel v] to [0]\n set [xvel v] to [0]\n broadcast (Won v) and wait\n end\n if <touching color (#faff00)?> then\n set [spawnx v] to (round (((PlayerX) + (240)) / (20)))\n set [spawny v] to (round (((PlayerY) + (180)) / (20)))\n end\n go to x: ((PlayerX) - (X)) y: (PlayerY)\n set [xvel v] to ((Xvel) * (.9))\n if <key (right arrow v) pressed?> then\n change [xvel v] by ((MoveSpeed) * (.5))\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by ((MoveSpeed) * (-.5))\n end\n change [playerx v] by (Xvel)\n go to x: (((PlayerX) - (X)) - (0.5)) y: (PlayerY)\n set size to (410) %\n point in direction (90)\n if <touching color (#0000ff)?> then\n repeat (([ceiling v] of ([abs v] of (Xvel) ) ) + (5))\n if <touching color (#0000ff)?> then\n change [playerx v] by (((Xvel) / ([abs v] of (Xvel) )) * (-1))\n change x by (((Xvel) / ([abs v] of (Xvel) )) * (-1))\n end\n end\n if <<key (up arrow v) pressed?> and <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <(inair?) = [1]>>> then\n set [yvel v] to (Jumpheight)\n set [xvel v] to ((Xvel) * (-1.1))\n set [inair? v] to [1]\n else\n set [xvel v] to [0]\n end\n change [playerx v] by (((Xvel) / ([abs v] of (Xvel) )) * (-1))\n end\n switch costume to (pen v)\n set size to (400) %\n if <<touching color (#ff0000)?> or <(PlayerY) < [-220]>> then\n set [playerx v] to (((SpawnX) * (20)) - (240))\n set [playery v] to ((((SpawnY) * (20)) - (180)) + (10))\n set [yvel v] to [0]\n set [xvel v] to [0]\n end\n go to x: (((PlayerX) - (X)) - (0.5)) y: (PlayerY)\n if <touching color (#0001ff)?> then\n set [moves v] to [1]\n repeat until <not <touching color (#0001ff)?>>\n set [counter v] to [0]\n repeat until <<(Counter) = (Moves)> or <not <touching color (#0001ff)?>>>\n change y by (3)\n change [playery v] by (3)\n change [counter v] by (1)\n end\n set [counter v] to [0]\n repeat until <<(Counter) = (Moves)> or <not <touching color (#0001ff)?>>>\n change x by (3)\n change [playerx v] by (3)\n change [counter v] by (1)\n end\n change [moves v] by (1)\n set [counter v] to [0]\n repeat until <<(Counter) = (Moves)> or <not <touching color (#0001ff)?>>>\n change y by (-3)\n change [playery v] by (-3)\n change [counter v] by (1)\n end\n set [counter v] to [0]\n repeat until <<(Counter) = (Moves)> or <not <touching color (#0001ff)?>>>\n change x by (-3)\n change [playerx v] by (-3)\n change [counter v] by (1)\n end\n change [moves v] by (1)\n end\n end\n set size to (100) %\n end\nelse\n change [playerx v] by (<key (right arrow v) pressed?> * (10))\n change [playerx v] by (<key (left arrow v) pressed?> * (-10))\nend\nchange [x v] by (((PlayerX) - (X)) / (10))\n\ndefine Draw Player\nif <(Edit) = [0]> then\n if <<((PlayerX) - (X)) > [-240]> and <((PlayerX) - (X)) < [240]>> then\n set pen color to (#ff8800)\n pen up\n go to x: ((PlayerX) - (X)) y: (PlayerY)\n set pen size to (20)\n pen down\n set pen size to (10)\n change x by (7)\n change y by (7)\n change x by (-14)\n change y by (-14)\n change x by (14)\n change y by (14)\n pen up\n go to x: (((PlayerX) - (X)) + (5)) y: ((PlayerY) + (5))\n set pen size to (5)\n set pen color to (#ffffff)\n pen down\n point towards (mouse-pointer v)\n move (1) steps\n set pen size to (2)\n set pen color to (#000000)\n pen down\n pen up\n go to x: (((PlayerX) - (X)) - (5)) y: ((PlayerY) + (5))\n set pen size to (5)\n set pen color to (#ffffff)\n pen down\n point towards (mouse-pointer v)\n move (1) steps\n set pen size to (2)\n set pen color to (#000000)\n pen down\n end\nend\n\ndefine Draw blocks (x) (y) (x2) (y2) (type) Every (number) Blocks\nset [blocky v] to (y)\nrepeat ((((y2) - (y)) / (number)) + (1))\n set [blockx v] to (x)\n repeat (((x2) - (x)) / (number))\n Draw Block (BlockX) (BlockY) (type)\n change [blockx v] by (number)\n end\n Draw Block (BlockX) (BlockY) (type)\n change [blocky v] by (number)\nend\n\nwhen I receive [start v]\nforever\n wait until <key (e v) pressed?>\n wait until <not <key (e v) pressed?>>\n set [edit v] to ((1) - (Edit))\n if <(Edit) = [0]> then\n set [playerx v] to [-200]\n set [playery v] to [0]\n set [yvel v] to [0]\n set [xvel v] to [0]\n set [x v] to [-200]\n set [spawnx v] to [2]\n set [spawny v] to [8]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Edit) = [1]> then\n if <mouse down?> then\n if <<<(mouse x) > [215]> and <(mouse y) > [150]>> and <<(mouse x) < [225]> and <(mouse y) < [175]>>> then\n change [jumpheight v] by (1)\n if <(Jumpheight) > [20]> then\n set [jumpheight v] to [20]\n end\n wait until <not <mouse down?>>\n end\n if <<<(mouse x) > [195]> and <(mouse y) > [150]>> and <<(mouse x) < [205]> and <(mouse y) < [175]>>> then\n change [jumpheight v] by (-1)\n if <(Jumpheight) < [7]> then\n set [jumpheight v] to [7]\n end\n wait until <not <mouse down?>>\n end\n if <<<(mouse x) > [145]> and <(mouse y) > [158]>> and <<(mouse x) < [183]> and <(mouse y) < [173]>>> then\n change [movespeed v] by (1)\n if <(MoveSpeed) > [4]> then\n set [movespeed v] to [4]\n end\n wait until <not <mouse down?>>\n end\n if <<<(mouse x) > [110]> and <(mouse y) > [158]>> and <<(mouse x) < [144]> and <(mouse y) < [173]>>> then\n change [movespeed v] by (-1)\n if <(MoveSpeed) < [1]> then\n set [movespeed v] to [1]\n end\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\ndefine Fill\nrepeat (([abs v] of ((FMY) - (MouseY2)) ) + (1))\n repeat (([abs v] of ((FMX) - (MouseX2)) ) + (1))\n set [levelcode v] to (join (LevelCode) (join (Type) (join (FillX) (join [ ] (join (FillY) [n])))))\n change [fillx v] by (1)\n end\n change [filly v] by (1)\n change [fillx v] by ((([abs v] of ((FMX) - (MouseX2)) ) + (1)) * (-1))\nend\n\ndefine Draw Grid\nset pen color to (#000000)\nset pen size to (1)\nset [gx v] to [-220]\nset [gy v] to [-170]\nif <(Edit) = [1]> then\n repeat (18)\n pen up\n go to x: (-240) y: (GY)\n pen down\n go to x: (240) y: (GY)\n change [gy v] by (20)\n end\n repeat (25)\n pen up\n go to x: (((((X) mod (20)) * (-1)) - (10)) + (GX)) y: (-180)\n pen down\n go to x: (((((X) mod (20)) * (-1)) - (10)) + (GX)) y: (180)\n change [gx v] by (20)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n if <key (t v) pressed?> then\n if <key (h v) pressed?> then\n if <key (m v) pressed?> then\n go to x: (0) y: (0)\n show\n end\n end\n end\nend\n\n | Eng:\nThis is the level editor for the 100% Pen Platformer, press the mouse button to place a block. Press e to toggle between test and edit mode.\nPress D to delete a block.\nPress 1 to select walls,\n2 for Lava, 3 for Bouncy-blocks, 4 for Checkpoints, 5 for the goal, and 6 for portals. If you want to place a portal, you need to press the mouse button twice, once to select where the portal needs to be and once for the position the player has to be teleported to.\nPress S to see the Level Code of your Level and press L to load a Level.\nAttention: Please don't write a comment with your Level-code, it's too long for a comment, please post your Level-code in this forum Topic: https://scratch.mit.edu/discuss/topic/339884/\nMove with the Arrow-keys, jump with the Up-arrow key. Blue blocks are walls, red blocks are lava, purple is bouncy, and yellow is a Checkpoint.\nUsing the arrows in the top-right corner you can change the move speed and the jump height of the player! Press the arrow that points to the left to make the player slower, the arrow to the right to make him faster, the arrow to the top to make him jump higher, and the arrow to the bottom to make him jump lower.\nThis game is a Scrolling game and also 100% Pen.\n\nDe:\nDas ist der LevelEditor für den 100% Pen Platformer, drücke die Maustaste um ein Block zu platzieren. Drücke E um zwischen dem Test- und dem Baumodus zu wechseln.\nDrücke D um einen Block zu löschen.\nDrücke 1 um Wände auszuwählen,\n2 für Lava, 3 für Trampoline, 4 für Checkpoints, 5 für das Ziel und 6 für Portale. Wenn du ein Portal platzieren willst, musst du die Maustaste 2-mal drücken, einmal um das Portal zu platzieren und einmal um zu bestimmen wo der Spieler \nhin teleportiert wird.\nDrücke S um dir den Level Code für dein Level anzuzeigen und drücke L um ein Level zu laden.\nAchtung: Bitte schreibe den Level Code nicht in die Kommentare, er ist dafür zu lang, bitte schreibe die Level Codes in dieses Forum: https://scratch.mit.edu/discuss/topic/339884/\nBewege dich mit den Pfeiltasten und springe mit der Pfeiltaste nach oben. Die blauen Blöcke sind Wände, die roten Blöcke sind Lava, lila Blöcke sind Trampoline und gelbe Blöcke sind Checkpoints.\nMit den Pfeilen oben rechts in der Ecke kannst du einstellen wie schnell sich der Spieler bewegt und wie hoch er springt! Drücke den Pfeil nach links damit sich der Spieler langsamer bewegt, den Pfeil nach rechts damit er sich schneller bewegt, den Pfeil nach oben damit er höher springt und den Pfeil nach unten damit er nicht so hoch springt.\nDieses Spiel ist ein Scrolling Spiel und außerdem 100% Pen. |
Insano: a platformer (v1.2) | @Stage\n\nwhen backdrop switches to [backdrop20 v]\nset [level v] to [20]\n\nwhen backdrop switches to [backdrop1 v]\nset [level v] to [1]\n\n@Avatar\n\nwhen flag clicked\nset size to (30) %\nswitch backdrop to (backdrop1 v)\ngo to x: (-223) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [level v] to [1]\nforever\n if <touching color (#00ffff)?> then\n change y by (300)\n end\n if <touching color (#805540)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change y by (1)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change y by (-1)\n end\n end\n if <(size) = [10]> then\n if <touching color (#ff0000)?> then\n set size to (30) %\n go to x: (-223) y: (-60)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n turn right (15) degrees\n change [x velocity v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n turn left (15) degrees\n change [x velocity v] by (-1)\n end\n if <touching color (#ffe900)?> then\n next backdrop\n set size to (30) %\n if <(Level) = [19]> then\n go to x: (0) y: (0)\n else\n go to x: (-220) y: (-66)\n end\n change [level v] by (1)\n end\n if <touching color (#00ff6a)?> then\n if <(size) = [30]> then\n set size to (10) %\n end\n end\n if <touching color (#ff0000)?> then\n set size to (30) %\n if <(Level) = [20]> then\n go to x: (0) y: (0)\n else\n go to x: (-223) y: (-60)\n end\n end\n if <touching color (#ff0094)?> then\n if <(size) = [10]> then\n set size to (30) %\n end\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <not <touching color (#805540)?>> then\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 x by ((X Velocity) * (-1))\n change y by (-6)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(X Velocity) > [0]> then\n change [x velocity v] by (-5)\n else\n change [x velocity v] by (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 end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching color (#000000)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y velocity v] to [15]\n end\n end\n change y by (1)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-223) y: (-60)\nset size to (30) %\n\n@Boss1\n\nwhen flag clicked\nset [level v] to [1]\npoint in direction (90)\nforever\n if <not <(Level) = [20]>> then\n hide\n end\n if <(Level) = [20]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n repeat until <(Level) > [20]>\n turn right (2) degrees\n wait (0.1) seconds\n end\n end\nend\n\n@Boss2a\n\nwhen flag clicked\nforever\n if <not <([backdrop # v] of [_stage_ v]) = [40]>> then\n hide\n end\n if <([backdrop # v] of [_stage_ v]) = [40]> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop40 v]\nset [level v] to [40]\nrepeat until <([backdrop # v] of [_stage_ v]) > [40]>\n go to x: (pick random (-200) to (0)) y: (200)\n point towards (avatar v)\n glide (1) secs to (avatar v)\nend\n\n@Boss2b\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n if <not <(Level) = [40]>> then\n hide\n end\n if <(Level) = [40]> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop40 v]\nforever\n turn right (2) degrees\n wait (0.06) seconds\nend\n\n@Boss3a\n\nwhen flag clicked\nforever\n if <not <<([backdrop # v] of [_stage_ v]) = [60]> and <(Level) = [60]>>> then\n hide\n end\n if <<([backdrop # v] of [_stage_ v]) = [60]> and <(Level) = [60]>> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop60 v]\nrepeat until <([backdrop # v] of [_stage_ v]) > [60]>\n go to x: (pick random (-200) to (200)) y: (200)\n point towards (avatar v)\n glide (1) secs to (avatar v)\nend\n\n@Boss3b\n\nwhen flag clicked\nforever\n if <not <<([backdrop # v] of [_stage_ v]) = [60]> and <(Level) = [60]>>> then\n hide\n end\n if <<([backdrop # v] of [_stage_ v]) = [60]> and <(Level) = [60]>> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop60 v]\nrepeat until <([backdrop # v] of [_stage_ v]) > [60]>\n go to x: (pick random (-200) to (200)) y: (200)\n point towards (avatar v)\n glide (1) secs to (avatar v)\nend\n\n@Boss3c\n\nwhen flag clicked\nforever\n if <not <<([backdrop # v] of [_stage_ v]) = [60]> and <(Level) = [60]>>> then\n hide\n end\n if <<([backdrop # v] of [_stage_ v]) = [60]> and <(Level) = [60]>> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop60 v]\nrepeat until <([backdrop # v] of [_stage_ v]) > [60]>\n go to x: (pick random (-200) to (200)) y: (200)\n point towards (avatar v)\n glide (1) secs to (avatar v)\nend\n\n@Boss3d\n\nwhen flag clicked\nforever\n if <not <<([backdrop # v] of [_stage_ v]) = [60]> and <(Level) = [60]>>> then\n hide\n end\n if <<([backdrop # v] of [_stage_ v]) = [60]> and <(Level) = [60]>> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop60 v]\nset [level v] to [60]\nrepeat until <([backdrop # v] of [_stage_ v]) > [60]>\n go to x: (pick random (-200) to (200)) y: (200)\n point towards (avatar v)\n glide (1) secs to (avatar v)\nend\n\n@Boss4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n wait until <(backdrop [number v]) = [80]>\n repeat until <(backdrop [number v]) > [80]>\n show\n point towards (avatar v)\n glide (.6) secs to (avatar v)\n end\n hide\nend\n\n | |
Fire-an elemental platformer | @Stage\n\nwhen I receive [next_level_ v]\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Snow by bubblebee3 v] until done\nend\n\nwhen backdrop switches to [backdrop13 v]\nwait (2) seconds\nnext backdrop\n\n@Flame\n\nwhen flag clicked\ngo to x: (-213) y: (-40)\nhide\nswitch costume to (costume1 v)\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nwait (1.5) seconds\nforever\n if <touching (level line v)?> then\n broadcast (next_level_ v)\n go to x: (-213) y: (-40)\n end\n if <touching color (#4cccff)?> then\n go to x: (-213) y: (-40)\n end\nend\n\nwhen flag clicked\nwait (1.5) seconds\nshow\nset [level v] to [1]\ngo to x: (-213) y: (-40)\nswitch backdrop to (level1 v)\ngo to [front v] layer\nset [yv v] to [0]\nset [xv v] to [0]\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 (#ff8111)?> or <touching color (#9a5b00)?>> then\n change y by (1)\n if <<touching color (#ff8111)?> or <touching color (#9a5b00)?>> then\n change y by (1)\n if <<touching color (#ff8111)?> or <touching color (#9a5b00)?>> then\n change y by (1)\n if <<touching color (#ff8111)?> or <touching color (#9a5b00)?>> then\n change y by (1)\n if <<touching color (#ff8111)?> or <touching color (#9a5b00)?>> then\n change y by (1)\n if <<touching color (#ff8111)?> or <touching color (#9a5b00)?>> 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 (#ff8111)?> or <touching color (#9a5b00)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#ff8111)?> or <touching color (#9a5b00)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <touching (grass v)?> then\n broadcast (Fire1 v)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-213) y: (-40)\n\nwhen flag clicked\nforever\n if <touching (thingummi v)?> then\n broadcast (dissapear v)\n end\nend\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\ngo to x: (-213) y: (-40)\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Level line\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go to x: (242) y: (-3)\nend\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@icon\n\nwhen flag clicked\ngo to x: (224) y: (-169)\nset [ghost v] effect to (50)\n\n@Grass\n\nwhen flag clicked\ngo to x: (99) y: (-112)\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [fire1 v]\nif <touching (flame v)?> then\n switch costume to (costume2 v)\nend\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen [r v] key pressed\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (106) y: (-77)\nforever\n glide (2) secs to x: (106) y: (74)\n wait (0.1) seconds\n glide (2) secs to x: (106) y: (-77)\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@fountain\n\nwhen backdrop switches to [backdrop7 v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (11) y: (-28)\n\nwhen backdrop switches to [backdrop6 v]\nforever\n show\n repeat (6)\n next costume\n wait (0.1) seconds\n end\n wait (0.4) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n hide\n wait (1) seconds\nend\n\n@fountain2\n\nwhen backdrop switches to [backdrop7 v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (173) y: (-25)\n\nwhen backdrop switches to [backdrop6 v]\nwait (2) seconds\nforever\n show\n repeat (6)\n next costume\n wait (0.1) seconds\n end\n wait (0.4) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n hide\n wait (1) seconds\nend\n\n@Wheel\n\nwhen flag clicked\nhide\ngo to x: (11) y: (-12)\nforever\n turn right (0.5) degrees\nend\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (-115) y: (-125)\nforever\n glide (3) secs to x: (207) y: (-125)\n wait (0.2) seconds\n glide (3) secs to x: (-115) y: (-125)\n wait (0.2) seconds\nend\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@rocks\n\nwhen flag clicked\ngo to x: (9) y: (176)\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen I receive [dissapear v]\nwait (1) seconds\nglide (1) secs to x: (9) y: (-88)\nglide (0.2) secs to x: (9) y: (-83)\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@thingummi\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (42) y: (165)\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen I receive [dissapear v]\nrepeat (12)\n wait (0.01) seconds\n next costume\nend\nhide\n\n@waterfall\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (-105) y: (359)\n\nwhen backdrop switches to [backdrop11 v]\nshow\nforever\n glide (1) secs to x: (-105) y: (16)\n wait (1.5) seconds\n glide (1) secs to x: (-105) y: (359)\n wait (1) seconds\nend\n\n@waterfall2\n\nwhen flag clicked\nhide\ngo to x: (75) y: (359)\n\nwhen backdrop switches to [backdrop11 v]\nwait (1) seconds\nshow\nforever\n glide (1) secs to x: (75) y: (16)\n wait (1.5) seconds\n glide (1) secs to x: (75) y: (359)\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Game Over\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game over v]\nshow\n\n | >>>>>>>>>>>>>>>>>>>>FIRE<<<<<<<<<<<<<<<<<\n~Arrow keys to move\n~Avoid water\n~Press "r" to restart a level\n~Leave a love & fave! ^.^\n~Please let me know if there are ANY glitches\n>>>>>>>>>>>>>>>>>>>>>.<<<<<<<<<<<<<<<<<<<< |
Rocks - A Platformer | @Stage\n\nwhen backdrop switches to [scores v]\nif <(No. Of Deaths) = [CHEATED]> then\n show variable [☁ record v]\n show variable [cheated v]\nelse\n show variable [no. of deaths v]\n show variable [☁ record v]\nend\nif <(No. Of Deaths) < (☁ Record)> then\n set [☁ record v] to (No. Of Deaths)\nend\n\nwhen flag clicked\nhide variable [cheated v]\nhide variable [no. of deaths v]\nhide variable [☁ record v]\nhide variable [level v]\n\nwhen flag clicked\nforever\n set [level v] to (backdrop [name v])\nend\n\n@Player\n\nwhen flag clicked\nset [no. of deaths v] to [0]\nset [color v] effect to (0)\nset drag mode [draggable v]\ngo to [back v] layer\nset [ghost v] effect to (100)\nshow\ngo to x: (-212) y: (-44)\n\nwhen flag clicked\nswitch costume to (right v)\nforever\n if <touching color (#00ff27)?> then\n next backdrop\n go to x: (-212) y: (-44)\n end\n if <touching color (#ff0000)?> then\n go to x: (-212) y: (-44)\n change [no. of deaths v] by (1)\n end\nend\n\nwhen I receive [message1 v]\nFade In\ngo to x: (-212) y: (-44)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n switch costume to (jump v)\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [paused v]\nFade Out\n\nwhen I receive [played v]\nFade In\n\nwhen I receive [restart v]\ngo to x: (-212) y: (-44)\n\nwhen I receive [next costume v]\nchange [color v] effect by (22)\n\nwhen I receive [3 buttons off v]\nFade In\n\nwhen backdrop switches to [end v]\nhide\n\nwhen I receive [previous color v]\nchange [color v] effect by (-22)\n\nwhen I receive [next costume v]\nchange [color v] effect by (22)\n\nwhen I receive [previous color v]\nchange [color v] effect by (-22)\n\nwhen flag clicked\nset [color v] to [0]\nforever\n set [color v] effect to (Color)\nend\n\nwhen I receive [menu v]\nFade Out\n\nwhen I receive [message2 v]\nFade In\ngo to x: (-212) y: (-44)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n switch costume to (jump v)\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(backdrop [name v]) = [Menu]> then\n stop [this script v]\n end\nend\n\nwhen I receive [message1 v]\nswitch backdrop to (level 1 v)\n\nwhen I receive [message1 v]\ngo to x: (-212) y: (-44)\n\n@Thumbnail\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (0)\nshow\nwait (4) seconds\nFade Out\nbroadcast (Intro v)\n\n@Th\n\nwhen flag clicked\ngo [backward v] (1) layers\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nFade In\nwait (2.5) seconds\nFade Out\n\ndefine Fade Out\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\ndefine Fade In\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\n@Th2\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nFade In\nwait (1.5) seconds\nFade Out\n\ndefine Fade Out\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\ndefine Fade In\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\n@Title\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nset [ghost v] effect to (100)\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine Fade In\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [menu v]\nFade In\n\nwhen I receive [message1 v]\nFade Out\n\nwhen [s v] key pressed\nif <not <<(backdrop [name v]) = [Menu]> or <<(backdrop [name v]) = [End]> or <(backdrop [name v]) = [Scores]>>>> then\n set [no. of deaths v] to [CHEATED]\nend\n\nwhen I receive [weekly v]\nFade Out\n\nwhen I receive [message2 v]\nFade Out\n\n@Weekly Level\n\nwhen I receive [message2 v]\nFade Out\n\nwhen I receive [message1 v]\nFade Out\n\nwhen [9 v] key pressed\nhide\n\nwhen I receive [credits v]\nFade Out\nwait until <key (space v) pressed?>\nFade In\n\nwhen I receive [menu v]\nFade In\n\nwhen flag clicked\nforever\n if <not <(costume [name v]) = [Credits]>> then\n if <touching (mouse-pointer v)?> then\n switch costume to (button2 v)\n else\n switch costume to (button v)\n end\n end\nend\n\nwhen this sprite clicked\nFade Out\nswitch backdrop to (needed background v)\nbroadcast (Warning1 v)\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (button v)\nset [ghost v] effect to (100)\nshow\ngo to x: (-200) y: (-10)\n\n@Start\n\nwhen I receive [weekly v]\nFade Out\n\nwhen I receive [message1 v]\nFade Out\n\nwhen I receive [message2 v]\nFade Out\n\nwhen I receive [menu v]\nFade In\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button2 v)\n else\n switch costume to (button v)\n end\nend\n\nwhen this sprite clicked\nFade Out\nswitch backdrop to (level 1 v)\nbroadcast (message1 v)\nswitch backdrop to (level 1 v)\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\n\n@Credits\n\nwhen I receive [weekly v]\nFade Out\n\nwhen [9 v] key pressed\nhide\n\nwhen I receive [message1 v]\nFade Out\n\nwhen I receive [message2 v]\nFade Out\n\nwhen I receive [menu v]\nFade In\n\nwhen flag clicked\nforever\n if <not <(costume [name v]) = [Credits]>> then\n if <touching (mouse-pointer v)?> then\n switch costume to (button2 v)\n else\n switch costume to (button v)\n end\n end\nend\n\nwhen this sprite clicked\nFade Out\nswitch costume to (credits v)\ngo to x: (0) y: (0)\nbroadcast (Credits v)\nFade In\nwait until <key (space v) pressed?>\nFade Out\nswitch costume to (button v)\ngo to x: (100) y: (-10)\nFade In\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (button v)\nset [ghost v] effect to (100)\nshow\ngo to x: (100) y: (-10)\n\n@Pause\n\nwhen I receive [3 buttons off v]\nFade Out\nswitch costume to (button v)\nset size to (30) %\ngo to x: (-211) y: (151)\nFade In\n\nwhen backdrop switches to [level 1 v]\nFade In\nshow variable [level v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set size to (37) %\n else\n set size to (30) %\n end\n else\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set size to (37) %\n else\n set size to (30) %\n end\n else\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n else\n set size to (100) %\n end\n end\nend\n\nwhen backdrop switches to [end v]\nhide\n\nwhen [p v] key pressed\nif <not <<(backdrop [name v]) = [Menu]> or <<(backdrop [name v]) = [End]> or <(backdrop [name v]) = [Scores]>>>> then\n if <(costume [name v]) = [Button2]> then\n broadcast (3 Buttons Off v)\n Fade Out\n go to x: (-221) y: (151)\n broadcast (Played v)\n switch costume to (button v)\n set size to (30) %\n Fade In\n else\n broadcast (3 Buttons v)\n Fade Out\n broadcast (Paused v)\n switch costume to (button2 v)\n go to x: (0) y: (50)\n set size to (100) %\n Fade In\n end\nend\n\nwhen this sprite clicked\nif <not <<(backdrop [name v]) = [Menu]> or <<(backdrop [name v]) = [End]> or <(backdrop [name v]) = [Scores]>>>> then\n if <(costume [name v]) = [Button2]> then\n broadcast (3 Buttons Off v)\n Fade Out\n go to x: (-221) y: (151)\n broadcast (Played v)\n switch costume to (button v)\n set size to (30) %\n Fade In\n else\n broadcast (3 Buttons v)\n Fade Out\n broadcast (Paused v)\n switch costume to (button2 v)\n go to x: (0) y: (50)\n set size to (100) %\n Fade In\n end\nend\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (button v)\nset size to (30) %\nset [ghost v] effect to (100)\nshow\ngo to x: (-211) y: (151)\n\n@Previous\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button2 v)\n else\n switch costume to (button v)\n end\nend\n\nwhen [b v] key pressed\nif <not <<(backdrop [name v]) = [Level 1]> or <<(backdrop [name v]) = [Menu]> or <<<(backdrop [name v]) = [End]> or <(backdrop [name v]) = [Scores]>> or <(backdrop [name v]) = [weekly]>>>>> then\n broadcast (Restart v)\n switch backdrop to ((backdrop [number v]) - (1))\n broadcast (3 Buttons Off v)\nend\n\nwhen I receive [3 buttons off v]\nFade Out\n\nwhen I receive [3 buttons v]\nFade In\n\nwhen this sprite clicked\nif <not <<(backdrop [name v]) = [Level 1]> or <<(backdrop [name v]) = [Menu]> or <<(backdrop [name v]) = [End]> or <(backdrop [name v]) = [Scores]>>>>> then\n broadcast (Restart v)\n switch backdrop to ((backdrop [number v]) - (1))\n broadcast (3 Buttons Off v)\nend\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (button v)\nset size to (30) %\nset [ghost v] effect to (100)\nshow\ngo to x: (-100) y: (-30)\n\n@Restart\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button2 v)\n else\n switch costume to (button v)\n end\nend\n\nwhen [r v] key pressed\nif <not <<(backdrop [name v]) = [Menu]> or <<<(backdrop [name v]) = [End]> or <(backdrop [name v]) = [weekly]>> or <(backdrop [name v]) = [Scores]>>>> then\n broadcast (Restart v)\n broadcast (3 Buttons Off v)\nend\nwait (1) seconds\n\nwhen I receive [3 buttons off v]\nFade Out\n\nwhen I receive [3 buttons v]\nFade In\n\nwhen this sprite clicked\nif <not <<(backdrop [name v]) = [Level 1]> or <<(backdrop [name v]) = [Menu]> or <<(backdrop [name v]) = [End]> or <(backdrop [name v]) = [Scores]>>>>> then\n broadcast (Restart v)\n broadcast (3 Buttons Off v)\nend\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (button v)\nset size to (30) %\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-30)\n\n@Next\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button2 v)\n else\n switch costume to (button v)\n end\nend\n\nwhen [n v] key pressed\nif <not <<(backdrop [name v]) = [Menu]> or <<<(backdrop [name v]) = [End]> or <(backdrop [name v]) = [weekly]>> or <(backdrop [name v]) = [Scores]>>>> then\n set [no. of deaths v] to [CHEATED]\n broadcast (Restart v)\n next backdrop\n broadcast (3 Buttons Off v)\nend\nwait (1) seconds\n\nwhen backdrop switches to [end v]\nif <(No. Of Deaths) = [CHEATED]> then\n broadcast (The player cheated v)\nend\n\nwhen I receive [3 buttons off v]\nFade Out\n\nwhen I receive [3 buttons v]\nFade In\n\nwhen this sprite clicked\nif <not <<(backdrop [name v]) = [Menu]> or <<(backdrop [name v]) = [End]> or <(backdrop [name v]) = [Scores]>>>> then\n set [no. of deaths v] to [CHEATED]\n broadcast (Restart v)\n next backdrop\n broadcast (3 Buttons Off v)\nend\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (button v)\nset size to (30) %\nset [ghost v] effect to (100)\nshow\ngo to x: (100) y: (-30)\n\n@Deaths\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [scores v]\nFade In\n\nwhen flag clicked\ngo to x: (100) y: (-30)\nset [ghost v] effect to (100)\nshow\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (-11) y: (72)\n\nwhen flag clicked\nhide variable [no. of deaths v]\n\n@Record\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [scores v]\nFade In\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (39) y: (-126)\n\n@Button\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button2 v)\n else\n switch costume to (button v)\n end\nend\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [end v]\nFade In\n\nwhen flag clicked\ngo to x: (205) y: (127)\nset [ghost v] effect to (100)\nshow\n\nwhen this sprite clicked\nFade Out\nswitch backdrop to (scores v)\n\n@Comment\n\nwhen I receive [go v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [scores v]\nFade Out\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to x: (37) y: (-37)\n\n@Follow\n\nwhen backdrop switches to [end v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (go v)\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [scores v]\nFade Out\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to x: (36) y: (28)\n\n@Remix\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (139) y: (77)\nhide\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [end v]\nhide variable [level v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n turn right (5) degrees\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [scores v]\nFade Out\n\n@Favourite\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (2) y: (88)\nhide\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [end v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n glide (0.5) secs to x: (-27) y: (88)\n glide (0.5) secs to x: (27) y: (88)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [scores v]\nFade Out\n\n@Like\n\nwhen backdrop switches to [end v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n set size to (105) %\n wait (0.5) seconds\n set size to (90) %\n wait (0.5) seconds\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-159) y: (63)\nhide\nset [ghost v] effect to (100)\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [scores v]\nFade Out\n\n@Drops4\n\nwhen backdrop switches to [level 11 v]\nhide\n\nwhen flag clicked\ngo to x: (pick random (-240) to (240)) y: (204)\nset [ghost v] effect to (100)\nshow\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen backdrop switches to [level 10 v]\nshow\nFade In\nrepeat until <(backdrop [name v]) = [Level 12]>\n glide (pick random (0.4) to (1)) secs to x: (x position) y: (-204)\n go to x: (pick random (-240) to (240)) y: (204)\nend\n\n@Color Shower\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [3 buttons off v]\nFade Out\n\nwhen I receive [3 buttons v]\nFade In\n\nwhen flag clicked\nshow\ngo to x: (-185) y: (118)\nset [ghost v] effect to (100)\nset [color v] to [0]\n\nwhen flag clicked\nhide variable [☁ record v]\nhide variable [no. of deaths v]\nswitch backdrop to (needed background 2 v)\n\nwhen flag clicked\nforever\n set [color v] effect to (Color)\nend\n\n@Next Color\n\nwhen this sprite clicked\nchange [color v] by (22)\n\nwhen I receive [3 buttons v]\nFade In\n\nwhen I receive [3 buttons off v]\nFade Out\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to x: (-153) y: (134)\nset [ghost v] effect to (100)\nshow\n\n@Before Color\n\nwhen this sprite clicked\nchange [color v] by (-22)\n\nwhen I receive [3 buttons v]\nFade In\n\nwhen I receive [3 buttons off v]\nFade Out\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to x: (-217) y: (135)\nset [ghost v] effect to (100)\nshow\n\n@Drops2\n\nwhen backdrop switches to [level 11 v]\nhide\n\nwhen flag clicked\ngo to x: (pick random (-240) to (240)) y: (204)\nset [ghost v] effect to (100)\nshow\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen backdrop switches to [level 10 v]\nshow\nFade In\nrepeat until <(backdrop [name v]) = [Level 12]>\n glide (pick random (0.4) to (1)) secs to x: (x position) y: (-204)\n go to x: (pick random (-240) to (240)) y: (204)\nend\n\n@Drops3\n\nwhen backdrop switches to [level 11 v]\nhide\n\nwhen flag clicked\ngo to x: (pick random (-240) to (240)) y: (204)\nset [ghost v] effect to (100)\nshow\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen backdrop switches to [level 10 v]\nshow\nFade In\nrepeat until <(backdrop [name v]) = [Level 12]>\n glide (pick random (0.4) to (1)) secs to x: (x position) y: (-204)\n go to x: (pick random (-240) to (240)) y: (204)\nend\n\n@Space1\n\nwhen flag clicked\nforever\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (0.25) seconds\n repeat (25)\n change [ghost v] effect by (-4)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (28)\nhide\n\nwhen I receive [credits v]\nshow\nwait until <key (space v) pressed?>\nhide\n\n@WARNING1\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [warning1 v]\ngo to [front v] layer\ngo [backward v] (1) layers\nFade In\nswitch backdrop to (needed background v)\nwait (5.4) seconds\nbroadcast (message2 v)\nwait (0.1) seconds\nswitch backdrop to (weekly v)\n\nwhen I receive [all fade v]\nFade Out\n\n@W12\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [warning1 v]\nwait (0.5) seconds\ngo to [front v] layer\nFade In\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [all fade v]\nFade Out\n\n@W13\n\nwhen flag clicked\ngo to x: (54) y: (-55)\nshow\nset [ghost v] effect to (100)\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [warning1 v]\nwait (2) seconds\ngo to [front v] layer\nFade In\n\nwhen I receive [all fade v]\nFade Out\n\n@W14\n\nwhen flag clicked\ngo to x: (-90) y: (-46)\nshow\nset [ghost v] effect to (100)\n\ndefine Fade In\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [warning1 v]\nwait (3.5) seconds\ngo to [front v] layer\nFade In\nwait (2) seconds\nbroadcast (ALL FADE v)\n\nwhen I receive [all fade v]\nFade Out\n\n@TURBO MODE DETECTOR\n\ndefine Turbo mode detector\nreset timer\nrepeat (10)\n move (0) steps\nend\nif <(timer) > [0.1]> then\n set [turbo mode? v] to [false]\nelse\n set [turbo mode? v] to [true]\n wait (0.000000005) seconds\n show\n stop [all v]\nend\n\nwhen flag clicked\nforever\n Turbo mode detector\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\n@Muter\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (unmute v)\nhide\nset [ghost v] effect to (100)\ngo to x: (115) y: (4)\n\nwhen I receive [3 buttons v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [3 buttons off v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen [m v] key pressed\nnext costume\n\nwhen I receive [message1 v]\nset volume to (100) %\nforever\n play sound [\(edited version\) Pegboard Nerds Tristam - Razor Sharp \[Monstercat Release\] v] until done\nend\n\nwhen I receive [message1 v]\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@Menu Music\n\nwhen backdrop switches to [menu v]\nrepeat until <<(backdrop [name v]) = [weekly]> or <(backdrop [name v]) = [Level 1]>>\n play sound [551527_BOT-LAB v] until done\nend\n\nwhen I receive [menu v]\nswitch backdrop to (menu v)\n\nwhen backdrop switches to [level 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [3 buttons v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [weekly v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [menu v]\nset volume to (0) %\nrepeat (25)\n change volume by (4)\nend\n\n@Weekly Music\n\nwhen I receive [message2 v]\nset volume to (100) %\nrepeat until <(backdrop [name v]) = [Menu]>\n play sound [\(edited version\) Pegboard Nerds Tristam - Razor Sharp \[Monstercat Release\] v] until done\nend\n\nwhen backdrop switches to [menu v]\nstop [other scripts in sprite v]\n\n@Weekly Finish\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n broadcast (stop v)\n broadcast (Menu v)\n switch backdrop to (menu v)\n end\nend\n\nwhen backdrop switches to [weekly v]\nshow\n\nwhen flag clicked\ngo to x: (36) y: (-16)\nset [ghost v] effect to (0)\nhide\n\n@Logo\n\nwhen backdrop switches to [picture v]\nwait (0.7) seconds\nplay sound [New intro 3 seconds v] until done\n\ndefine TransitionToLargerSelf\nset [orb_transitioning? v] to [1]\nset [orb_smooth_transition v] to [6]\nrepeat until <[2] > (orb_smooth_transition)>\n change size by (orb_smooth_transition)\n change [orb_smooth_transition v] by (-0.5)\n wait (0.01) seconds\nend\nrepeat (3)\n change size by (1)\n wait (0.01) seconds\nend\nrepeat (3)\n change size by (0.5)\n wait (0.01) seconds\nend\nrepeat (3)\n change size by (0.2)\n wait (0.01) seconds\nend\nset [orb_transitioning? v] to [0]\n\ndefine Smooth Glide X (x) Y (y) and smooth size to (%) at speed (zoomspeed)\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <(round (size)) = (round (%))>>\n go to x: (((x position) + (((x) - (x position)) / (zoomspeed))) + (0)) y: (((y position) + (((y) - (y position)) / (zoomspeed))) + (0))\n change size by (((round (%)) - (round (size))) / (zoomspeed))\nend\nset size to (%) %\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [intro v]\ngo to x: (0) y: (251)\nwait (0.7) seconds\nshow\nSmooth Glide X (0) Y (0) and smooth size to (100) at speed (7)\nTransitionToLargerSelf\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.75) seconds\nbroadcast (Menu v)\n\n | Greetings to Rocks!\n\nINSTRUCTIONS~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\nMOVE • [Arrow keys] [W,A,S,D]\nRESTART • [R]\nPAUSE • [P]\nNEXT LEVEL • [P]\nGO BACK LEVEL • [B]\nMUTE • [M]\nDRAG • [Move yourself anywhere]\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\nSmash the like and favourite button if you truely loved it!\nFollow for more similar games!\nComment if you finish all levels!\nEnjoy! |
Kingdom Hassle - A Scrolling Platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\nwait (4) seconds\nhide variable [mouse v]\n\nwhen I receive [title v]\nset volume to (100) %\nforever\n play sound [Cheer up PSG 8-bit Loop_v2 v] until done\nend\n\n@player\n\nwhen flag clicked\nbroadcast (TITLE v)\n\nwhen I receive [green flag v]\nset size to (100) %\nhide\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n broadcast (Invincibility v)\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [gamemode v] to [game]\nset [x v] to [-200]\nset [y v] to [-50]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [invincibility v] to [no]\nset [health v] to [3]\nshow\nswitch costume to (costume1 v)\nset size to (260) %\npoint in direction (90)\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <not <touching (ladder v)?>> then\n Change Player x by [-8]\n point in direction (-90)\n else\n Change Player x by [-4]\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <not <touching (ladder v)?>> then\n Change Player x by [8]\n point in direction (90)\n else\n Change Player x by [4]\n end\nend\nif <touching (ladder v)?> then\n set [sy v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [sy v] by (-5)\n end\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching (ladder v)?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n if <(in air) < [1]> then\n start sound [Jump v]\n end\n else\n change [sy v] by (5)\n end\nend\nif <not <touching (ladder v)?>> then\n change [sy v] by (-3)\nend\nChange Player y by (sy)\nTest - Die\nTest - Win\nif <(y) > [-30]> then\n set [scroll y v] to (y)\nelse\n set [scroll y v] to [-30]\nend\nif <<(x) > [0]> and <[960] > (x)>> then\n set [scroll x v] to (x)\nend\nPosition\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\nif <not <touching (ladder v)?>> then\n if <(sy) = [0]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (animation)\n else\n switch costume to (3 v)\n end\n end\n if <(sy) > [0]> then\n switch costume to (jump2 v)\n end\n if <(sy) < [0]> then\n switch costume to (jump3 v)\n end\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (animation)\n else\n switch costume to (climb1 and 3 v)\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nif <not <<touching (ladder v)?> and <key (up arrow v) pressed?>>> then\n repeat until <not <touching (ground 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]\n end\nelse\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\nif <touching (ground v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <<not <touching (ground v)?>> or <(EXIT) > []>>\n if <(x) < [-300]> then\n set [exit v] to [die]\n end\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nstart sound [Pew v]\nswitch costume to (1 v)\nset [exit v] to []\nrepeat (5)\n hide\n wait (.1) seconds\n show\n wait (.1) seconds\nend\nhide\nwait (.5) seconds\n\ndefine Test - Die\nif <(HEALTH) < [1]> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nstart sound [Connect v]\nset [exit v] to []\nrepeat until <(x position) > [230]>\n change x by (4)\n switch costume to (animation)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Win\nif <<(x) > [1100]> and <<(y) = [-110]> or <(y) = [-109]>>> then\n set [exit v] to [win]\nend\n\ndefine Invincibility (length of invincibility)\nset [invincibility v] to [yes]\nwait (.3) seconds\nrepeat (length of invincibility)\n set [ghost v] effect to (90)\n wait (.1) seconds\n set [ghost v] effect to (0)\n wait (.2) seconds\nend\nset [invincibility v] to [no]\n\nwhen I receive [invincibility v]\nInvincibility [5]\n\nwhen I receive [play game v]\nforever\n if <(INVINCIBILITY) = [no]> then\n if <touching (danger v)?> then\n broadcast (Invincibility v)\n broadcast (-1 HEALTH v)\n start sound [pop v]\n change [health v] by (-1)\n wait until <<not <touching (danger v)?>> or <(INVINCIBILITY) = [no]>>\n end\n end\nend\n\nwhen I receive [title v]\nforever\n if <not <touching (ladder v)?>> then\n set [animation v] to [2]\n wait (.1) seconds\n set [animation v] to [4]\n wait (.1) seconds\n set [animation v] to [4]\n wait (.1) seconds\n set [animation v] to [1]\n wait (.1) seconds\n else\n set [animation v] to [climb1 and 3]\n wait (.1) seconds\n set [animation v] to [climb2]\n wait (.1) seconds\n set [animation v] to [climb1 and 3]\n wait (.1) seconds\n set [animation v] to [climb4]\n wait (.1) seconds\n end\nend\n\nwhen I receive [title v]\nset [gamemode v] to [title]\nshow\nset size to (800) %\ngo to x: (-253) y: (-45)\nset rotation style [left-right v]\npoint in direction (90)\nrepeat until <not <(GAMEMODE) = [title]>>\n go to x: (-253) y: (-45)\n repeat until <<(x position) > [-100]> or <not <(GAMEMODE) = [title]>>>\n switch costume to (animation)\n move (5) steps\n end\n point in direction (-90)\n repeat until <<[-250] > (x position)> or <not <(GAMEMODE) = [title]>>>\n switch costume to (animation)\n move (5) steps\n end\n go to x: (261) y: (-45)\n repeat until <<[100] > (x position)> or <not <(GAMEMODE) = [title]>>>\n switch costume to (animation)\n move (5) steps\n end\n point in direction (90)\n repeat until <<(x position) > [250]> or <not <(GAMEMODE) = [title]>>>\n switch costume to (animation)\n move (5) steps\n end\nend\npoint towards (sprite1 v)\n\nwhen I receive [starting... v]\nset rotation style [left-right v]\npoint towards (sprite1 v)\nglide (.5) secs to x: (0) y: (-45)\npoint in direction (90)\nset rotation style [all around v]\nrepeat (5)\n change y by (10)\nend\nwait (.1) seconds\nrepeat (10)\n change y by (-30)\nend\nhide\n\nwhen I receive [starting... v]\nwait (.5) seconds\nrepeat until <not <(GAMEMODE) = [game]>>\n change x by (4)\n turn right (2) degrees\nend\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@Ground\n\nwhen I receive [title v]\nshow\nset size to (500) %\nswitch costume to (title v)\ngo to x: (0) y: (100)\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n switch costume to (sprute-costume5 v)\n Clone at x: [-1440] y: [-360]\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 Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n switch costume to (sprute-costume5 v)\n Clone at x: [-1440] y: [-360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n switch costume to (sprute-costume5 v)\n Clone at x: [-1440] y: [-360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (n/a v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n switch costume to (sprute-costume5 v)\n Clone at x: [-1440] y: [-360]\n Clone at x: [480] y: [0]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\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\nClone at x: [480] y: [0]\n\nwhen I receive [green flag v]\nhide\nset size to (100) %\nset rotation style [don't rotate v]\npoint in direction (90)\ngo to x: (0) y: (0)\n\n@Collectables\n\ndefine Collect\nstart sound [Collect v]\nswitch costume to (costume2 v)\nchange [var v] by (1)\ndelete this clone\n\nwhen I start as a clone\nrepeat (3)\n change [y v] by (-1)\nend\nforever\n repeat (10)\n change [y v] by (.5)\n end\n repeat (10)\n change [y v] by (-.5)\n end\nend\n\nwhen I receive [title v]\nhide\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 Collect\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [var v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [-50] y: [-110]\n Clone at x: [-25] y: [-80]\n Clone at x: [10] y: [-55]\n Clone at x: [40] y: [-55]\n Clone at x: [75] y: [-80]\n Clone at x: [100] y: [-110]\n Clone at x: [260] y: [-110]\n Clone at x: [311] y: [-41]\n Clone at x: [360] y: [-110]\n Clone at x: [507] y: [-31]\n Clone at x: [532] y: [-1]\n Clone at x: [567] y: [24]\n Clone at x: [592] y: [10]\n Clone at x: [604] y: [-23]\n Clone at x: [604] y: [-72]\n Clone at x: [702] y: [-110]\n Clone at x: [734] y: [-110]\n Clone at x: [766] y: [-110]\n Clone at x: [798] y: [-110]\n Clone at x: [830] y: [-110]\n Clone at x: [766] y: [-10]\n Clone at x: [766] y: [20]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone at x: [-65] y: [-72]\n Clone at x: [94] y: [-72]\n Clone at x: [-30] y: [-30]\n Clone at x: [18] y: [-14]\n Clone at x: [66] y: [-30]\n Clone at x: [430] y: [25]\n Clone at x: [462] y: [25]\n Clone at x: [670] y: [-72]\n Clone at x: [863] y: [-110]\n Clone at x: [1025] y: [-110]\n Clone at x: [1057] y: [-110]\n Clone at x: [1089] y: [-110]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n Clone at x: [30] y: [-17]\n Clone at x: [30] y: [-57]\n Clone at x: [30] y: [-97]\n Clone at x: [-64] y: [-110]\n Clone at x: [-32] y: [-110]\n Clone at x: [0] y: [-110]\n Clone at x: [195] y: [-110]\n Clone at x: [163] y: [-110]\n Clone at x: [509] y: [-78]\n Clone at x: [541] y: [-46]\n Clone at x: [573] y: [-14]\n Clone at x: [703] y: [23]\n Clone at x: [764] y: [58]\n Clone at x: [830] y: [-14]\n Clone at x: [1020] y: [-110]\n Clone at x: [1052] y: [-110]\n Clone at x: [1084] y: [-110]\n end\n end\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\nset size to (100) %\ngo to [front v] layer\nset rotation style [don't rotate v]\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@chest\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nTest - Chest\n\nwhen I receive [setup v]\nset rotation style [left-right v]\npoint in direction (-90)\nhide\ngo [backward v] (50) layers\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (sprute-costume5 v)\n Clone at x: [940] y: [-116]\n Clone at x: [-150] y: [-116]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (sprute-costume5 v)\n Clone at x: [-110] y: [-116]\n else\n if <(LEVEL) = [3]> then\n switch costume to (sprute-costume5 v)\n Clone at x: [100] y: [-116]\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Test - Chest\nif <not <(costume [number v]) = [3]>> then\n if <touching (player v)?> then\n switch costume to (sprute-costume2 v)\n if <key (e v) pressed?> then\n start sound [chest v]\n switch costume to (sunduk_open v)\n broadcast (CHEST OPEN v)\n end\n else\n switch costume to (sprute-costume5 v)\n end\nend\n\nwhen I receive [title v]\nhide\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@danger\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (sprute-costume8 v)\n Clone at x: [-2] y: [-148]\n Clone at x: [28] y: [-148]\n Clone at x: [500] y: [-116]\n Clone at x: [532] y: [-116]\n Clone at x: [564] y: [-116]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (sprute-costume8 v)\n Clone at x: [-44] y: [-116]\n Clone at x: [-12] y: [-116]\n Clone at x: [20] y: [-116]\n Clone at x: [52] y: [-116]\n Clone at x: [308] y: [-116]\n Clone at x: [340] y: [-116]\n Clone at x: [372] y: [-116]\n Clone at x: [404] y: [-116]\n Clone at x: [436] y: [-116]\n Clone at x: [468] y: [-116]\n Clone at x: [500] y: [-116]\n Clone at x: [532] y: [-116]\n Clone at x: [564] y: [-116]\n Clone at x: [628] y: [-116]\n Clone at x: [884] y: [-116]\n Clone at x: [916] y: [-116]\n else\n if <(LEVEL) = [3]> then\n switch costume to (sprute-costume8 v)\n Clone at x: [-76] y: [-52]\n Clone at x: [-44] y: [-52]\n Clone at x: [-12] y: [-52]\n Clone at x: [52] y: [-52]\n Clone at x: [84] y: [-52]\n Clone at x: [116] y: [-52]\n Clone at x: [244] y: [-116]\n Clone at x: [276] y: [-116]\n Clone at x: [308] y: [-116]\n Clone at x: [372] y: [-116]\n Clone at x: [692] y: [77]\n Clone at x: [884] y: [-52]\n Clone at x: [916] y: [-84]\n Clone at x: [948] y: [-116]\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\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 [title v]\nhide\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@Ladder\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (sprute-costume2 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (sprute-costume2 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (sprute-costume2 v)\n Clone at x: [-139] y: [-116]\n Clone at x: [-139] y: [-84]\n Clone at x: [-139] y: [-52]\n Clone at x: [-139] y: [-20]\n Clone at x: [-139] y: [12]\n else\n if <(LEVEL) = [4]> then\n switch costume to (sprute-costume2 v)\n Clone at x: [468] y: [-116]\n Clone at x: [468] y: [-84]\n Clone at x: [468] y: [-52]\n Clone at x: [468] y: [-20]\n Clone at x: [468] y: [10]\n Clone at x: [468] y: [42]\n Clone at x: [468] y: [74]\n Clone at x: [500] y: [-116]\n Clone at x: [500] y: [-84]\n Clone at x: [500] y: [-52]\n Clone at x: [500] y: [-20]\n Clone at x: [500] y: [10]\n Clone at x: [500] y: [42]\n Clone at x: [500] y: [74]\n Clone at x: [532] y: [-116]\n Clone at x: [532] y: [-84]\n Clone at x: [532] y: [-52]\n Clone at x: [532] y: [-20]\n Clone at x: [532] y: [10]\n Clone at x: [532] y: [42]\n Clone at x: [532] y: [74]\n Clone at x: [564] y: [-116]\n Clone at x: [564] y: [-84]\n Clone at x: [564] y: [-52]\n Clone at x: [564] y: [-20]\n Clone at x: [564] y: [10]\n Clone at x: [564] y: [42]\n Clone at x: [564] y: [74]\n Clone at x: [596] y: [-116]\n Clone at x: [596] y: [-84]\n Clone at x: [596] y: [-52]\n Clone at x: [596] y: [-20]\n Clone at x: [596] y: [10]\n Clone at x: [596] y: [42]\n Clone at x: [596] y: [74]\n else\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\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 [title v]\nhide\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@Sprite1\n\nwhen I receive [play game v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [title v]\nhide\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@background\n\nwhen I receive [title v]\nhide\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\nset [brightness v] effect to (-10)\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (fence v)\n Clone at x: [123] y: [-116]\n Clone at x: [155] y: [-116]\n Clone at x: [187] y: [-116]\n Clone at x: [692] y: [-52]\n Clone at x: [724] y: [-52]\n switch costume to (tree v)\n Clone at x: [442] y: [-20]\n Clone at x: [788] y: [-52]\n switch costume to (grass v)\n Clone at x: [468] y: [-52]\n switch costume to (box v)\n Clone at x: [994] y: [-116]\n Clone at x: [1026] y: [-116]\n Clone at x: [1018] y: [-84]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (grass v)\n Clone at x: [-76] y: [-84]\n Clone at x: [84] y: [-84]\n switch costume to (tree v)\n Clone at x: [153] y: [-116]\n switch costume to (box v)\n Clone at x: [433] y: [13]\n else\n if <(LEVEL) = [3]> then\n switch costume to (box v)\n Clone at x: [148] y: [43]\n switch costume to (tree v)\n Clone at x: [-105] y: [43]\n switch costume to (fence v)\n Clone at x: [212] y: [-84]\n switch costume to (grass v)\n Clone at x: [436] y: [-116]\n Clone at x: [468] y: [-116]\n switch costume to (tree v)\n Clone at x: [666] y: [-20]\n Clone at x: [730] y: [-20]\n switch costume to (box v)\n Clone at x: [1018] y: [-116]\n Clone at x: [1050] y: [-116]\n Clone at x: [1038] y: [-84]\n else\n if <(LEVEL) = [4]> then\n switch costume to (grass/dirt v)\n Clone at x: [-190] y: [-60]\n switch costume to (dirt v)\n Clone at x: [-140] y: [-60]\n switch costume to (box v)\n Clone at x: [-90] y: [-60]\n switch costume to (fence v)\n Clone at x: [-40] y: [-60]\n switch costume to (ladder v)\n Clone at x: [10] y: [-60]\n switch costume to (spike v)\n Clone at x: [60] y: [-60]\n switch costume to (chest v)\n Clone at x: [110] y: [-60]\n switch costume to (coin v)\n Clone at x: [160] y: [-60]\n switch costume to (tree v)\n Clone at x: [210] y: [-60]\n switch costume to (grass v)\n Clone at x: [260] y: [-60]\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\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 [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@foreground\n\nwhen I receive [title v]\nhide\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [brightness v] effect to (5)\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (grass v)\n Clone at x: [-101] y: [-116]\n Clone at x: [-69] y: [-116]\n switch costume to (tree v)\n Clone at x: [410] y: [-116]\n switch costume to (grass v)\n Clone at x: [268] y: [-117]\n Clone at x: [300] y: [-117]\n Clone at x: [332] y: [-117]\n switch costume to (fence v)\n Clone at x: [110] y: [-117]\n Clone at x: [142] y: [-117]\n Clone at x: [174] y: [-117]\n switch costume to (grass v)\n Clone at x: [692] y: [-117]\n Clone at x: [724] y: [-117]\n Clone at x: [756] y: [-117]\n Clone at x: [788] y: [-117]\n Clone at x: [820] y: [-117]\n switch costume to (box v)\n Clone at x: [1007] y: [-117]\n Clone at x: [1039] y: [-117]\n Clone at x: [1031] y: [-90]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (grass v)\n Clone at x: [692] y: [-117]\n Clone at x: [724] y: [-117]\n Clone at x: [756] y: [-117]\n switch costume to (tree v)\n Clone at x: [837] y: [-117]\n else\n if <(LEVEL) = [3]> then\n switch costume to (grass v)\n Clone at x: [-76] y: [-117]\n Clone at x: [-44] y: [-117]\n Clone at x: [1010] y: [-117]\n Clone at x: [1042] y: [-117]\n Clone at x: [1074] y: [-117]\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\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 [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@cloud\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\nset size to (pick random (150) to (300)) %\nset [ghost v] effect to (70)\npoint in direction (pick random (-1) to (1))\nset [cloud speed v] to (pick random (-0.5) to (-1))\nforever\n change [x v] by (CLOUD SPEED)\n if <(x) < [-300]> then\n delete this clone\n end\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nposition ((x) - ((SCROLL X) / (5))) ((y) - ((SCROLL Y) / (5)))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to [back v] layer\nClone at x: [-160] y: [93]\nClone at x: [-110] y: [15]\nClone at x: [0] y: [40]\nClone at x: [130] y: [130]\nClone at x: [190] y: [22]\nClone at x: [292] y: [89]\nClone at x: [315] y: [-20]\nClone at x: [422] y: [80]\nClone at x: [542] y: [29]\nClone at x: [700] y: [100]\nClone at x: [750] y: [0]\nClone at x: [845] y: [68]\nClone at x: [890] y: [-48]\nClone at x: [1025] y: [120]\nClone at x: [1081] y: [-11]\nset [x v] to [-999999999]\n\nwhen I receive [play game v]\nforever\n wait (pick random (1) to (2)) seconds\n Clone at x: [1200] y: ((pick random (-1) to (5)) * (30))\nend\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@counter\n\nwhen I start as a clone\nshow\nchange [clones v] by (1)\nset [id v] to (Clones)\nchange x by (([abs v] of (id) ) * (-14))\nforever\n switch costume to (join [n] (letter (((length of (Var)) + (1)) - (id)) of (Var)))\n if <(length of (Var)) < (id)> then\n change [clones v] by (-1)\n delete this clone\n end\nend\n\nwhen I receive [tick v]\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Test - Counter\nif <(length of (Var)) > (Clones)> then\n create clone of (_myself_ v)\nend\n\nTest - Counter\n\nwhen I receive [title v]\nhide\n\nwhen I receive [green flag v]\ngo to [front v] layer\nset rotation style [don't rotate v]\npoint in direction (90)\nset size to (220) %\ngo to x: (-150) y: (110)\nhide\nset [var v] to [0]\nset [clones v] to [0]\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@Health\n\nwhen I receive [-1 health v]\nnext costume\n\nwhen I receive [title v]\nhide\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\nswitch costume to (0 v)\nnext costume\nshow\ngo to x: (-200) y: (110)\n\nwhen I receive [green flag v]\nset size to (500) %\ngo to [front v] layer\nswitch costume to (costume3 v)\nset rotation style [don't rotate v]\npoint in direction (90)\nset [id v] to [0]\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@back ground\n\nwhen I receive [tick v]\nposition ((x) - ((SCROLL X) / (10))) ((y) - ((SCROLL Y) / (10)))\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [110]\nset [y v] to [-40]\n\nwhen I receive [green flag v]\nhide\nset size to (200) %\nset rotation style [don't rotate v]\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [setup v]\nset drag mode [not draggable v]\n\n@TITLE\n\nwhen I receive [title v]\nshow\ngo to x: (0) y: (100)\nglide (.5) secs to x: (0) y: (0)\nrepeat until <not <(GAMEMODE) = [title]>>\n set y to ((0) + (([cos v] of (((timer) - (8)) * (1000)) ) * (2)))\nend\n\nwhen I receive [starting... v]\nglide (.5) secs to x: (0) y: (100)\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [title v]\nset drag mode [not draggable v]\n\n@Play\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((100) - (size)) / (2))) %\n else\n set size to ((size) + (((80) - (size)) / (1.5))) %\n end\nend\n\nwhen I receive [title v]\nshow\nset size to (100) %\ngo to x: (0) y: (-200)\nglide (.4) secs to x: (0) y: (0)\nrepeat until <not <(GAMEMODE) = [title]>>\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (5)))\nend\n\nwhen this sprite clicked\nset [gamemode v] to [game]\nbroadcast (STARTING... v)\nwait (1.5) seconds\nset [gamemode v] to [play]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [starting... v]\nglide (.4) secs to x: (0) y: (-200)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n start sound [click2 v]\n wait until <not <touching (mouse-pointer v)?>>\n start sound [click3 v]\n end\nend\n\nwhen I receive [title v]\nset drag mode [not draggable v]\n\n | |
Hello, 3.0 || a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (logo v)\n\nwhen I receive [game.start v]\nwait (7) seconds\nswitch backdrop to (backdrop1 v)\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\nwhen I receive [game.end v]\nclear graphic effects\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset size to (500) %\nset [ghost v] effect to (100)\nrepeat (25)\n change size by (((250) - (size)) * (0.25))\n change [ghost v] effect by (-5)\nend\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\nend\nrepeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\nend\nhide\nbroadcast (game.start v)\n\n@Disclaimer\n\nwhen I receive [game.start v]\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@Music Button\n\nwhen flag clicked\nhide\nset size to (25) %\ngo to x: (-220) y: (160)\nset volume to (100) %\nforever\n play sound [Alexey_Anisimov_-_Pop_Culture v] until done\nend\n\nwhen I receive [game.start v]\nswitch costume to (sound v)\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set volume to (0) %\n switch costume to (no sound v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set volume to (100) %\n switch costume to (sound v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\nwhen I receive [game.start v]\nwait (7) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n wait until <not <touching (mouse-pointer v)?>>\n clear graphic effects\n end\nend\n\nwhen I receive [game.end v]\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [game.start v]\nwait (7) seconds\ngo to x: (-210) y: (150)\nhide variable [yv v]\nhide variable [xv v]\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nset size to (50) %\nshow\npoint in direction (90)\nset rotation style [left-right v]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> 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 (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change y by (1)\n if <touching (map v)?> then\n change x by ((XV) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n if <(XV) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (YV)\n if <touching (map v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (map v)?> then\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<key (n v) pressed?> and <not <(backdrop [name v]) = [backdrop15]>>> then\n wait (9.999999999999955e-101) seconds\n switch backdrop to (next backdrop v)\n broadcast (game.nextmap v)\n go to x: (-210) y: (150)\n change [level v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n wait until <not <key (n v) pressed?>>\n wait until <<not <key (up arrow v) pressed?>> or <<not <key (down arrow v) pressed?>> or <<not <key (left arrow v) pressed?>> or <<not <key (right arrow v) pressed?>> or <<not <key (w v) pressed?>> or <<not <key (s v) pressed?>> or <<not <key (a v) pressed?>> or <<not <key (d v) pressed?>> or <not <key (space v) pressed?>>>>>>>>>>\n end\n if <(x position) > [235]> then\n if <not <(backdrop [name v]) = [backdrop15]>> then\n wait (9.999999999999955e-101) seconds\n switch backdrop to (next backdrop v)\n broadcast (game.nextmap v)\n go to x: (-210) y: (150)\n change [level v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n wait until <<not <key (up arrow v) pressed?>> or <<not <key (down arrow v) pressed?>> or <<not <key (left arrow v) pressed?>> or <<not <key (right arrow v) pressed?>> or <<not <key (w v) pressed?>> or <<not <key (s v) pressed?>> or <<not <key (a v) pressed?>> or <<not <key (d v) pressed?>> or <not <key (space v) pressed?>>>>>>>>>>\n else\n wait (9.999999999999955e-101) seconds\n broadcast (game.end v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n if <(y position) < [-178]> then\n go to x: (-210) y: (150)\n set [xv v] to [0]\n set [yv v] to [0]\n wait until <<not <key (up arrow v) pressed?>> or <<not <key (down arrow v) pressed?>> or <<not <key (left arrow v) pressed?>> or <<not <key (right arrow v) pressed?>> or <<not <key (w v) pressed?>> or <<not <key (s v) pressed?>> or <<not <key (a v) pressed?>> or <<not <key (d v) pressed?>> or <not <key (space v) pressed?>>>>>>>>>>\n end\nend\n\nwhen I receive [game.start v]\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (item (1) of [costumes to be used v])\n else\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n switch costume to (item (6) of [costumes to be used v])\n else\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>> then\n repeat until <<not <key (any v) pressed?>> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>>\n switch costume to (item (2) of [costumes to be used v])\n wait (0.1) seconds\n set [costume # v] to [3]\n repeat (3)\n switch costume to (item (costume #) of [costumes to be used v])\n change [costume # v] by (1)\n wait (0.1) seconds\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game.start v]\ndelete (all) of [costumes to be used v]\nadd [1] to [costumes to be used v]\nadd [2] to [costumes to be used v]\nadd [3] to [costumes to be used v]\nadd [4] to [costumes to be used v]\nadd [5] to [costumes to be used v]\nadd [6] to [costumes to be used v]\nforever\n if <key (c v) pressed?> then\n if <not <(item (last) of [costumes to be used v]) = [36]>> then\n set [# item on list v] to [1]\n repeat (6)\n replace item (# item on list) of [costumes to be used v] with ((item (# item on list) of [costumes to be used v]) + (6))\n change [# item on list v] by (1)\n end\n else\n delete (all) of [costumes to be used v]\n add [1] to [costumes to be used v]\n add [2] to [costumes to be used v]\n add [3] to [costumes to be used v]\n add [4] to [costumes to be used v]\n add [5] to [costumes to be used v]\n add [6] to [costumes to be used v]\n end\n wait until <not <key (c v) pressed?>>\n end\nend\n\nwhen I receive [game.end v]\nhide\n\n@Map\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [game.start v]\nwait (7) seconds\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [game.nextmap v]\nnext costume\nwait (1) seconds\n\n | |
Mincraft Platformer 2 | @Stage\n\n@Ground\n\nwhen flag clicked\nforever\n play sound [Game music.mp3 v] until done\nend\n\nwhen flag clicked\nswitch costume to (g1 v)\ngo to x: (0) y: (0)\nforever\n if <(letter (1) of ([costume name v] of [ground v])) = [s]> then\n set [brightness v] effect to (0)\n else\n if <(letter (1) of ([costume name v] of [ground v])) = [g]> then\n set [brightness v] effect to (0)\n else\n if <(letter (1) of ([costume name v] of [ground v])) = [u]> then\n set [brightness v] effect to (-44)\n else\n set [brightness v] effect to (-50)\n end\n end\n end\nend\n\nwhen I receive [message1 v]\nswitch costume to (updates)\n\nwhen flag clicked\nchange [☁ view v] by (1)\n\n@BackGround\n\nwhen I start as a clone\nforever\n go to x: (0) y: (0)\n switch costume to (造型4 v)\n set [brightness v] effect to (30)\n if <([costume name v] of [ground v]) = [u4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nshow\ncreate clone of (_myself_ v)\nforever\n show\n switch costume to (造型2 v)\n go [backward v] (500) layers\n go to x: (0) y: (0)\n if <(letter (1) of ([costume name v] of [ground v])) = [s]> then\n set [brightness v] effect to (10)\n else\n if <(letter (1) of ([costume name v] of [ground v])) = [g]> then\n set [brightness v] effect to (0)\n else\n if <(letter (1) of ([costume name v] of [ground v])) = [u]> then\n set [brightness v] effect to (-70)\n else\n set [brightness v] effect to (-92)\n end\n end\n end\nend\n\n@Hitbox\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to ([costume # v] of [ground v])\nend\n\n@Hitbox2\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n set [updates v] to [g1]\n broadcast (message1 v)\n go to x: (-192) y: (-2)\n end\nend\n\nwhen flag clicked\nforever\n if <[-179] > (y position)> then\n updates#2 [g3] [u3] [18]\n updates#2 [g4] [u4] [110]\n updates#2 [u5] [h5] [64]\n updates#2 [g5] [u5] [126]\n updates#2 [s4] [g4] (x position)\n set y to (177)\n rest\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-192) y: (-2)\nrest\ngo to [front v] layer\nforever\n if <(show) = [0]> then\n if <(ladder) = [1]> then\n change [yv v] by (0)\n else\n change [yv v] by (-0.57)\n end\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((xv) * (0.8))\n change x by (xv)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n end\n if <touching (hitbox v)?> then\n change y by (5)\n change x by ((xv) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xv) < [0]> then\n set [yv v] to [5]\n set [xv v] to [5]\n else\n set [yv v] to [5]\n set [xv v] to [-5]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching (hitbox v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (17))>>> then\n if <not <touching (hitbox3 v)?>> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change [yv v] by (8.5)\n end\n change y by (1)\n end\n end\n if <<touching (hitbox2 v)?> or <touching (zombie v)?>> then\n go to x: (sx) y: (sy)\n rest\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <([costume name v] of [ground v]) = [g5]>> then\n if <(y position) > [178]> then\n updates#2 [u3] [g3] [-21]\n updates#2 [g4] [s4] (x position)\n updates#2 [h5] [u5] [64]\n updates#2 [u5] [g5] [149]\n set y to (-172)\n rest\n broadcast (message1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n updates#1 [g1] [g2] [-19]\n updates#1 [g2] [g3] [-41]\n updates#1 [g3] [g4] [-38]\n updates#1 [u3] [u4] [-116]\n updates#1 [u4] [u5] [-116]\n set x to (-230)\n rest\n broadcast (message1 v)\n end\nend\n\ndefine updates#1 (past ) (switch) (y)\nif <([costume name v] of [ground v]) = (past )> then\n set [updates v] to (switch)\n set y to (y)\nend\n\nwhen flag clicked\nforever\n if <[-238] > (x position)> then\n updates#1 [g2] [g1] [-23]\n updates#1 [g3] [g2] [-19]\n updates#1 [g4] [g3] [-41]\n updates#1 [u4] [u3] [-107]\n updates#1 [u5] [u4] [-116]\n set x to (231)\n rest\n broadcast (message1 v)\n end\nend\n\ndefine rest\nset [sx v] to (x position)\nset [sy v] to (y position)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen this sprite clicked\nset [show v] to [1]\n\ndefine updates#2 (past) (switch) (x)\nif <([costume name v] of [ground v]) = (past)> then\n set [updates v] to (switch)\n set x to (x)\nend\n\nwhen flag clicked\nset [diamonds v] to [0]\nset [emeralds v] to [0]\nset [golds v] to [0]\nset [redstones v] to [0]\n\nwhen flag clicked\nforever\n if <touching (hitbox3 v)?> then\n set [ladder v] to [1]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [3]\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [yv v] to [-3]\n end\n set [yv v] to ((yv) * (0.8))\n else\n set [ladder v] to [0]\n end\nend\n\n@Collections\n\ndefine clone (x) (y) (type) (level)\ngo to x: (x) y: (y)\nswitch costume to (type)\nset [level v] to (level)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [got v] to [0]\nshow\nforever\n repeat (34)\n if <(got) = [0]> then\n change y by (-0.28)\n end\n end\n repeat (34)\n if <(got) = [0]> then\n change y by (0.28)\n end\n end\nend\n\nwhen flag clicked\nhide\nclone [111] [-18] [4] [g1]\nclone [198] [-18] [2] [g1]\nclone [-137] [108] [4] [g1]\nclone [-109] [-13] [2] [g2]\nclone [44] [4] [4] [s4]\nclone [-11] [-73] [4] [u3]\nclone [-180] [-116] [4] [u4]\nclone [-150] [-116] [2] [u4]\nclone [-150] [32] [1] [g5]\nclone [25] [-37] [3] [h5]\nclone [-33] [-39] [4] [g4]\n\nwhen I start as a clone\nclear graphic effects\nset [got v] to [0]\nforever\n if <([costume name v] of [ground v]) = (level)> then\n show\n if <touching (player v)?> then\n set [got v] to [1]\n repeat (25)\n change [ghost v] effect by (4)\n change y by (0.56)\n end\n if <(costume [number v]) = [1]> then\n change [emeralds v] by (1)\n else\n if <(costume [number v]) = [2]> then\n change [redstones v] by (1)\n else\n if <(costume [number v]) = [3]> then\n change [diamonds v] by (1)\n else\n change [golds v] by (1)\n end\n end\n end\n delete this clone\n end\n else\n hide\n end\nend\n\ngo to [front v] layer\n\n@Things\n\nwhen flag clicked\nset [type v] to [1]\ncreate clone of (_myself_ v)\nset [type v] to [2]\ncreate clone of (_myself_ v)\nforever\n if <([costume name v] of [ground v]) = [g1]> then\n go to x: (-59) y: (-10)\n show\n else\n if <([costume name v] of [ground v]) = [g5]> then\n go to x: (-41) y: (14)\n show\n if <(distance to [player v]) < [100]> then\n switch costume to (4 v)\n else\n switch costume to (3 v)\n end\n if <(distance to [player v]) < [100]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(type) = [1]> then\n set rotation style [left-right v]\n point towards (player v)\n go to x: (60) y: (-23)\n switch costume to (villager-face v)\n if <([costume name v] of [ground v]) = [g5]> then\n show\n if <touching (player v)?> then\n if <(emeralds) = [0]> then\n say [Hello, Most, welcome to my village, I have an emerald]\n else\n say [Oh, Most, did you see my emerald? it disappeared!!]\n end\n else\n say []\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(type) = [2]> then\n go to x: (-93) y: (-33)\n switch costume to (sign v)\n if <([costume name v] of [ground v]) = [g1]> then\n show\n if <touching (player v)?> then\n say [Welcome to the world, Most. Press space to view the collections]\n else\n say []\n end\n else\n hide\n end\n end\nend\n\n@Inventory\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(show) = [1]> then\n set [show v] to [0]\n else\n set [show v] to [1]\n end\n wait until <not <key (space v) pressed?>>\n wait (0.3) seconds\n end\nend\n\nwhen flag clicked\nhide\nset [show v] to [0]\nset [type v] to [0]\nrepeat (4)\n change [type v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n if <<(diamonds) = [1]> and <<(emeralds) = [1]> and <<(redstones) = [3]> and <(golds) = [6]>>>> then\n switch costume to (world-options2 v)\n else\n switch costume to (world-options v)\n end\n if <(show) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n if <(show) = [1]> then\n set [show v] to [0]\n end\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n if <(show) = [1]> then\n show\n else\n hide\n end\n go to [front v] layer\n if <(type) = [1]> then\n go to x: (-43) y: (39)\n switch costume to ((diamonds) - (-1))\n else\n if <(type) = [2]> then\n go to x: (-43) y: (5)\n switch costume to ((emeralds) - (-1))\n else\n if <(type) = [3]> then\n go to x: (-43) y: (-28)\n switch costume to ((redstones) - (-1))\n else\n go to x: (-43) y: (-63)\n switch costume to ((golds) - (-1))\n end\n end\n end\nend\n\n@Zombie\n\nwhen flag clicked\nset size to (35) %\nset [brightness v] effect to (-30)\nset rotation style [left-right v]\ngo to x: (-153) y: (-110)\nforever\n wait (0.06) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n repeat (120)\n change x by (1.5)\n point in direction (90)\n end\n repeat (120)\n change x by (-1.5)\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [ground v]) = [u5]> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Hitbox3\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\nend\n\n@Hitbox4\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\nend\n\n | use arrows |
Hello, cube a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [message1 v]\nnext backdrop\n\n@Q\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-193) y: (-102)\nset [xv v] to [0]\nset [yv v] to [0]\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 (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> 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 (#7f7f7f)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#7f7f7f)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nset size to (50) %\nforever\n if <touching color (#ff0000)?> then\n go to x: (-195) y: (-116)\n broadcast (dead v)\n end\n if <color (#000000) is touching (#00fffd)?> then\n broadcast (message1 v)\n go to x: (-195) y: (-116)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Movie 2 v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\ngo to [front v] layer\nshow\nstop [all v]\n\n | Arrow keys |
PLATFORMER editor | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop3 v)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nbroadcast (play v)\ngo to x: (-236) y: (-112)\nset [play v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nset [spawn point v] to [0]\nforever\n if <(play) = [1]> then\n if <not <touching color (#0091ff)?>> then\n change [yv v] by (-0.5)\n end\n if <touching color (#0091ff)?> then\n if <(Yv) > [-0.8]> then\n change [yv v] by (-0.1)\n end\n end\n if <key (d v) pressed?> then\n if <not <touching color (#0091ff)?>> then\n change [xv v] by (0.7)\n end\n if <touching color (#0091ff)?> then\n change [xv v] by (0.3)\n end\n end\n if <key (a v) pressed?> then\n if <not <touching color (#0091ff)?>> then\n change [xv v] by (-0.7)\n end\n if <touching color (#0091ff)?> then\n change [xv v] by (-0.3)\n end\n end\n set [xv v] to ((Xv) * (0.85))\n change x by (Xv)\n end\n if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> then\n change y by (1)\n if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> then\n change y by (1)\n if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> then\n change y by (1)\n if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> then\n change y by (1)\n if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> then\n change y by (1)\n if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> 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 if <<key (d v) pressed?> and <(wall jump) = [0]>> then\n if <not <touching color (#0091ff)?>> then\n if <not <<touching color (#d2d200)?> or <touching color (#00c7b6)?>>> then\n set [xv v] to [-4]\n set [yv v] to [5]\n set [wall jump v] to [1]\n end\n end\n if <touching color (#0091ff)?> then\n if <not <<touching color (#d2d200)?> or <touching color (#00c7b6)?>>> then\n set [xv v] to [-2]\n set [yv v] to [2]\n set [wall jump v] to [1]\n end\n end\n end\n end\n if <(Xv) < [0]> then\n if <<key (a v) pressed?> and <(wall jump) = [0]>> then\n if <not <touching color (#0091ff)?>> then\n if <not <<touching color (#d2d200)?> or <touching color (#00c7b6)?>>> then\n set [xv v] to [4]\n set [yv v] to [5]\n set [wall jump v] to [1]\n end\n end\n if <touching color (#0091ff)?> then\n if <not <<touching color (#d2d200)?> or <touching color (#00c7b6)?>>> then\n set [xv v] to [2]\n set [yv v] to [2]\n set [wall jump v] to [1]\n end\n end\n end\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 color (#6e4600)?> or <touching color (#37a600)?>> or <touching color (#d2d200)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n set [wall jump v] to [0]\n end\n if <touching color (#00c7b6)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n set [xv v] to ((Xv) * (1.1))\n set [wall jump v] to [0]\n end\n if <touching color (#00be06)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n set [wall jump v] to [0]\n set [spawn point v] to [1]\n set [character x v] to (x position)\n set [character y v] to (y position)\n end\n change y by (-1)\n if <<<touching color (#00be06)?> or <touching color (#00c7b6)?>> or <<touching color (#37a600)?> or <touching color (#6e4600)?>>> then\n if <key (w v) pressed?> then\n if <not <touching color (#0091ff)?>> then\n if <not <touching color (#d2d200)?>> then\n set [yv v] to [4.5]\n end\n end\n if <touching color (#0091ff)?> then\n if <not <touching color (#d2d200)?>> then\n set [yv v] to [1.6]\n end\n end\n end\n end\n if <<touching color (#ff5a00)?> or <touching color (#ab00ff)?>> then\n if <(spawn point) = [0]> then\n go to x: (([x position v] of [sprite7 v]) - (4)) y: ([y position v] of [sprite7 v])\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n if <(spawn point) = [1]> then\n go to x: (character X) y: (character Y)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n end\n if <not <touching color (#0091ff)?>> then\n if <touching color (#d2d200)?> then\n change [yv v] by ((Yv) * (-1))\n set [yv v] to [7.5]\n end\n end\n if <touching color (#0091ff)?> then\n if <touching color (#d2d200)?> then\n set [yv v] to [2.8]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffffff)?> then\n repeat until <touching color (#0091ff)?>\n wait until <touching color (#0091ff)?>\n set [yv v] to [-1]\n end\n end\nend\n\nwhen [z v] key pressed\ngo to x: (-236) y: (-90)\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [Geometry Dash level 7 - Jumper \[Full Song\] v] until done\nend\n\nwhen flag clicked\nrepeat until <key (s v) pressed?>\n if <key (p v) pressed?> then\n broadcast (can't play v)\n end\nend\nwait until <key (s v) pressed?>\nforever\n repeat until <(play) = [0]>\n if <<key (p v) pressed?> and <(play) = [1]>> then\n hide\n set [xv v] to [0]\n set [yv v] to [0]\n set [spawn point v] to [0]\n set [character x v] to [0]\n set [character y v] to [0]\n set [play v] to [0]\n wait (0.1) seconds\n end\n end\n repeat until <(play) = [1]>\n if <<key (p v) pressed?> and <(play) = [0]>> then\n show\n go to x: (([x position v] of [sprite7 v]) - (4)) y: ([y position v] of [sprite7 v])\n set [play v] to [1]\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [play v]\nwait until <(play) = [1]>\nset [yv v] to [0]\nset [xv v] to [0]\nwait until <(play) = [0]>\nset [yv v] to [0]\nset [xv v] to [0]\nbroadcast (play v)\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n change x by ((Xv) * (-1))\n end\nend\n\n@Sprite1\n\nforever\n if <(costume [number v]) = [6]> then\n if <(play) = [1]> then\n end\n end\nend\n\nwhen flag clicked\nset [mode v] to [0]\nswitch costume to (costume1 v)\nforever\n if <(mode) = [0]> then\n repeat until <<(mode) = [1]> or <(mode) = [8]>>\n switch costume to (costume1 v)\n if <key (right arrow v) pressed?> then\n set [mode v] to [1]\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n set [mode v] to [8]\n wait (0.1) seconds\n end\n end\n end\n if <(mode) = [1]> then\n repeat until <<(mode) = [2]> or <(mode) = [0]>>\n switch costume to (costume9 v)\n if <key (right arrow v) pressed?> then\n set [mode v] to [2]\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n set [mode v] to [0]\n wait (0.1) seconds\n end\n end\n end\n if <(mode) = [2]> then\n repeat until <<(mode) = [3]> or <(mode) = [1]>>\n switch costume to (costume4 v)\n if <key (right arrow v) pressed?> then\n set [mode v] to [3]\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n set [mode v] to [1]\n wait (0.1) seconds\n end\n end\n end\n if <(mode) = [3]> then\n repeat until <<(mode) = [4]> or <(mode) = [2]>>\n switch costume to (costume5 v)\n if <key (right arrow v) pressed?> then\n set [mode v] to [4]\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n set [mode v] to [2]\n wait (0.1) seconds\n end\n end\n end\n if <(mode) = [4]> then\n repeat until <<(mode) = [5]> or <(mode) = [3]>>\n switch costume to (costume6 v)\n if <key (right arrow v) pressed?> then\n set [mode v] to [5]\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n set [mode v] to [3]\n wait (0.1) seconds\n end\n end\n end\n if <(mode) = [5]> then\n repeat until <<(mode) = [6]> or <(mode) = [4]>>\n switch costume to (costume7 v)\n if <key (right arrow v) pressed?> then\n set [mode v] to [6]\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n set [mode v] to [4]\n wait (0.1) seconds\n end\n end\n end\n if <(mode) = [6]> then\n repeat until <<(mode) = [7]> or <(mode) = [5]>>\n switch costume to (costume8 v)\n if <key (right arrow v) pressed?> then\n set [mode v] to [7]\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n set [mode v] to [5]\n wait (0.1) seconds\n end\n end\n end\n if <(mode) = [7]> then\n repeat until <<(mode) = [8]> or <(mode) = [6]>>\n switch costume to (costume10 v)\n if <key (right arrow v) pressed?> then\n set [mode v] to [8]\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n set [mode v] to [6]\n wait (0.1) seconds\n end\n end\n end\n if <(mode) = [8]> then\n repeat until <<(mode) = [0]> or <(mode) = [7]>>\n switch costume to (costume3 v)\n if <key (right arrow v) pressed?> then\n set [mode v] to [0]\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n set [mode v] to [7]\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen [z v] key pressed\ngo to x: (-236) y: (-76)\nerase all\n\nwhen flag clicked\nerase all\nshow\ngo to x: (-228) y: (-116)\nforever\n if <(play) = [0]> then\n if <<key (space v) pressed?> and <(mode) = [0]>> then\n switch costume to (costume1 v)\n stamp\n end\n if <<key (space v) pressed?> and <(mode) = [1]>> then\n switch costume to (costume9 v)\n stamp\n end\n if <<key (space v) pressed?> and <(mode) = [2]>> then\n switch costume to (costume4 v)\n stamp\n end\n if <<key (space v) pressed?> and <(mode) = [3]>> then\n switch costume to (costume5 v)\n stamp\n end\n if <<key (space v) pressed?> and <(mode) = [4]>> then\n switch costume to (costume6 v)\n stamp\n end\n if <<key (space v) pressed?> and <(mode) = [5]>> then\n switch costume to (costume7 v)\n stamp\n end\n if <<key (space v) pressed?> and <(mode) = [6]>> then\n switch costume to (costume8 v)\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n if <<key (space v) pressed?> and <(mode) = [7]>> then\n switch costume to (costume10 v)\n stamp\n end\n if <<key (space v) pressed?> and <(mode) = [8]>> then\n switch costume to (costume2 v)\n stamp\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen I start as a clone\nset [wall v] to [0]\nset [enemy yv v] to [0]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nforever\n if <<touching color (#0b0712)?> and <key (space v) pressed?>> then\n delete this clone\n end\n if <(play) = [0]> then\n show\n set [wall v] to [0]\n set [enemy yv v] to [0]\n set x to (enemy X)\n set y to (enemy Y)\n end\n if <(play) = [1]> then\n if <(wall) = [1]> then\n change x by (-1)\n end\n if <(wall) = [0]> then\n change x by (1)\n end\n if <not <<touching color (#0091ff)?> or <touching color (#006bbc)?>>> then\n change [enemy yv v] by (-0.5)\n end\n if <<touching color (#0091ff)?> or <touching color (#006bbc)?>> then\n if <(enemy Yv) > [-0.8]> then\n change [enemy yv v] by (-0.1)\n end\n end\n end\n if <<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <<touching color (#00c7b6)?> or <touching color (#00be06)?>>> or <touching color (#d2d200)?>> then\n change y by (1)\n if <<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <<touching color (#00c7b6)?> or <touching color (#00be06)?>>> or <touching color (#d2d200)?>> then\n change y by (1)\n if <<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <<touching color (#00c7b6)?> or <touching color (#00be06)?>>> or <touching color (#d2d200)?>> then\n change y by (-3)\n end\n end\n end\n change y by (enemy Yv)\n if <<<touching color (#6e4600)?> or <touching color (#37a600)?>> or <<touching color (#d2d200)?> or <touching color (#00be06)?>>> then\n change y by ((enemy Yv) * (-1))\n set [enemy yv v] to [0]\n set [enemy speed v] to [1]\n end\n if <touching color (#00c7b6)?> then\n change y by ((enemy Yv) * (-1))\n set [enemy yv v] to [0]\n set [enemy speed v] to [3]\n end\n change y by (-1)\n if <touching color (#c84600)?> then\n hide\n end\n if <not <<touching color (#0091ff)?> or <touching color (#006bbc)?>>> then\n if <touching color (#d2d200)?> then\n change [enemy yv v] by ((enemy Yv) * (-1))\n set [enemy yv v] to [7.5]\n end\n end\n if <<touching color (#0091ff)?> or <touching color (#006bbc)?>> then\n if <touching color (#d2d200)?> then\n set [enemy yv v] to [2.8]\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nwait until <(play) = [1]>\nforever\n if <(wall) = [0]> then\n repeat until <(wall) = [1]>\n if <(play) = [1]> then\n if <not <<touching color (#0091ff)?> or <touching color (#006bbc)?>>> then\n change x by (enemy speed)\n end\n end\n if <<<<<touching color (#6e4600)?> or <touching color (#00c7b6)?>> or <<touching color (#00be06)?> or <touching color (#d2d200)?>>> or <touching color (#37a600)?>> or <touching (_edge_ v)?>> then\n set [wall v] to [1]\n end\n end\n end\n if <(wall) = [1]> then\n repeat until <(wall) = [0]>\n if <(play) = [1]> then\n if <not <<touching color (#0091ff)?> or <touching color (#006bbc)?>>> then\n change x by ((enemy speed) * (-1))\n end\n end\n if <<<<<touching color (#6e4600)?> or <touching color (#00c7b6)?>> or <<touching color (#00be06)?> or <touching color (#d2d200)?>>> or <touching color (#37a600)?>> or <touching (_edge_ v)?>> then\n set [wall v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set x to ((round ((x position) / (8))) * (8))\n set y to ((round ((y position) / (8))) * (8))\n end\n go to (mouse-pointer v)\n set x to ((round ((x position) / (8))) * (8))\n set y to ((round ((y position) / (8))) * (8))\n if <(play) = [1]> then\n hide\n end\n if <(play) = [0]> then\n show\n end\nend\n\ngo to (mouse-pointer v)\n\nwhen I start as a clone\nforever\n if <touching color (#ffffff)?> then\n repeat until <<touching color (#0091ff)?> or <touching color (#006bbc)?>>\n wait until <<touching color (#0091ff)?> or <touching color (#006bbc)?>>\n set [enemy yv v] to [-1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(wall) = [1]> and <<<<<touching color (#6e4600)?> or <touching color (#00c7b6)?>> or <<touching color (#00be06)?> or <touching color (#d2d200)?>>> or <touching color (#37a600)?>> or <touching (_edge_ v)?>>> then\n if <(enemy speed) = [1]> then\n change x by (-1)\n end\n if <(enemy speed) = [3]> then\n change x by (-3)\n end\n end\n if <<(wall) = [0]> and <<<<<touching color (#6e4600)?> or <touching color (#00c7b6)?>> or <<touching color (#00be06)?> or <touching color (#d2d200)?>>> or <touching color (#37a600)?>> or <touching (_edge_ v)?>>> then\n if <(enemy speed) = [1]> then\n change x by (1)\n end\n if <(enemy speed) = [3]> then\n change x by (3)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(play) = [0]> then\n show\n end\n if <(play) = [1]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching color (#ffffff)?> and <key (space v) pressed?>> then\n delete this clone\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nrepeat (2)\n show\n erase all\n go to x: (0) y: (0)\n stamp\n hide\nend\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen [z v] key pressed\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to (mouse-pointer v)\n set x to ((round ((x position) / (8))) * (8))\n set y to ((round ((y position) / (8))) * (8))\n switch costume to ((mode) + (1))\n if <(play) = [0]> then\n show\n end\n if <(play) = [1]> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(play) = [0]> then\n switch costume to (costume1 v)\n set [ghost v] effect to (80)\n end\n if <(play) = [1]> then\n switch costume to (costume2 v)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-232) y: (-112)\nhide\nforever\n if <(play) = [1]> then\n hide\n end\n if <key (s v) pressed?> then\n if <(play) = [0]> then\n go to (mouse-pointer v)\n set x to ((round ((x position) / (8))) * (8))\n set y to ((round ((y position) / (8))) * (8))\n end\n end\nend\n\nwhen flag clicked\nwait until <key (s v) pressed?>\nforever\n if <(play) = [0]> then\n show\n end\nend\n\n@Sprite8\n\nwhen I receive [can't play v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\n\nwhen [z v] key pressed\nshow\n\n | -------------WELCOME to PLATFORMER editor-----------\n+SPACE to PLACE block\n+RIGHT,LEFT ARROW to CHANGE block\n+GRASS and DIRT (GROUND)\n+ORANGE is LAVA (danger)\n+YELLOW is JUMP PAD (jump higher)\n+BLUE is WATER (move slower)\n+LIGHT BLUE is ICE (slippery) (GROUND)\n+PURPLE is ENEMY (go backward when touching ground)\n+GREEN is CHECK POINT (reset when key P press) (GROUND)\n+WHITE is DELETE\n+P to PLAY (or STOP) \n+W,A,D to MOVE the character\n+RED SQUARE is SPAWN POINT \n(MOUSE POINTER + S to set your SPAWN POINT)\n+GREEN FLAG to RESET level\n------------------------------------TIP--------------------------------\n+you jump 2 block in the AIR, 1 block in WATER, 6 block when use JUMP PAD, 4 block when use JUMP PAD in WATER\n+you can wall jump only ONE TIME until touching GROUND\n+you need to STAND ON the CHECK POINT to set your SPAWN POINT\n+the ENEMY go the the RIGHT first\n+JUMP PAD only work on it SURFACE so you can WALL JUMP on the SIDE of it too \n+you can DELETE the FIRST GROUND too |
Trapped Within Scratch platformer | @Stage\n\nwhen I receive [3 v]\nbroadcast (What v)\nstop [other scripts in sprite v]\nplay sound [Evil Laugh Sound Effect v] until done\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (2) seconds\nswitch backdrop to (backdrop2 v)\nwait (.1) seconds\nswitch backdrop to (backdrop3 v)\nwait (.1) seconds\nswitch backdrop to (backdrop4 v)\nwait (.1) seconds\nswitch backdrop to (backdrop5 v)\nwait (.1) seconds\nswitch backdrop to (backdrop6 v)\nwait (.1) seconds\nswitch backdrop to (backdrop7 v)\nwait (.1) seconds\nswitch backdrop to (backdrop8 v)\nwait (.1) seconds\nswitch backdrop to (backdrop9 v)\nwait (.1) seconds\nswitch backdrop to (backdrop10 v)\nwait (.1) seconds\nswitch backdrop to (backdrop11 v)\nwait (.1) seconds\nswitch backdrop to (backdrop12 v)\nwait (.1) seconds\nswitch backdrop to (backdrop13 v)\nwait (.1) seconds\nswitch backdrop to (backdrop14 v)\nwait (.1) seconds\nswitch backdrop to (backdrop15 v)\nwait (.1) seconds\nswitch backdrop to (backdrop16 v)\nswitch backdrop to (1 v)\nwait (2) seconds\nswitch backdrop to (2 v)\nwait (.1) seconds\nswitch backdrop to (3 v)\nwait (.1) seconds\nswitch backdrop to (4 v)\nwait (.1) seconds\nswitch backdrop to (5 v)\nwait (.1) seconds\nswitch backdrop to (6 v)\nwait (.1) seconds\nswitch backdrop to (7 v)\nwait (.1) seconds\nswitch backdrop to (8 v)\nwait (.1) seconds\nswitch backdrop to (9 v)\nwait (.1) seconds\nswitch backdrop to (10 v)\nwait (.1) seconds\nswitch backdrop to (11 v)\nwait (.1) seconds\nswitch backdrop to (12 v)\nwait (.1) seconds\nswitch backdrop to (13 v)\nwait (.1) seconds\nswitch backdrop to (14 v)\nwait (.1) seconds\nswitch backdrop to (15 v)\nwait (.1) seconds\nswitch backdrop to (16 v)\nwait (3) seconds\nbroadcast (What v)\nnext backdrop\nplay sound [Evil Laugh Sound Effect v] until done\n\nwhen backdrop switches to [17 v]\nbroadcast (bradcast v)\nwait (5) seconds\n\nwhen I receive [bradcast v]\nbroadcast (nearly done v)\nswitch backdrop to (backdrop17 v)\nforever\n stop [all v]\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\n\nwhen flag clicked\nforever\n change [brightness v] effect by (10)\n wait (.2) seconds\n change [brightness v] effect by (10)\n wait (.2) seconds\n change [brightness v] effect by (10)\n wait (.2) seconds\n change [brightness v] effect by (10)\n wait (.2) seconds\n change [brightness v] effect by (10)\n wait (.2) seconds\n change [brightness v] effect by (10)\n wait (.2) seconds\n change [brightness v] effect by (10)\n wait (.2) seconds\n change [brightness v] effect by (10)\n wait (.2) seconds\n change [brightness v] effect by (10)\n wait (.2) seconds\n change [brightness v] effect by (10)\n wait (.2) seconds\n change [brightness v] effect by (-10)\n wait (.2) seconds\n change [brightness v] effect by (-10)\n wait (.2) seconds\n change [brightness v] effect by (-10)\n wait (.2) seconds\n change [brightness v] effect by (-10)\n wait (.2) seconds\n change [brightness v] effect by (-10)\n wait (.2) seconds\n change [brightness v] effect by (-10)\n wait (.2) seconds\n change [brightness v] effect by (-10)\n wait (.2) seconds\n change [brightness v] effect by (-10)\n wait (.2) seconds\n change [brightness v] effect by (-10)\n wait (.2) seconds\n change [brightness v] effect by (-10)\n wait (.2) seconds\nend\n\nwhen backdrop switches to [backdrop37 v]\nhide\n\nnext backdrop\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@finish\n\nwhen flag clicked\ngo to x: (42) y: (-4)\nhide\n\nwhen backdrop switches to [backdrop37 v]\nshow\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen backdrop switches to [backdrop41 v]\nset pen size to (10)\nshow\ngo to x: (-35) y: (-154)\nforever\n glide (1) secs to x: (6) y: (-85)\n glide (1) secs to x: (47) y: (-159)\n glide (1) secs to x: (93) y: (-85)\n glide (1) secs to x: (114) y: (-154)\n glide (1) secs to x: (149) y: (-84)\n glide (1) secs to x: (148) y: (-168)\n erase all\n wait (1.5) seconds\n glide (1) secs to x: (95) y: (-79)\n glide (1) secs to x: (57) y: (-163)\n glide (1) secs to x: (18) y: (-75)\n glide (1) secs to x: (-16) y: (-162)\n glide (1) secs to x: (-35) y: (-81)\n glide (1) secs to x: (-36) y: (-170)\n erase all\n wait (1.5) seconds\nend\n\nwhen backdrop switches to [backdrop41 v]\nforever\n pen down\nend\n\nwhen flag clicked\nerase all\nhide\n\nwhen backdrop switches to [backdrop39 v]\nhide\npen up\nerase all\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop37 v]\nhide\n\nwhen backdrop switches to [backdrop37 v]\nhide\nerase all\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n set pen color to (#3800ff)\nend\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nshow\n\nwhen I receive [flash v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen backdrop switches to [backdrop41 v]\nhide\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [pass v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop41 v]\ngo to x: (15) y: (22)\nshow\n\nwhen I receive [2 v]\nhide\n\nwhen backdrop switches to [backdrop37 v]\nhide\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@start over\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-59) y: (111)\nshow\nwait (5) seconds\nhide\n\nwhen this sprite clicked\nshow\nswitch backdrop to (backdrop37 v)\nbroadcast (3 v)\n\nwhen backdrop switches to [backdrop37 v]\nswitch costume to (costume2 v)\nforever\n show\nend\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@script\n\nwhen I receive [pass v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [what v]\nforever\n play sound [Song of Healing v] until done\nend\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@Enemy ideas\n\nwhen backdrop switches to [backdrop47 v]\nswitch costume to (pico-d4 v)\ngo to x: (179) y: (76)\nshow\n\nwhen I receive [what v]\nforever\n if <(good or bad?) = [3]> then\n broadcast (die v)\n wait (.5) seconds\n hide\n switch costume to (pico-d4 v)\n set [good or bad? v] to [0]\n end\nend\n\nwhen I receive [what v]\nforever\n if <touching (your fire v)?> then\n change [good or bad? v] by (1)\n next costume\n wait (.1) seconds\n end\nend\n\nwhen backdrop switches to [backdrop17 v]\nshow\nstop [other scripts in sprite v]\ngo to x: (26) y: (-122)\nswitch costume to (pico-a v)\n\nwhen flag clicked\nhide\nswitch costume to (pico-d4 v)\n\nwhen backdrop switches to [backdrop46 v]\nswitch costume to (pico-d4 v)\ngo to x: (187) y: (-114)\nshow\n\nwhen flag clicked\nset [good or bad? v] to [0]\n\nwhen I receive [3 v]\nhide\n\n@your fire\n\nwhen I receive [pass v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to (character v)\nshow\ngo to [back v] layer\nrepeat until <<touching (enemy ideas2 v)?> or <<touching (_edge_ v)?> or <<touching (enemy ideas v)?> or <touching color (#4c97ff)?>>>>\n change x by (10)\n wait (.01) seconds\nend\nhide\ngo to (character v)\ndelete this clone\n\nset [x position v] to (x position)\n\nwhen I receive [what v]\nhide\nforever\n if <key (space v) pressed?> then\n repeat until <not <key (space v) pressed?>>\n create clone of (_myself_ v)\n wait (.2) seconds\n end\n end\nend\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@enimy fire\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nrepeat until <<touching (_edge_ v)?> or <<touching (character v)?> or <touching color (#4c97ff)?>>>\n change x by (-10)\n wait (.05) seconds\nend\nhide\ndelete this clone\n\nwhen I receive [pass v]\nhide\ndelete this clone\n\nwhen backdrop switches to [backdrop46 v]\nforever\n create clone of (_myself_ v)\n go to (enemy ideas v)\n wait (1) seconds\nend\n\nwhen I receive [pass v]\nstop [other scripts in sprite v]\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen backdrop switches to [backdrop47 v]\nforever\n create clone of (_myself_ v)\n go to (enemy ideas v)\n wait (1) seconds\n create clone of (_myself_ v)\n go to (enemy ideas2 v)\nend\n\nwhen I receive [die2 v]\nstop [other scripts in sprite v]\nbroadcast (99 v)\ndelete this clone\n\nwhen backdrop switches to [backdrop50 v]\nforever\n create clone of (_myself_ v)\n go to (i v)\n wait (1) seconds\n create clone of (_myself_ v)\n go to (me v)\n create clone of (_myself_ v)\n go to (mi v)\n wait (1) seconds\n create clone of (_myself_ v)\n go to (mine v)\nend\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [3 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Enemy ideas2\n\nwhen backdrop switches to [backdrop47 v]\nswitch costume to (pico-d4 v)\ngo to x: (190) y: (-48)\nshow\n\nwhen I receive [what v]\nforever\n if <touching (your fire v)?> then\n next costume\n change [good or bad?2 v] by (1)\n wait (.1) seconds\n end\nend\n\nwhen I receive [what v]\nforever\n if <(good or bad?2) = [3]> then\n broadcast (die2 v)\n wait (.5) seconds\n hide\n switch costume to (pico-d4 v)\n set [good or bad?2 v] to [0]\n end\nend\n\nwhen backdrop switches to [backdrop17 v]\nshow\nstop [other scripts in sprite v]\ngo to x: (-85) y: (-119)\nswitch costume to (pico-a v)\n\nwhen flag clicked\nhide\nswitch costume to (pico-d4 v)\n\nwhen backdrop switches to [backdrop47 v]\nswitch costume to (pico-d4 v)\ngo to x: (191) y: (-48)\nshow\n\nwhen flag clicked\nset [good or bad?2 v] to [0]\n\nwhen I receive [3 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\ngo to x: (17) y: (-152)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop48 v]\nshow\nrepeat until <touching color (#4c97ff)?>\n wait (1) seconds\n next costume\nend\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@I\n\nwhen flag clicked\ngo to x: (90) y: (73)\nhide\n\nwhen backdrop switches to [backdrop50 v]\nshow\n\nwhen backdrop switches to [backdrop48 v]\nhide\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@Me\n\nwhen flag clicked\ngo to x: (-10) y: (-41)\nhide\n\nwhen backdrop switches to [backdrop50 v]\nshow\n\nwhen backdrop switches to [backdrop48 v]\nhide\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@Mi\n\nwhen flag clicked\ngo to x: (-91) y: (-91)\nhide\n\nwhen backdrop switches to [backdrop50 v]\nshow\n\nwhen backdrop switches to [backdrop48 v]\nhide\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@Mine\n\nwhen flag clicked\ngo to x: (40) y: (24)\nhide\n\nwhen backdrop switches to [backdrop50 v]\nshow\n\nwhen backdrop switches to [backdrop48 v]\nhide\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@portal\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop51 v]\ngo to x: (-159) y: (134)\nshow\nforever\n next costume\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop52 v]\nhide\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@Character\n\nwhen I receive [what v]\nforever\n if <touching (finish v)?> then\n go to x: (-172) y: (-71)\n broadcast (pass v)\n end\nend\n\nwhen I receive [what v]\nforever\n if <touching color (#808080)?> then\n broadcast (2 v)\n end\n if <touching color (#cdb800)?> then\n broadcast (1 v)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen backdrop switches to [backdrop51 v]\nforever\n if <touching (portal v)?> then\n stop [other scripts in sprite v]\n go to x: (-185) y: (147)\n go to [front v] layer\n wait (1) seconds\n hide\n wait (1) seconds\n show\n broadcast (What v)\n broadcast (pass v)\n end\nend\n\nwhen I receive [what v]\nset size to (100) %\ngo to x: (-172) y: (-71)\nshow\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\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 <<touching color (#3800ff)?> or <<touching (enemy ideas v)?> or <touching (enemy ideas2 v)?>>> then\n change [hearts v] by (-1)\n broadcast (flash v) and wait\n go to x: (-171) y: (-71)\n set [x v] to [0]\n set [y v] to [0]\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#4c97ff)?> then\n change y by (1)\n end\n if <touching color (#4c97ff)?> then\n change y by (1)\n end\n if <touching color (#4c97ff)?> then\n change y by (1)\n end\n if <touching color (#4c97ff)?> then\n change y by (1)\n end\n if <touching color (#4c97ff)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#4c97ff)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#4c97ff)?>> then\n set [y v] to [10]\n end\n change y by (1)\nend\n\nwhen I receive [bradcast v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [what v]\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 I receive [what v]\nforever\n if <touching color (#fab95f)?> then\n set [y v] to [20]\n end\nend\n\n@Capture0\n\nwhen flag clicked\ngo to x: (94) y: (13)\nshow\nwait (1.5) seconds\nhide\n\nwhen backdrop switches to [17 v]\nhide\nstop [other scripts in sprite v]\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n | Here's the second one! https://scratch.mit.edu/projects/336940308/\narrow keys to move.\nspace bar to shoot good code at enemy.\n\nif @SewCool answers your comment instead of me, don't worry, she's my sister and i told her she could answer the comments. |
Power Jump! - A platformer | @Stage\n\n@Character\n\nwhen I receive [fail v]\ngo to x: (-228) y: (0)\nchange [d v] by (1)\n\nwhen [space v] key pressed\nif <touching color (#ffc1c1)?> then\n if <(Pwr Jump) = [Ready!]> then\n set [yv v] to [0]\n change [yv v] by (-20)\n broadcast (Pwr Jump Reg v)\n end\nelse\n if <(Pwr Jump) = [Ready!]> then\n set [yv v] to [0]\n change [yv v] by (20)\n broadcast (Pwr Jump Reg v)\n end\nend\n\nwhen I receive [pwr jump reg v]\nset [pwr jump v] to [3]\nwait (1) seconds\nset [pwr jump v] to [2]\nwait (1) seconds\nset [pwr jump v] to [1]\nwait (1) seconds\nset [pwr jump v] to [Ready!]\n\nwhen [r v] key pressed\ngo to x: (-228) y: (0)\n\nwhen I receive [game start v]\nset [pwr jump v] to [Ready!]\n\nwhen I receive [game start v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (Fail v)\n end\n if <touching color (#ffe600)?> then\n change [xv v] by (20)\n end\nend\n\nwhen I receive [game start v]\nset [d v] to [0]\nshow\ngo to [front v] layer\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-228) y: (0)\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 (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> 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 (#ffffff)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <touching (_edge_ v)?> then\n go to x: (-228) y: (0)\n broadcast (LvL complete v)\n end\nend\n\nwhen I receive [game start v]\nshow list [hall of fame v]\nforever\n if <touching (achievement link 1 v)?> then\n broadcast (Secret v)\n end\nend\n\nwhen I receive [game start v]\nbroadcast (Start Settings v)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Fail v)\n\nwhen flag clicked\nshow list [hall of fame v]\nforever\n if <[Level] = [21]> then\n if <(item (username) of [hall of fame v]) = [True]> then\n stop [this script v]\n else\n add (username) to [hall of fame v]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [d v] to [0]\n\n@Levels\n\nwhen I receive [lvl complete v]\nnext costume\n\nwhen I receive [start settings v]\npoint in direction (90)\n\nwhen [1 v] key pressed\ngo to x: (2) y: (-5)\n\nwhen flag clicked\nhide variable [timer v]\nforever\n if <(Level) = [14]> then\n broadcast (Timer v)\n stop [this script v]\n end\nend\n\nwhen I receive [timer v]\nshow variable [timer v]\nset [timer v] to [9]\nrepeat (9)\n change [timer v] by (-1)\n wait (1) seconds\nend\n\nwhen I receive [timer v]\nforever\n if <(Timer) = [0]> then\n broadcast (Fail v)\n broadcast (Timer v)\n end\nend\n\nwhen I receive [time fix v]\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [timer v]\nforever\n if <(Level) = [15]> then\n stop [other scripts in sprite v]\n broadcast (Time Fix v)\n hide variable [timer v]\n stop [this script v]\n end\nend\n\nwhen I receive [game start v]\ngo to x: (2) y: (-5)\ngo to [back v] layer\nset [level v] to [1]\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen flag clicked\n\nwhen I receive [game start v]\nforever\n if <key (s v) pressed?> then\n if <not <(Level) = [20]>> then\n broadcast (LvL complete v)\n end\n end\n wait (1) seconds\nend\n\n@Plat 1\n\nwhen I receive [plat 1 v]\n\nwhen I receive [game start v]\ngo to [front v] layer\ngo to x: (124) y: (87)\nforever\n if <(Level) = [10]> then\n show\n broadcast (Plat 1 v)\n forever\n if <(Level) = [10]> then\n show\n glide (.8) secs to x: (128) y: (-135)\n if <<(Level) > [10]> or <(Level) < [10]>> then\n hide\n else\n show\n end\n glide (.8) secs to x: (128) y: (100)\n else\n hide\n end\n end\n else\n hide\n end\nend\n\n@Achievement Bar 1\n\nwhen I receive [secret v]\nshow\nif <(Secret Value 1) = [0]> then\n change [secret value 1 v] by (1)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (3.5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\nend\nhide\n\nwhen I receive [game start v]\nhide\ngo to [front v] layer\nset [ghost v] effect to (100)\nset [secret value 1 v] to [0]\n\n@Achievement Link 1 \n\nwhen I receive [secret v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game start v]\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [game start v]\nhide\n\n@download\n\nwhen this sprite clicked\nnext costume\nbroadcast (Music On/Off v)\n\nwhen I receive [music on/off v]\nif <(costume [number v]) = [1]> then\n set [music v] to [0]\n set volume to (100) %\nend\n\nwhen I receive [music on/off v]\nif <(costume [number v]) = [2]> then\n set [music v] to [1]\n set volume to (0) %\nend\n\nwhen I receive [game start v]\nset [music v] to [0]\nswitch costume to (music on v)\nshow\n\nwhen flag clicked\nbroadcast (Music Loop v)\n\nwhen I receive [music loop v]\nplay sound [TheFatRat - Windfall v] until done\nplay sound [TheFatRat - Time Lapse \(1\) v] until done\nplay sound [The Fat Rat - Unity v] until done\nplay sound [TheFatRat - Monody \(No Vocals\) \(1\) v] until done\nbroadcast (Music Loop v)\n\nwhen flag clicked\nforever\n if <touching (character v)?> then\n change [ghost v] effect by (100)\n else\n clear graphic effects\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nhide variable [pwr jump v]\nhide variable [level v]\nshow\n\nwhen I receive [game prep v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [game prep v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\nforever\n glide (1) secs to x: (4) y: (60)\n glide (1) secs to x: (4) y: (70)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (Game Prep v)\nbroadcast (Game Start v)\nshow list [hall of fame v]\n\nwhen I receive [game prep v]\nhide\nshow variable [pwr jump v]\nshow variable [level v]\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [game prep v]\nhide\n\nwhen this sprite clicked\nhide list [hall of fame v]\n\nbroadcast (Hall of Fame WIP v)\n\n@Hall of Fame WIP Bar\n\nwhen I receive [hall of fame wip v]\nbroadcast (HoF WIP check v)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [hof wip check v]\nwait (6) seconds\nhide\n\n | ✨Welcome to Power Jump!✨\n~~~~~~~~~~~~~~~~~~~~~~~~~\nControls:\n-Press the flag twice!!!\n-Arrow Keys to move\n-Space to Power Jump\n-R to restart\n-Press music note to mute, press again to unmute \n-Due to popular demand there is now skips! Press S :)\n~~~~~~~~~~~~~~~~~~~~~~~~~\nGoals: \n-Reach the edge to move on to the next level :D\n-Find the Secret Achievement \n~~~~~~~~~~~~~~~~~~~~~~~~~\nColors:\n-White: Just your normal ground \n-Red: Restarts you at the start of the level\n-Pink: Reverses your "Power Jump" so you go down instead of up\n-Blue: (Secret)\n-Yellow: Launches you to the right\n~~~~~~~~~~~~~~~~~~~~~~~~~\nNotes: \n- You keep your momentum after you die\n- As with other platformers, all levels are possible. Some levels like 7, 10, 14, and 19 are very challenging but still are possible!\n~~~~~~~~~~~~~~~~~~~~~~~~~\nOnce you complete the game remix it and add your own levels, If I see an exceptionally cool or unique level I will add it to the game! :D \n~~~~~~~~~~~~~~~~~~~~~~~~~\nDon't Forget to ❤ and ⭐ if you enjoyed \n#Games #Platformer #Power #Jump\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nroar |
Assets for Scrolling Platformer (furqan2018) | @Stage\n\nwhen flag clicked\nbroadcast (Start v)\nset [username v] to (username)\nwait (4) seconds\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [the end v]\nshow variable [message v]\nif <(Timer) < (☁ World Record)> then\n set [message v] to (join (join [You beat the record time ] (join (☁ World Record) (join [ With ] (Timer)))) (join [ With ] (join [total die is ] [])))\n speak (message)::tts\nelse\n set [message v] to (join (join (join [You got ] (Timer)) (join [ The record time is ] (☁ World Record))) (join [ and your total die is ] []))\n speak (message)::tts\nend\n\nwhen I receive [the end v]\nif <(Timer) < (☁ World Record)> then\n set [☁ world record v] to (Timer)\nend\n\nwhen flag clicked\nhide variable [message v]\nset [timer v] to [0]\nwait (4) seconds\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen [timer v] > (0.025)\nhide variable [message v]\n\n@Player\n\nwhen I receive [start v]\nset [walking v] to [0]\nwait (2) seconds\nshow\npoint in direction (90)\ngo to x: (0) y: (180)\nset rotation style [left-right v]\nset size to (100) %\nset [3.0 v] to [0]\nset [4.0 v] to [-3]\nforever\n change [4.0 v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [walking v] to [1]\n change [3.0 v] by (-1)\n else\n set [walking v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [walking v] to [1]\n change [3.0 v] by (1)\n else\n set [walking v] to [0]\n end\n set [3.0 v] to ((3.0) * (0.9))\n if <touching (platforms v)?> then\n set [4.0 v] to [0]\n change y by (1)\n end\n if <touching (platforms v)?> then\n set [4.0 v] to [0]\n change y by (1)\n end\n if <touching (platforms v)?> then\n set [4.0 v] to [0]\n change y by (1)\n end\n if <touching (platforms v)?> then\n set [4.0 v] to [0]\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((3.0) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [4.0 v] to [12]\n if <([abs v] of (3.0) ) = (3.0)> then\n set [3.0 v] to [-10]\n else\n set [3.0 v] to [10]\n end\n else\n set [3.0 v] to [0]\n end\n end\n change y by (4.0)\n if <touching (platforms v)?> then\n change y by ((4.0) - ((4.0) * (2)))\n set [4.0 v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (platforms v)?>> then\n set [4.0 v] to [12]\n end\n change y by (1)\n set x to (0)\n set [1.0 v] to (3.0)\n if <<<touching (_edge_ v)?> and <[-10] > (y position)>> or <touching (danger v)?>> then\n set [3.0 v] to [0]\n set [4.0 v] to [-3]\n set [1.0 v] to [-300]\n change [total die v] by (1)\n point in direction (90)\n set y to (180)\n end\n broadcast (Stage v) and wait\nend\n\nwhen flag clicked\nset [total die v] to [0]\nset [collected v] to [0]\ngo to x: (0) y: (0)\nhide\nif <<(username) = [furqan2018]> and <(username) = [furqan2018]>> then\n switch costume to (furqan2018 v)\nelse\n switch costume to (player v)\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n set [3.0 v] to [0]\n set [4.0 v] to [-3]\n set [1.0 v] to [-300]\n point in direction (90)\n set y to (180)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (exit v)?> then\n broadcast (THE END v)\n end\nend\n\nwhen I receive [the end v]\nhide\n\nwhen [timer v] > (0.025)\nhide\n\n@Platforms\n\nwhen I receive [start v]\nset [6.0 v] to [0]\nset [5.0 v] to [0]\nswitch costume to (costume1 v)\nset [7.0 v] to [28]\nrepeat ((7.0) - (1))\n create clone of (_myself_ v)\n next costume\n change [6.0 v] by (479)\nend\n\nwhen I receive [stage v]\nset [5.0 v] to ((5.0) + (1.0))\nif <(5.0) < [0]> then\n set [5.0 v] to [0]\nend\ngo to x: ((6.0) - (5.0)) y: (0)\n\nwhen I receive [start v]\ngo to x: (0) y: (50)\ngo [backward v] (1) layers\nshow\nset size to (80) %\n\n@?\n\n@Splash\n\nwhen flag clicked\nhide\nhide variable [collected v]\nhide variable [total die v]\nwait (4) seconds\nshow variable [collected v]\nshow variable [total die v]\n\nwhen [timer v] > (0.025)\nshow\n\nwhen [timer v] > (0.025)\nhide variable [collected v]\nhide variable [total die v]\n\nwhen I receive [the end v]\nshow\n\n@Load\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (4) seconds\nhide\n\nwhen [timer v] > (0.025)\nhide\n\n@Danger\n\nwhen I receive [start v]\nset [9.0 v] to [0]\nset [8.0 v] to [0]\nswitch costume to (costume1 v)\nset [10.0 v] to [28]\nrepeat ((10.0) - (1))\n create clone of (_myself_ v)\n next costume\n change [9.0 v] by (479)\nend\n\nwhen I receive [stage v]\nset [8.0 v] to ((8.0) + (1.0))\nif <(8.0) < [0]> then\n set [8.0 v] to [0]\nend\ngo to x: ((9.0) - (8.0)) y: (0)\n\nwhen I receive [start v]\ngo to x: (0) y: (50)\ngo [backward v] (1) layers\nshow\nset size to (80) %\n\n@Exit\n\nwhen I receive [start v]\nset [6.0 v] to [0]\nset [5.0 v] to [0]\nswitch costume to (costume1 v)\nset [7.0 v] to [28]\nrepeat ((7.0) - (1))\n create clone of (_myself_ v)\n next costume\n change [6.0 v] by (479)\nend\n\nwhen I receive [stage v]\nset [5.0 v] to ((5.0) + (1.0))\nif <(5.0) < [0]> then\n set [5.0 v] to [0]\nend\ngo to x: ((6.0) - (5.0)) y: (0)\n\nwhen I receive [start v]\ngo to x: (0) y: (50)\ngo [backward v] (1) layers\nshow\nset size to (80) %\n\n@Collectable\n\nwhen flag clicked\nshow\nwait (4) seconds\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change [collected v] by (1)\n hide\n delete this clone\n end\nend\n\nwhen [timer v] > (0.025)\n\nwhen I receive [the end v]\n\nwhen I receive [start v]\nset [6.0 v] to [0]\nset [5.0 v] to [0]\nswitch costume to (costume1 v)\nset [7.0 v] to [28]\nrepeat ((7.0) - (1))\n create clone of (_myself_ v)\n next costume\n change [6.0 v] by (479)\nend\n\nwhen I receive [stage v]\nset [5.0 v] to ((5.0) + (1.0))\nif <(5.0) < [0]> then\n set [5.0 v] to [0]\nend\ngo to x: ((6.0) - (5.0)) y: (0)\n\nwhen I receive [start v]\ngo to x: (0) y: (50)\ngo [backward v] (1) layers\nshow\nset size to (80) %\n\n | arrow keys/WAD to move\n(collected MAX:27) |
lava jump (platformer) Mobile Ready! | @Stage\n\nwhen backdrop switches to [backdrop5 v]\nshow variable [level v]\nhide variable [bonus level v]\nset [level v] to [4]\n\nwhen backdrop switches to [backdrop3 v]\nshow variable [level v]\nhide variable [bonus level v]\nset [level v] to [2]\n\nwhen backdrop switches to [backdrop6 v]\nshow variable [level v]\nset [level v] to [5]\nhide variable [bonus level v]\n\nwhen backdrop switches to [backdrop9 v]\nshow variable [level v]\nset [level v] to [8]\nhide variable [bonus level v]\n\nwhen backdrop switches to [backdrop14 v]\nshow variable [level v]\nset [level v] to [13]\n\nwhen flag clicked\nhide variable [level v]\nhide variable [bonus level v]\n\nwhen backdrop switches to [backdrop7 v]\nshow variable [level v]\nset [level v] to [7]\nhide variable [bonus level v]\n\nwhen backdrop switches to [backdrop12 v]\nshow variable [level v]\nset [level v] to [11]\nhide variable [bonus level v]\n\nwhen backdrop switches to [backdrop10 v]\nshow variable [level v]\nset [level v] to [9]\nhide variable [bonus level v]\n\nhide variable [bonus level v]\n\nwhen backdrop switches to [backdrop8 v]\nshow variable [level v]\nset [level v] to [6]\nhide variable [bonus level v]\n\nwhen backdrop switches to [backdrop11 v]\nshow variable [level v]\nset [level v] to [10]\nhide variable [bonus level v]\n\nwhen flag clicked\nforever\n play sound [Vexento - Adrenaline v] until done\nend\n\nwhen backdrop switches to [backdrop4 v]\nshow variable [level v]\nset [level v] to [3]\nhide variable [bonus level v]\n\nwhen backdrop switches to [backdrop13 v]\nshow variable [level v]\nset [level v] to [12]\nhide variable [bonus level v]\n\nwhen backdrop switches to [backdrop2 v]\nhide variable [bonus level v]\nshow variable [level v]\nset [level v] to [1]\nforever\n set [brightness v] effect to (0)\nend\n\nwhen I receive [music off v]\n\nwhen backdrop switches to [backdrop2 v]\nrepeat until <(bonus level) = [1]>\n if <(bonus level) = [1]> then\n switch backdrop to (backdrop17 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(bonus level) = [1]> then\n switch backdrop to (backdrop17 v)\n end\nend\n\n@Sprite2\n\nwhen backdrop switches to [backdrop19 v]\nshow\ngo to x: (-103) y: (-113)\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (-106) y: (-97)\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (-106) y: (-93)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (-106) y: (-93)\n\nwhen flag clicked\nhide\n\nwhen I receive [opendoor v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (-106) y: (-93)\n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to x: (-106) y: (-93)\n\nwhen backdrop switches to [backdrop10 v]\nshow\ngo to x: (-128) y: (-111)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (-166) y: (-97)\n\nwhen backdrop switches to [backdrop11 v]\nshow\ngo to x: (-119) y: (-104)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\ngo to x: (-56) y: (-135)\n\nwhen I receive [reset the frickin sprites v]\nshow\n\nwhen I receive [startcube v]\nshow\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nshow\ngo to x: (-124) y: (-125)\n\nwhen backdrop switches to [backdrop17 v]\nshow\ngo to x: (-103) y: (-113)\n\nwhen backdrop switches to [backdrop14 v]\nshow\ngo to x: (-56) y: (-160)\n\nwhen backdrop switches to [backdrop16 v]\nshow\ngo to x: (-109) y: (-132)\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (-107) y: (-97)\n\nwhen backdrop switches to [backdrop8 v]\nshow\ngo to x: (-196) y: (42)\n\nwhen backdrop switches to [backdrop13 v]\nshow\ngo to x: (-17) y: (-145)\n\n@costume1\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (213) y: (162)\n\nwhen backdrop switches to [backdrop14 v]\nshow\ngo to x: (-33) y: (44)\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (111) y: (128)\n\nwhen backdrop switches to [backdrop14 v]\nshow\ngo to x: (19) y: (42)\n\nwhen backdrop switches to [backdrop12 v]\nshow\ngo to x: (24) y: (102)\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n if <touching (player v)?> then\n broadcast (message1 v)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (-28) y: (-96)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (-33) y: (88)\n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to x: (221) y: (137)\n\nwhen backdrop switches to [backdrop11 v]\nshow\ngo to x: (-80) y: (111)\n\nwhen backdrop switches to [backdrop13 v]\nshow\ngo to x: (208) y: (139)\n\nwhen backdrop switches to [backdrop8 v]\nshow\ngo to x: (-229) y: (155)\n\nwhen I receive [startcube v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (69) y: (158)\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (222) y: (150)\n\nwhen backdrop switches to [backdrop10 v]\nshow\ngo to x: (221) y: (137)\n\nwhen backdrop switches to [backdrop16 v]\nshow\ngo to x: (-56) y: (59)\nset [level v] to [15]\n\nwhen backdrop switches to [backdrop17 v]\nshow\ngo to x: (13) y: (8)\nset [bonus level v] to [1]\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\nshow\ngo to x: (38) y: (128)\nset [bonus level v] to [2]\nshow variable [bonus level v]\n\nwhen backdrop switches to [backdrop17 v]\nshow variable [bonus level v]\n\nwhen backdrop switches to [backdrop18 v]\nhide variable [bonus level v]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [otherdoor v]\nhide\n\nwhen I receive [reset the frickin sprites v]\nforever\n if <(backdrop [name v]) = [4]> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (69) y: (158)\nshow\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Key\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [startcube v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (-175) y: (99)\n\nwhen backdrop switches to [backdrop13 v]\nshow\ngo to x: (-59) y: (96)\n\nwhen I receive [reset the frickin sprites v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nshow\ngo to x: (226) y: (158)\n\nwhen backdrop switches to [backdrop12 v]\nshow\ngo to x: (-78) y: (101)\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (-112) y: (63)\n\nwhen backdrop switches to [backdrop10 v]\nshow\ngo to x: (-144) y: (134)\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (-111) y: (143)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-191) y: (104)\n\nwhen backdrop switches to [backdrop13 v]\nshow\ngo to x: (-71) y: (108)\n\nwhen backdrop switches to [backdrop11 v]\nshow\ngo to x: (-141) y: (132)\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (-121) y: (136)\n\nwhen backdrop switches to [backdrop14 v]\nshow\ngo to x: (-71) y: (108)\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (-181) y: (134)\n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to x: (-125) y: (110)\n\nwhen flag clicked\nhide\nset size to (150) %\nforever\n if <touching (player v)?> then\n broadcast (opendoor v)\n hide\n play sound [key2 v] until done\n end\nend\n\nwhen backdrop switches to [backdrop15 v]\nset [level v] to [14]\nshow\ngo to x: (-145) y: (53)\n\nwhen backdrop switches to [backdrop16 v]\nshow\ngo to x: (-145) y: (100)\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [level v]\n\nwhen backdrop switches to [backdrop17 v]\nshow\ngo to x: (-145) y: (100)\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\nshow\ngo to x: (-220) y: (100)\n\n@Sprite4\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (242) y: (68)\n\nwhen flag clicked\nset size to (150) %\nhide\nforever\n if <touching (player v)?> then\n hide\n broadcast (otherdoor v)\n play sound [Collect v] until done\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen I receive [reset the frickin sprites v]\nforever\n if <(backdrop [name v]) = [4]> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@118980111_100x80\n\nwhen flag clicked\nwait (0.01) seconds\nrepeat until <(turn) = [1]>\n turn right (0.3) degrees\nend\n\nwhen flag clicked\nset [intro v] to [0]\npoint in direction (90)\nturn left (15) degrees\ngo to x: (-20) y: (0)\nshow\nset [ghost v] effect to (95)\nset size to (10) %\nrepeat (80)\n change size by (((100) - (size)) * (0.025))\n change [ghost v] effect by (-8)\nend\nwait (0.15) seconds\nchange size by (((100) - (size)) * (0.025))\nset [intro v] to [1]\nrepeat (50)\n change size by (7)\n change [ghost v] effect by (8)\nend\nswitch backdrop to (choosing v)\nset size to (10) %\nset [ghost v] effect to (95)\nhide\nbroadcast (StartCube v)\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\n\nwhen I receive [startcube v]\nhide\n\n@Player\n\nwhen I receive [startcube v]\nset size to (100) %\nshow\nset [walk speed v] to [6]\nset [gravity v] to [-1]\nset [jump power v] to [11.5]\nset [speed y v] to [0]\nset [falling v] to [999]\nset [my direction v] to [90]\nset [my frame v] to [0]\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nwhen I receive [startcube v]\nshow\nforever\n change [falling 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 Walk Sideways (-1)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n Walk Sideways (1)\n else\n set [my frame v] to [0.5]\n end\n end\n change [speed y v] by (GRAVITY)\n if <(falling) > [4]> then\n set [my frame v] to [1]\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [speed y v] to (JUMP POWER)\n set [falling v] to [999]\n end\n end\n Move Vertically (speed y)\n if <touching color (#ff0000)?> then\n broadcast (reset the frickin sprites v)\n go to x: (-215) y: (-107)\n play sound [Boom Cloud v] until done\n next costume\n end\n if <touching (costume1 v)?> then\n go to x: (-215) y: (-107)\n switch backdrop to (next backdrop v)\n play sound [tick v] until done\n end\nend\n\ndefine Move Vertically (move y)\nchange y by (move y)\nset [max v] to [0]\nrepeat until <<(max) > [32]> or <not <touching color (#000000)?>>>\n change [max v] by (1)\n if <(move y) < [0]> then\n change y by (1)\n else\n change y by (-1)\n end\nend\nif <(max) > [0]> then\n set [speed y v] to [0]\n if <(move y) < [0]> then\n set [falling v] to [0]\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\nask [What's the code?] and wait\nrepeat until <(bonus level) = [1]>\n if <(answer) = [HI]> then\n set [bonus level v] to [1]\n broadcast (BonusLevel v)\n go to x: (-209) y: (-129)\n else\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen backdrop switches to [backdrop17 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen I receive [startcube v]\ngo to x: (-215) y: (-107)\nshow\nswitch backdrop to (backdrop2 v)\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\ndefine Walk Sideways (move x)\nset [my direction v] to ((move x) * (90))\nchange [my frame v] by (0.25)\nchange x by ((move x) * (WALK SPEED))\nset [max v] to [0]\nrepeat until <<(max) > [8]> or <not <touching color (#000000)?>>>\n change [max v] by (1)\n if <(max) > [8]> then\n change y by (-8)\n change x by ((0) - ((move x) * (WALK SPEED)))\n else\n change y by (1)\n end\nend\nif <<(max) > [0]> and <(max) < [9]>> then\n set [speed y v] to [0]\n set [falling v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen I receive [opendoor v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nrepeat until <(c) = [1]>\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop18 v]\nshow\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (83) y: (-35)\nset size to (150) %\nrepeat until \n change [color v] effect by (1)\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nset [time v] to [0]\n\nwhen backdrop switches to [backdrop1 v]\nshow\nshow variable [time v]\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (60) y: (0)\nset size to (150) %\nrepeat until <(bonus level) = [1]>\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\nrepeat until <(level) = [1]>\n next costume\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen I receive [bonuslevel v]\nhide\n\n@Sprite7\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (114) y: (-14)\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen flag clicked\nhide\nset [bonus level v] to [0]\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [bonuslevel v]\nif <(bonus level) = [1]> then\n hide\nend\n\n@Sprite6\n\nrepeat until <(bonus level) = [2]>\n next costume\n wait (5) seconds\nend\n\nwhen backdrop switches to [backdrop17 v]\nshow\n\nwhen backdrop switches to [backdrop18 v]\nhide\nset [hidden stuff v] to [3]\nbroadcast (message1 v)\n\nwhen I receive [bonuslevel v]\n\nwhen flag clicked\nhide\nset [hidden stuff v] to [0]\nhide variable [time v]\nrepeat until <(bonus level) = [1]>\n hide\nend\nshow\n\nwhen backdrop switches to [backdrop17 v]\nset [hidden stuff v] to [2]\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(hidden stuff) = [3]>\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\nset [time v] to [0]\nrepeat until <(bonus level) = [1]>\n change [time v] by (1)\n wait (1) seconds\n if <(bonus level) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen I receive [message1 v]\nrepeat until <(level) = [1]>\n hide\nend\n\nwhen backdrop switches to [backdrop19 v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop18 v]\nshow variable [time v]\n\n@Sprite8\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen I receive [opendoor v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\nrepeat until <(level) = [1]>\n next costume\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop19 v]\nshow\nrepeat until <(level) = [1]>\n go to x: (180) y: (-35)\n glide (3) secs to x: (-100) y: (35)\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n@lava jump platformer\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (-7) y: (-2)\nshow\n\n@Sprite10\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (18) y: (-121)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (16) y: (-177)\n\n | arrow keys or WASD to move this is my first platformer game. don't touch the red get the key to unlock the door.\ntry shift and green flag if you can complete a level your insane\n\n |
Not Your Average Platformer | @Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (1 v)\nforever\n play sound [Somebody That I Used To Know 8-bit Remix v] until done\nend\n\nwhen I receive [start v]\nwait (1) seconds\nswitch backdrop to (2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [u v] key pressed\nset volume to (100) %\n\n@Sprite1\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (60)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n set size to (110) %\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (10)) y: ((mouse y) / (10))\nend\n\n@Sprite2\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (thumbnail change v)\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\n\nwhen I receive [thumbnail change v]\nswitch costume to (costume3 v)\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume5 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nif <(username) = [-HawkGames-]> then\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n show\n stop [all v]\nend\n\nwait (5) seconds\n\nwhen flag clicked\n\nstop [all v]\n\n@Sprite9\n\nwhen flag clicked\nset [deaths v] to [0]\nset [time v] to [0]\n\nwhen I receive [start v]\nrepeat until <(backdrop [name v]) = [21]>\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [player died v]\nchange [deaths v] by (1)\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time v]\n\nwhen I receive [end v]\nshow variable [deaths v]\nshow variable [time v]\n\n@Sprite10\n\nwhen I receive [start v]\nwait (5.5) seconds\nshow\ngo to x: (-200) y: (-20)\nset size to (150) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right 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 (#ff8936)?> then\n change y by (1)\n if <touching color (#ff8936)?> then\n change y by (1)\n if <touching color (#ff8936)?> then\n change y by (1)\n if <touching color (#ff8936)?> then\n change y by (1)\n if <touching color (#ff8936)?> then\n change y by (1)\n if <touching color (#ff8936)?> then\n change y by (1)\n if <touching color (#ff8936)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n if <(XV) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n change x by (XV)\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <touching color (#ff8936)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#ff8936)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [8]\n end\n if <[235] < (x position)> then\n set size to (150) %\n broadcast (next level v)\n go to x: (-200) y: (-100)\n end\n if <touching color (#3664ff)?> then\n go to x: (-200) y: (-100)\n broadcast (player died v)\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [start v]\nwait until <(backdrop [name v]) = [21]>\nbroadcast (end v)\n\nwhen backdrop switches to [17 v]\nwait (0.03) seconds\nchange y by (-3)\n\nwhen flag clicked\nforever\n wait until <key (space v) pressed?>\n change [color v] effect by (10)\n wait until <not <key (space v) pressed?>>\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [9]> or <(backdrop [number v]) = [10]>> then\n clear graphic effects\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (10)) y: ((mouse y) / (10))\nend\n\n | WARNING- This is not your average platformer. \n\nDo not fear, for although it is hard and frustrating, no level is impossible. Share your scores with others in the comments.\n\nAll coding is sound, and any glitches that occur are because of 3.0. If your game is messing up, refresh the page and double click the flag. And, while you're at it, click the like, favorite, and follow button!\n\n'm' to mute, 'u' to unmute. |
Paint | A Platformer | @Stage\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n wait (0.15) seconds\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Undertale OST 054 - Hotel - YouTube v] until done\nend\n\n@player\n\nwhen flag clicked\ngo [forward v] (1) layers\nswitch backdrop to (white-canvas v)\nset volume to (100) %\npoint in direction (90)\ngo to x: (-215) y: (-55)\nshow variable [blue paint v]\nshow variable [orange paint v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n show variable [blue paint v]\n show variable [orange paint v]\n change [y v] by (-1)\n change y by (y)\n touch ground <(y) > [0]>\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.75)\n switch costume to (right v)\n if <touching color (#fdb900)?> then\n change [x v] by (1.5)\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.75)\n switch costume to (left v)\n if <touching color (#fdb900)?> then\n change [x v] by (-1.5)\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(falling) < [3]>> then\n set [y v] to [13]\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#737373)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n if <<touching color (#ff0000)?> or <touching (_edge_ v)?>> then\n start sound [Water Drop v]\n erase all\n set [x v] to [0]\n set [y v] to [0]\n set [orange paint v] to [100]\n set [blue paint v] to [100]\n go to x: (-215) y: (-55)\n if <([costume name v] of [ground v]) = [costume9]> then\n go to x: (-215) y: (160)\n end\n if <([costume name v] of [ground v]) = [costume5]> then\n set [orange paint v] to [0]\n set [blue paint v] to [20]\n end\n if <([costume name v] of [ground v]) = [costume6]> then\n set [orange paint v] to [100]\n set [blue paint v] to [0]\n end\n if <([costume name v] of [ground v]) = [costume2]> then\n set [orange paint v] to [0]\n set [blue paint v] to [100]\n end\n if <([costume name v] of [ground v]) = [costume8]> then\n set [orange paint v] to [100]\n set [blue paint v] to [0]\n end\n if <([costume name v] of [ground v]) = [costume10]> then\n set [orange paint v] to [50]\n set [blue paint v] to [15]\n end\n if <([costume name v] of [ground v]) = [costume12]> then\n set [orange paint v] to [100]\n set [blue paint v] to [3]\n end\n if <([costume name v] of [ground v]) = [costume9]> then\n set [orange paint v] to [100]\n set [blue paint v] to [0]\n end\n end\n if <touching color (#3290ff)?> then\n start sound [Water Drop v]\n set [y v] to [15]\n end\n if <touching (exit v)?> then\n start sound [Collect v]\n erase all\n go to x: (-215) y: (-55)\n if <([costume name v] of [ground v]) = [costume8]> then\n go to x: (-215) y: (160)\n end\n set [orange paint v] to [100]\n set [blue paint v] to [100]\n if <([costume name v] of [ground v]) = [costume4]> then\n set [orange paint v] to [0]\n set [blue paint v] to [20]\n end\n if <([costume name v] of [ground v]) = [costume2]> then\n set [orange paint v] to [100]\n set [blue paint v] to [0]\n end\n if <([costume name v] of [ground v]) = [costume11]> then\n set [orange paint v] to [0]\n set [blue paint v] to [100]\n end\n if <([costume name v] of [ground v]) = [costume7]> then\n set [orange paint v] to [100]\n set [blue paint v] to [0]\n end\n if <([costume name v] of [ground v]) = [costume9]> then\n set [orange paint v] to [50]\n set [blue paint v] to [15]\n end\n if <([costume name v] of [ground v]) = [costume10]> then\n set [orange paint v] to [100]\n set [blue paint v] to [3]\n end\n if <([costume name v] of [ground v]) = [costume8]> then\n set [orange paint v] to [100]\n set [blue paint v] to [0]\n end\n broadcast (next level v)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <key (r v) pressed?> then\n erase all\n go to x: (-215) y: (-55)\n if <([costume name v] of [ground v]) = [costume9]> then\n go to x: (-215) y: (160)\n end\n set [x v] to [0]\n set [y v] to [0]\n set [orange paint v] to [100]\n set [blue paint v] to [100]\n if <([costume name v] of [ground v]) = [costume5]> then\n set [orange paint v] to [0]\n set [blue paint v] to [20]\n end\n if <([costume name v] of [ground v]) = [costume6]> then\n set [orange paint v] to [100]\n set [blue paint v] to [0]\n end\n if <([costume name v] of [ground v]) = [costume2]> then\n set [orange paint v] to [0]\n set [blue paint v] to [100]\n end\n if <([costume name v] of [ground v]) = [costume8]> then\n set [orange paint v] to [100]\n set [blue paint v] to [0]\n end\n if <([costume name v] of [ground v]) = [costume10]> then\n set [orange paint v] to [50]\n set [blue paint v] to [15]\n end\n if <([costume name v] of [ground v]) = [costume12]> then\n set [orange paint v] to [100]\n set [blue paint v] to [3]\n end\n if <([costume name v] of [ground v]) = [costume9]> then\n set [orange paint v] to [100]\n set [blue paint v] to [0]\n end\n end\nend\n\ndefine touch ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching color (#737373)?>>\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 [y v] to [0]\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@paint\n\nwhen flag clicked\nhide\nerase all\nset pen size to (12)\nset [paint color v] to [1]\nset [orange paint v] to [100]\nset [blue paint v] to [100]\nset [premousex v] to (mouse x)\nset [premousey v] to (mouse y)\nforever\n if <mouse down?> then\n if <(paint color) = [0]> then\n if <[0] < (orange paint)> then\n set pen color to (#ffbb00)\n go to (mouse-pointer v)\n change [orange paint v] by ((mousevel) * (-0.75))\n pen down\n else\n broadcast (no more orange v)\n end\n else\n if <[0] < (blue paint)> then\n set pen color to (#3390ff)\n go to (mouse-pointer v)\n change [blue paint v] by ((mousevel) * (-0.75))\n pen down\n else\n broadcast (no more blue v)\n end\n end\n else\n pen up\n end\nend\n\nwhen flag clicked\nforever\n set [mousevel v] to (([abs v] of ((mouse x) - (premousex)) ) + ([abs v] of ((mouse y) - (premousey)) ))\n set [premousey v] to (mouse y)\n set [premousex v] to (mouse x)\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n set [paint color v] to [1]\n end\n if <key (2 v) pressed?> then\n set [paint color v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(paint color) = [0]> then\n if <<mouse down?> and <((orange paint) - (mousevel)) < [0]>> then\n pen up\n end\n else\n if <<mouse down?> and <((blue paint) - (mousevel)) < [0]>> then\n pen up\n end\n end\n if <mouse down?> then\n if <(mousevel) = [0]> then\n if <(paint color) = [0]> then\n change [orange paint v] by (-3)\n else\n change [blue paint v] by (-3)\n end\n end\n end\nend\n\n@exit\n\nwhen flag clicked\ngo [backward v] (1) layers\nset [sine v] to [0]\nset [level v] to [0]\nset size to (110) %\ngo to x: (185) y: (-69)\nforever\n show\n change [sine v] by (6)\n go to x: (185) y: ((([sin v] of (sine) ) * (4)) + (-40))\n if <([costume name v] of [ground v]) = [costume4]> then\n go to x: (-195) y: ((([sin v] of (sine) ) * (4)) + (145))\n end\n if <([costume name v] of [ground v]) = [costume5]> then\n go to x: (185) y: ((([sin v] of (sine) ) * (4)) + (100))\n end\n if <([costume name v] of [ground v]) = [costume14]> then\n hide\n go to x: (0) y: ((([sin v] of (sine) ) * (4)) + (-180))\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo [forward v] (10) layers\ngo to x: (0) y: (0)\nshow variable [blue paint v]\nshow variable [orange paint v]\nswitch costume to (blue v)\nforever\n if <(blue paint) < [0]> then\n set [blue paint v] to [0]\n end\n if <(orange paint) < [0]> then\n set [orange paint v] to [0]\n end\n if <key (1 v) pressed?> then\n switch costume to (blue v)\n end\n if <key (2 v) pressed?> then\n switch costume to (orange v)\n end\nend\n\n@not enough paint\n\nwhen I receive [no more blue v]\nswitch costume to (no more blue v)\nset [ghost v] effect to (0)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [no more orange v]\nswitch costume to (no more orange v)\nset [ghost v] effect to (0)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo [backward v] (10) layers\nset size to (115) %\n\n@cool shine\n\nwhen flag clicked\npoint in direction (90)\ngo [backward v] (100) layers\nset [sine v] to [0]\nset [level v] to [0]\nset size to (115) %\ngo to x: (185) y: (-69)\nforever\n show\n turn right (4) degrees\n change [sine v] by (6)\n go to x: (185) y: ((([sin v] of (sine) ) * (4)) + (-40))\n if <([costume name v] of [ground v]) = [costume4]> then\n go to x: (-195) y: ((([sin v] of (sine) ) * (4)) + (145))\n end\n if <([costume name v] of [ground v]) = [costume5]> then\n go to x: (185) y: ((([sin v] of (sine) ) * (4)) + (100))\n end\n if <([costume name v] of [ground v]) = [costume14]> then\n hide\n go to x: (0) y: ((([sin v] of (sine) ) * (4)) + (-360))\n end\nend\n\n@thumbert\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\n | Extra instruction: M to toggle on/off music. Otherwise, instruction in game\n\nI'll keep adding levels every 5 loves :D |
[DEMO] Acorn - A Scrolling Platformer | @Stage\n\n@Main\n\nforever\n change [scroll x v] by (-5)\n if <(Scroll X) < [-980]> then\n stop [this script v]\n end\nend\n\nset [level v] to [2]\n\nset [scroll x v] to [890]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (dot v)\nset size to (600) %\nforever\n switch costume to (Level)\n set x to (Scroll X)\nend\n\nchange [scroll x v] by (5)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (dot v)\nset size to (600) %\nforever\n switch costume to (Level)\n set x to (Scroll X)\nend\n\n@Player_Codes\n\ndefine Gravity\nif <<(speed y) < [4]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\nwhen I receive [start game v]\nif <(First Start?) = [1]> then\n Reset Level\n set [first start? v] to [0]\nend\nwait (0.3) seconds\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-160]> then\n Set Costume\n broadcast (Red v)\n wait (0.3) seconds\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk / Scroll (0) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk / Scroll (1) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n set [playerfalling? v] to (falling?)\nend\n\nwhen flag clicked\nhide\n\ndefine Controls - Jump, Crouch\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n if <(Jump Animation?) = [0]> then\n broadcast (Jump Animation v)\n end\n end\nelse\n set [jump key v] to [0]\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\nif <(speed y) > [0]> then\n switch costume to (jump_1 v)\nelse\n switch costume to (fall_1 v)\nend\n\ndefine Reset Level\nclear graphic effects\nswitch costume to (stand_1 v)\nshow\nset [ghost v] effect to (100)\nset [scroll x v] to [890]\nset rotation style [left-right v]\ngo to x: (-200) y: (-80)\npoint in direction (90)\nset size to (70) %\nreset timer\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\nbroadcast (Start Game v)\n\ndefine Check Hit Ceiling / Floor <>\nGet Touching <not >\nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\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 Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine None\nif <(speed x) < [0.5]> then\n if <not <(Scroll X) > [890]>> then\n change [scroll x v] by (((speed) - ((speed) + (speed))) + (0.6))\n end\nelse\n change [scroll x v] by ((join [-] (speed)) - (0.6))\nend\n\ndefine Get Touching <>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nwhen I receive [reset level v]\nwait (0.3) seconds\nReset Level\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((2) + ((frame) mod (8))) )\n end\nelse\n switch costume to (stand_1 v)\nend\n\ndefine None\nif <(direction) = [0]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nif <(Scroll X) < [-980]> then\n change x by (speed)\n if <(x position) < [-201]> then\n set x to (-200)\n Scroll (Embed) (speed)\n end\nelse\n if <<(x position) > [-201]> and <(x position) < [-120]>> then\n change x by (speed)\n if <(x position) < [-201]> then\n set x to (-200)\n Scroll (Embed) (speed)\n end\n if <(x position) > [-120]> then\n set x to (-121)\n Scroll (Embed) (speed)\n end\n end\nend\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change [scroll x v] by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk / Scroll (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\n@Game Manager\n\nwhen flag clicked\nset [first start? v] to [1]\nset [level v] to [1]\nset [scroll x v] to [890]\nhide\nbroadcast (Start Game v)\nbroadcast (White v)\n\nwhen flag clicked\nset [music v] to [1]\nforever\n if <(First Start?) = [1]> then\n set volume to (0) %\n broadcast (Change Music v)\n repeat until <(volume) = [100]>\n change volume by (1)\n end\n else\n set volume to (100) %\n broadcast (Change Music v)\n end\n set [music_backup v] to (Level)\n wait until <not <(Level) = (Music_Backup)>>\n stop [other scripts in sprite v]\n repeat until <(volume) = [0]>\n change volume by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [player_codes v]) > [220]> then\n if <(Level) < [2]> then\n change [level v] by (1)\n broadcast (White v)\n broadcast (Reset Level v)\n end\n end\nend\n\nwhen I receive [change music v]\nforever\n play sound (Level) until done\nend\n\nbroadcast (Change Music v)\n\n@Screen Effect\n\nwhen I receive [white v]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nswitch costume to (Level)\ncreate clone of (_myself_ v)\nswitch costume to (white v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [red v]\nif <(Level) = [1]> then\n switch costume to (red v)\nend\nif <(Level) = [2]> then\n switch costume to (green v)\nend\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\nhide\nclear graphic effects\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\n@Player_Appearance\n\nwhen flag clicked\nhide\n\nwhen I receive [jump animation v]\nif <(Jump Animation?) = [0]> then\n change [jump animation? v] by (1)\n repeat (24)\n set rotation style [all around v]\n turn right (15) degrees\n if <(PlayerFalling?) = [0]> then\n set [jump animation? v] to [0]\n point in direction (90)\n stop [this script v]\n end\n end\n set [jump animation? v] to [0]\n point in direction (90)\n wait (0.1) seconds\nend\n\ndefine Animate\n\nwhen I receive [start game v]\nwait (0.3) seconds\nset rotation style [all around v]\nshow\nclear graphic effects\nset [jump animation? v] to [0]\npoint in direction (90)\nforever\n go to (player_codes v)\n switch costume to (([costume # v] of [player_codes v]) + ((9) * ((Level) - (1))))\nend\n\nif <(Jump Animation?) = [0 ]> then\n set rotation style [left-right v]\n point in direction ([direction v] of [player_codes v])\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (dot v)\nset size to (600) %\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\n set x to (Scroll X)\nend\n\nclear graphic effects\n\n@Acorn_Thumb\n\nwhen flag clicked\nhide\n\nshow\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\n\n | |
Snake - A 100% Pen Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [08 Snake Man v] until done\nend\n\n@pen\n\nwhen flag clicked\nCreate Level\nset [xv v] to [0]\nset [yv v] to [0]\nset [x position v] to [0]\nset [y position v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nforever\n Draw\n Update\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change [x position v] by (Xv)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [x position v] by ((Xv) * (-1))\n change [y position v] by (-5)\n \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 Update\n change [yv v] by (-1)\n change [y position v] by (Yv)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by ((Yv) * (-1))\n set [yv v] to [0]\n end\n Update\n change [y position v] by (-1)\n Update\n if <[touching v] contains [1]?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n Update\n if <[touching v] contains [2]?> then\n set [yv v] to [20]\n end\n Update\n if <<[touching v] contains [3]?> or <(Scroll Y) > [500]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n set [x position v] to [0]\n set [y position v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n Update\n change [y position v] by (1)\n Scrolling\nend\n\ndefine Go To (x) (y) with shift\nGo To ((x) + (Scroll X)) ((y) + (Scroll Y)) \n\ndefine Scrolling\nchange [scroll x v] by (() - (x position))\nchange [x position v] by (() - (x position))\nchange [scroll y v] by (() - (y position))\nchange [y position v] by (() - (y position))\n\nwhen flag clicked\nforever\n Update\nend\n\ndefine Update\ndelete (all) of [touching v]\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<(x position) < (((item (i) of [level xs v]) + (Scroll X)) + (item (i) of [level widths v]))> and <((x position) + (20)) > ((item (i) of [level xs v]) + (Scroll X))>> and <<(y position) < (((item (i) of [level ys v]) + (Scroll Y)) + (item (i) of [level heights v]))> and <((y position) + (20)) > ((item (i) of [level ys v]) + (Scroll Y))>>> then\n if <not <[touching v] contains (item (i) of [level types v])?>> then\n add (item (i) of [level types v]) to [touching v]\n end\n end\nend\n\ndefine Create Level\ndelete (all) of [level xs v]\ndelete (all) of [level ys v]\ndelete (all) of [level widths v]\ndelete (all) of [level heights v]\ndelete (all) of [level types v]\nAdd Rectangle (-150) (-50) (300) (25) (1)\nAdd Rectangle (150) (-50) (50) (25) (2)\nAdd Rectangle (200) (-50) (25) (150) (1)\nAdd Rectangle (225) (75) (50) (25) (1)\nAdd Rectangle (275) (50) (50) (25) (1)\nAdd Rectangle (325) (25) (50) (25) (1)\nAdd Rectangle (375) (0) (75) (25) (1)\nAdd Rectangle (450) (0) (50) (20) (3)\nAdd Rectangle (500) (0) (50) (25) (1)\nAdd Rectangle (550) (0) (50) (20) (3)\nAdd Rectangle (600) (0) (125) (25) (1)\nAdd Rectangle (725) (0) (25) (75) (3)\nAdd Rectangle (750) (0) (50) (25) (1)\nAdd Rectangle (800) (0) (25) (75) (3)\nAdd Rectangle (825) (0) (50) (25) (1)\nAdd Rectangle (950) (0) (50) (25) (2)\nAdd Rectangle (1000) (0) (100) (100) (3)\nAdd Rectangle (1100) (0) (100) (25) (1)\nAdd Rectangle (1200) (0) (25) (75) (3)\nAdd Rectangle (1275) (50) (25) (150) (3)\nAdd Rectangle (1225) (0) (125) (25) (1)\nAdd Rectangle (1300) (175) (400) (25) (3)\nAdd Rectangle (1350) (0) (100) (25) (2)\nAdd Rectangle (1450) (0) (50) (25) (1)\nAdd Rectangle (1500) (0) (150) (25) (2)\nAdd Rectangle (1650) (0) (150) (25) (1)\nAdd Rectangle (1800) (0) (25) (100) (3)\nAdd Rectangle (1825) (0) (50) (25) (1)\nAdd Rectangle (1875) (0) (25) (100) (3)\nAdd Rectangle (1900) (0) (50) (25) (1)\nAdd Rectangle (1950) (0) (25) (100) (3)\nAdd Rectangle (1975) (0) (25) (25) (1)\nAdd Rectangle (2000) (0) (25) (100) (3)\nAdd Rectangle (2025) (0) (75) (25) (1)\nAdd Rectangle (2100) (0) (50) (25) (2)\nAdd Rectangle (2150) (0) (200) (50) (3)\nAdd Rectangle (2350) (0) (60) (25) (1)\nAdd Rectangle (2410) (0) (25) (100) (3)\nAdd Rectangle (2435) (0) (40) (25) (1)\nAdd Rectangle (2475) (0) (25) (100) (3)\nAdd Rectangle (2500) (0) (150) (25) (1)\nchange [offset v] by (2800)\n\ndefine Draw\npen up\nerase all\nset pen size to (5)\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<((Scroll Y) + (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))) > [-180]> and <((Scroll Y) + ((item (i) of [level ys v]) + (5))) < [240]>> and <<((Scroll X) + (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5))) > [-240]> and <((Scroll X) + ((item (i) of [level xs v]) + (5))) < [240]>>> then\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5)) with shift\n set pen color to (#000000)\n if <(item (i) of [level types v]) = [2]> then\n set pen color to (#2ca5e2)\n end\n if <(item (i) of [level types v]) = [1]> then\n set pen color to (#ffffff)\n end\n if <(item (i) of [level types v]) = [3]> then\n set pen color to (#5cb712)\n end\n pen down\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) ((item (i) of [level ys v]) + (5)) with shift\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5)) with shift\n Go To ((item (i) of [level xs v]) + (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5)) with shift\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5)) with shift\n pen up\n end\nend\nset pen color to (#ee7d16)\nGo To (x position) (y position) <>\npen down\nGo To (x position) ((y position) + (20)) <>\nGo To ((x position) + (20)) ((y position) + (20)) <>\nGo To ((x position) + (20)) (y position) <>\nGo To (x position) (y position) <>\npen up\n\ngo to x: (10) y: (10)\ngo to x: (10) y: (10)\ngo to x: (10) y: (10)\ngo to x: (10) y: (10)\n\ndefine Add Rectangle (x) (y) (width) (height) (tyoe)\nadd (x) to [level xs v]\nadd (y) to [level ys v]\nadd (width) to [level widths v]\nadd (height) to [level heights v]\nadd (tyoe) to [level types v]\n\ndefine Go To (x) (y) <ground>\nif <ground> then\n go to x: ((x) * (1)) y: ((([abs v] of (y) ) + (0)) * (-1))\nelse\n go to x: ((x) * (1)) y: (y)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nwait (5) seconds\nhide\n\nswitch costume to (screenshot 2019-01-30 at 4 v)\nshow\n\n | Full version is out: https://scratch.mit.edu/projects/283600647/\n\n#283600647 |
Simple | Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Tokyo Machine - OKAY \[Monstercat Release\].mp3 v] until done\n play sound [Tobu - Candyland v] until done\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [volume \(mute/unmute\) v] to [100]\nset volume to (volume \(mute/unmute\)) %\nforever\n if <<key (m v) pressed?> and <(volume \(mute/unmute\)) = [100]>> then\n set [volume \(mute/unmute\) v] to [0]\n wait (.1) seconds\n else\n if <key (m v) pressed?> then\n set [volume \(mute/unmute\) v] to [100]\n wait (.1) seconds\n end\n end\n set volume to (volume \(mute/unmute\)) %\nend\n\n@sensing\n\nwhen flag clicked\ngo to x: (400) y: (285)\nshow\nset [ghost v] effect to (100)\ngo [backward v] (2) layers\nsupersize me to (200)\nset [level v] to [1]\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ([x position v] of [player v])>>> then\n change [x v] by (1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ([x position v] of [player v])>>> 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 (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change x by ((x) * (-1))\n change y by (7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - ([y position v] of [player v])) > [50]>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [-10]\n else\n set [x v] to [0]\n end\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 (player v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - ([y position v] of [player v])) > [50]>>> then\n set [y v] to [-10]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [i died v]\ngo to x: (400) y: (285)\n\ndefine supersize me to (*really big*)\nswitch costume to (dot v)\nset size to (*really big*) %\nswitch costume to (level 1 hitbox v)\n\nwhen I receive [next level v]\nif <(level) = [5]> then\n broadcast (end v)\nelse\n switch costume to (join [level ] (join (level) [ hitbox]))\n go to x: (400) y: (285)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@ground\n\nwhen I receive [next level v]\nswitch costume to (join [level ] (level))\ngo to x: (400) y: (285)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nsupersize me to (200)\nshow\nset [ghost v] effect to (0)\ngo [backward v] (0) layers\nforever\n go to (sensing v)\nend\n\ndefine supersize me to (*really big*)\nswitch costume to (dot v)\nset size to (*really big*) %\nswitch costume to (level 1 v)\n\n@bg\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nsupersize me to (200)\nshow\ngo [backward v] (100) layers\nforever\n go to (sensing v)\nend\n\ndefine supersize me to (*really big*)\nswitch costume to (dot v)\nset size to (*really big*) %\nswitch costume to (background v)\n\n@player\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (player v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <touching color (#0a0a0a)?> then\n broadcast (i died v)\n end\n if <touching color (#41c4ff)?> then\n broadcast (next level v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@on death\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [i died v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@end\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end v]\nshow\n\n@thumbnail\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (300)\nshow\nstart sound [OOF v]\nglide (0.5) secs to x: (0) y: (0)\n\nswitch costume to (thumbnail v)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (stop v)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\n | |
Ultimate Platformer v1.1 mobile | @Stage\n\nwhen I receive [vbeijwnlcdka v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (shop v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\nwhen I receive [restarrt v]\nswitch backdrop to (shop v)\n\nwhen I receive [start v]\nforever\n\nplay sound [Video Game 1 v] until done\n\nstop all sounds\nplay sound [Lose v] until done\nforever\n play sound [Video Game 1 v] until done\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [12]> then\n wait (1) seconds\n broadcast (restarrt v)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine SWIM\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\n\ndefine Leiter\nif <<touching color (#003fff)?> and <key (up arrow v) pressed?>> then\n change y by (2)\nend\n\nwhen I receive [456 v]\ngo to x: (-205) y: (-59)\n\nwhen I receive [start v]\nforever\n if <not <touching color (#000000)?>> then\n change y by (-5)\n end\n if <touching color (#000000)?> then\n change y by (5)\n end\nend\n\nwhen I receive [start v]\nset size to (45.8) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nset [lifes v] to [10]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-226) y: (-46)\nforever\n Leiter\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-0.7)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((x) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000008)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<touching color (#000008)?> or <touching color (#fff000)?>> and <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n start sound [Jump v]\n set [y v] to [17]\n end\n change y by (1)\n if <touching (auge v)?> then\n start sound [Connect v]\n broadcast (vbeijwnlcdka v)\n go to x: (-226) y: (-66)\n end\n if <touching color (#ffff00)?> then\n change [y v] by (2)\n else\n if <not <<touching color (#000008)?> and <touching color (#fff000)?>>> then\n change [y v] by (-1)\n end\n end\n if <touching color (#ff0000)?> then\n start sound [Disconnect v]\n go to x: (-226) y: (-66)\n change [lifes v] by (-1)\n end\n if <touching color (#ffa438)?> then\n start sound [Boing v]\n set [y v] to [20]\n end\n if <<touching color (#f63434)?> or <touching color (#6dff2b)?>> then\n broadcast (g v)\n end\n if <touching color (#ed3232)?> then\n hide\n broadcast (h v)\n wait (3) seconds\n if <(x position) > [0]> then\n go to x: (-113) y: (-69)\n else\n go to x: (119) y: (-69)\n end\n show\n end\n if <touching color (#fe2e32)?> then\n if <<touching color (#000000)?> and <touching color (#ffff00)?>> then\n change y by (-15)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#003fff)?> then\n if <key (up arrow v) pressed?> then\n change y by (6)\n else\n change y by (-6)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Lifes) = [0]> then\n broadcast (restarrt v)\n hide\n end\nend\n\nwhen I receive [nxtcos v]\nchange [color v] effect by (20)\n\nwhen I receive [start v]\nforever\n if <<(x position) = [-226]> and <key (down arrow v) pressed?>> then\n broadcast (starman v)\n end\nend\n\nwhen I receive [starman v]\nforever\n change [color v] effect by (20)\nend\n\nwhen I receive [start v]\nforever\n if <touching (coin v)?> then\n start sound [Coin v]\n end\nend\n\nspeak [Drücke die Pfeiltasten, um dich zu bewegen]::tts\n\nwhen flag clicked\nset [skin v] to [standard]\nforever\n switch costume to (skin)\nend\n\nwhen I receive [restarrt v]\nset [skin v] to [standard]\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Figur2\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [8]> then\n show\n repeat until <not <(backdrop [name v]) = [8]>>\n turn left (3) degrees\n end\n end\n if <not <(backdrop [name v]) = [8]>> then\n hide\n end\nend\n\n@Auge\n\nwhen I receive [start v]\nshow\nforever\n turn right (15) degrees\n if <<(backdrop [number v]) = [5]> or <<(backdrop [number v]) = [6]> or <(backdrop [number v]) = [7]>>> then\n go to x: (220) y: (100)\n else\n go to x: (220) y: (-120)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [restarrt v]\nhide\n\n@Shop player\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Shop]> then\n go to x: (0) y: (0)\n set size to (150) %\n show\n else\n hide\n end\nend\n\nwhen I receive [nxtcos v]\nchange [color v] effect by (20)\n\n@Arrow2\n\nwhen flag clicked\nset size to (100) %\ngo to x: (60) y: (0)\nshow\n\nwhen this sprite clicked\nchange size by (10)\nbroadcast (nxtcos v)\nwait (0.1) seconds\nchange size by (-10)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [restarrt v]\nshow\n\n@Figur1\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-100)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [restarrt v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\n@zahl leben\n\nwhen I receive [start v]\nforever\n switch costume to (Lifes)\nend\n\n@Heart\n\n@Figur4\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.25) seconds\nend\n\nwhen flag clicked\nwait (0.5) seconds\nplay sound [Squeaky Toy v] until done\nplay sound [Squeaky Toy v] until done\n\n@coin\n\nwhen flag clicked\nset [coins v] to [0]\nhide\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n hide\n end\n if <<(backdrop [name v]) = [shop]> or <(backdrop [number v]) = [11]>> then\n hide\n end\nend\n\nwhen I receive [start v]\ngo to x: (pick random (-140) to (180)) y: (pick random (-140) to (-120))\nshow\n\nwhen I receive [vbeijwnlcdka v]\ngo to x: (pick random (-140) to (180)) y: (pick random (-140) to (-120))\nshow\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by (10)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.3) seconds\n change [brightness v] effect by (25)\n wait (0.3) seconds\n change [brightness v] effect by (-25)\n if <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by (10)\n end\n end\nend\n\n\n\n@zahl coins\n\nwhen flag clicked\nrepeat (6)\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nforever\n switch costume to (coins)\nend\n\n@coin2\n\n | Play my better platformer: https://scratch.mit.edu/projects/311048809/\n\nArrows to move/jump\nMade by @Alf5465 and @Jaschi05\n*can you find the secret skin?*\n\nthis is a game i made at school with a friend a few months ago! |
ABC Platformer | @Stage\n\n@SMILEY\n\nwhen flag clicked\nset size to (70) %\nset drag mode [not draggable v]\nswitch costume to (costume1 v)\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nset [yy v] to [-1]\nset [xx v] to [1]\nset [v v] to [0]\nset [startpointx v] to [-165]\nset [startpointy v] to [-150]\nset [deaths v] to [0]\nhide variable [deaths v]\nhide variable [level v]\nswitch backdrop to (intro v)\nhide\nswitch backdrop to (backdrop1 v)\nshow variable [level v]\nshow\ngo to x: (startpointx) y: (startpointy)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ehee v] to [0]\nforever\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xv v] by (3)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-3)\n end\n set [xv v] to ((Xv) * (0.7))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n start sound [pop v]\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <touching color (#00fffd)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n else\n set [yv v] to [-1.5]\n end\n end\n if <[247] < (x position)> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <(LEVEL) = [26]> then\n set [level v] to [1]\n set size to (100) %\n switch costume to (costume1 v)\n end\n if <touching color (#e400ff)?> then\n start sound [boing v]\n set [yv v] to [24]\n end\n if <touching color (#ff743b)?> then\n start sound [boing v]\n set [yv v] to [-20]\n end\nend\n\nwhen [r v] key pressed\nif <(LEVEL) = [34]> then\n switch backdrop to (backdrop37 v)\n go to x: (startpointx) y: (startpointy)\nelse\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\nend\n\nwhen [space v] key pressed\nif <key (space v) pressed?> then\n if <(EHEE) = [0]> then\n show variable [deaths v]\n set [ehee v] to [1]\n stop [this script v]\n end\n if <(EHEE) = [1]> then\n hide variable [deaths v]\n set [ehee v] to [0]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [25]> then\n switch costume to (costume2 v)\n set size to (200) %\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [game v] to [0]\ngo to x: (-8) y: (-105)\nhide\nwait until <(backdrop [number v]) = [10]>\nshow\nwait until <(backdrop [number v]) = [11]>\nshow\nhide\nwait until <(backdrop [number v]) = [12]>\nif <(game) = [1]> then\n show\nend\ngo to x: (183) y: (-100)\nwait until <(backdrop [number v]) = [13]>\nshow\nhide\ngo to x: (138) y: (-101)\nwait until <(backdrop [number v]) = [18]>\nshow\ngo to x: (138) y: (-101)\nwait until <(backdrop [number v]) = [19]>\nshow\ngo to x: (0) y: (61)\n\nwhen flag clicked\nrepeat until <(game) = [1]>\n if <touching (smiley v)?> then\n set [game v] to [1]\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen this sprite clicked\nhide\n\n | Use arrow keys!\nPress r to restart level.\nPress space to see deaths. |
-Green-™ (a platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [BROFIST \(PewDiePie Song, By Roomie\) \(1\) v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\n@player\n\nwhen flag clicked\nforever\n if <touching color (#f63838)?> then\n go to x: (-173) y: (-52)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fff500)?> then\n go to x: (-173) y: (-52)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\ngo to x: (-170) y: (-52)\n\nwhen flag clicked\ngo to x: (0) y: (-54)\nshow\nswitch costume to (costume1 v)\nset size to (100) %\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching color (#000000)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (1)\nend\n\nwhen flag clicked\nreset timer\n\n@Green\n\nwhen flag clicked\nhide\n\n | arrow keys to move avoid red 100 likes and favs and i will make a part 2. press the green flag twice.yellow to go to the next level.\nmusic by PewDiePie |
Ninja CAT Platformer | @Stage\n\n@ninja cat\n\nwhen I receive [play v]\nshow\nforever\n Griffpatch Platforming Engine [5]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nchange [frame v] by (0.5)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\ndefine Griffpatch Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nTouch Ground <(speed y) > [0]>\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <(y position) < [-180]> then\n start sound [fall v]\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\nend\nSet Costume\nScrolling Blocks\nchange y by (speed y)\n\ndefine Reset Player\nshow\nset size to (40) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [0]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen flag clicked\nbroadcast (Transition In v) and wait\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\nbroadcast (Play BG Music v)\n\nwhen I receive [setup v]\nReset Player\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [scrollx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [scrollx v] by (-100)\nend\n\nQuick Scroll\n\ngo to [front v] layer\n\n@Level HITBOX\n\ndefine Create\nwait (1) seconds\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\n@Music\n\nwhen I receive [play bg music v]\nforever\n play sound [Cool BG Music v] until done\nend\n\n@Level ART\n\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\ndefine Create\nFind Costume Number\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\n@Transition\n\nwhen I receive [transition in v]\nswitch costume to (costume1 v)\nhide\nshow\nstart sound [Disconnect v]\nrepeat (16)\n next costume\nend\n\nwhen I receive [transition out v]\nswitch costume to (costume17 v)\nstart sound [Connect v]\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\n | arrow keys.\nSpace bar\n i just recolored the cat...\nstop giving the game so much love...\n\n\n\n\n\n\n\nbut if you do play this give it a heart<3 |
Fortnite Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Fortnite OST - Battle Royal Menu Music \(Rock Version\).mp3 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nglide (1) secs to x: (0) y: (-30)\n\nwhen I receive [land v]\nhide\n\n@Sprite3\n\nwhen flag clicked\n\nwhen flag clicked\nshow\ngo [backward v] (100000) layers\ngo to x: (0) y: (0)\nrepeat (120)\n change x by (-10)\n wait (0.03) seconds\nend\nbroadcast (Start v)\n\nwhen I receive [land v]\nhide\n\n@Sprite4\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (100)\nrepeat (33)\n change [ghost v] effect by (-3)\nend\n\nstop [this script v]\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n hide\n broadcast (Land v)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [2]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [3]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [4]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [5]> then\n switch costume to (costume2 v)\n go to x: (-205) y: (105)\n show\n set [boom v] to [1]\n else\n if <(Level) = [6]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [7]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [8]> then\n switch costume to (costume4 v)\n go to x: (121) y: (-64)\n show\n set [boom v] to [1]\n else\n if <(Level) = [9]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [10]> then\n switch costume to (costume3 v)\n go to x: (121) y: (-64)\n show\n set [boom v] to [1]\n else\n if <(Level) = [11]> then\n set [boom v] to [0]\n hide\n else\n set [boom v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [land v]\nset size to (35) %\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(PlayerX) > (x position)> then\n point in direction (-90)\n else\n if <(PlayerX) < (x position)> then\n point in direction (90)\n end\n end\nend\n\nset [boom v] to [0]\n\nswitch costume to (costume3 v)\ngo to x: (121) y: (-64)\nshow\n\nwhen I receive [win v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume7 v)\n wait (0.1) seconds\nend\n\n@Sprite10\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [land v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [levelup v]\nchange [level v] by (1)\n\nwhen I receive [win v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [land v]\ngo to [front v] layer\nset size to (35) %\nswitch costume to (costume1 v)\ngo to x: (-219) y: (-60)\npoint in direction (90)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#006622)?> or <touching color (#cccccc)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [225]> then\n point in direction (90)\n go to x: (-219) y: (-60)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (LevelUp v)\n end\n if <<touching color (#ff0000)?> or <touching color (#4a4a4a)?>> then\n switch costume to (costume2 v)\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-219) y: (-60)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n switch costume to (costume1 v)\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n if <key (down arrow v) pressed?> then\n set [yv v] to [-5]\n else\n set [yv v] to [-1]\n end\n end\n end\n if <touching color (#005eba)?> then\n broadcast (win v)\n hide\n stop [this script v]\n end\n if <(y position) < [-170]> then\n switch costume to (costume2 v)\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-219) y: (0)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n switch costume to (costume1 v)\n end\nend\n\nstart sound [next lvl v]\n\nwhen I receive [land v]\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n switch costume to (costume1 v)\n go to x: (-219) y: (-100)\n point in direction (90)\n set [xv v] to [0]\n set [yv v] to [0]\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [land v]\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n wait (.1) seconds\n else\n switch costume to (costume2 v)\n end\nend\n\n\n\ngo to x: (115) y: (-71)\n\ngo to x: (115) y: (-71)\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n go to (sprite7 v)\n if <(Boom) = [1]> then\n repeat until <(Boom) = [0]>\n create clone of (_myself_ v)\n wait (2) seconds\n end\n end\nend\n\nwhen I start as a clone\ngo to (sprite7 v)\nshow\npoint towards (sprite5 v)\nrepeat until <<<touching (sprite10 v)?> or <touching (sprite5 v)?>> or <touching (sprite6 v)?>>\n move (10) steps\n wait (.03) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Boom) = [0]> then\n delete this clone\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (99)\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n go to x: (-75) y: (-80)\n else\n if <(Level) = [6]> then\n show\n go to x: (174) y: (9)\n else\n if <(Level) = [7]> then\n show\n go to x: (90) y: (-89)\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [win v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n go to x: (-123) y: (-78)\n else\n if <(Level) = [7]> then\n show\n go to x: (-101) y: (-89)\n else\n if <(Level) = [10]> then\n show\n go to x: (-101) y: (-89)\n else\n if <(Level) = [11]> then\n show\n go to x: (-101) y: (-89)\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [win v]\n\nhide\n\n@Winn\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [win v]\nshow\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | Welcome to Fortnite platformer! Please love and favorite if you enjoyed :) \n\nSorry for any lag. |
Space - A Platformer | @Stage\n\nwhen I receive [start v]\nswitch backdrop to (homescreen v)\n\nwhen I receive [gamestart v]\nswitch backdrop to (blank v)\n\nwhen I receive [gamend v]\nswitch backdrop to (earthscreen v)\n\nwhen I receive [time/score v]\nswitch backdrop to (time/death v)\n\n@YaBoi\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nset [deaths v] to [0]\nset [time v] to [0]\nswitch backdrop to (blank v)\ngo to x: (-190) y: (-73)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.75)\n switch costume to (left v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.75)\n switch costume to (right v)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#767676)?> then\n change y by (-2)\n if <touching color (#767676)?> then\n change y by (1)\n if <touching color (#767676)?> then\n change y by (1)\n if <touching color (#767676)?> then\n change y by (1)\n if <touching color (#767676)?> then\n change y by (1)\n if <touching color (#767676)?> then\n change y by (1)\n if <touching color (#767676)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\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)\n end\n change y by (-3)\n if <touching color (#767676)?> then\n if <(yv) = [-3]> then\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [7]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#767676)?>> then\n change y by (-1)\n if <not <touching color (#767676)?>> then\n change y by (-1)\n if <not <touching color (#767676)?>> then\n change y by (-1)\n if <not <touching color (#767676)?>> then\n change y by (-1)\n if <not <touching color (#767676)?>> then\n change y by (-1)\n if <not <touching color (#767676)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#767676)?> then\n change y by (-2)\n if <touching color (#767676)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n if <touching color (#ff8a00)?> then\n set [yv v] to [10]\n end\n if <touching color (#0061ff)?> then\n set [xv v] to [15]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\ngo to x: (-190) y: (-73)\nswitch costume to (right v)\nshow\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n wait (0.01) seconds\n go to x: (-190) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n switch costume to (right v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (death v)?> then\n change [deaths v] by (1)\n wait (0.02) seconds\n go to x: (-190) y: (0)\n switch costume to (right v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n change [deaths v] by (1)\n wait (0.1) seconds\n go to x: (-190) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n switch costume to (right v)\n end\nend\n\nwhen flag clicked\nset [gamend v] to [0]\nforever\n if <touching (rocket v)?> then\n set [gamend v] to [1]\n broadcast (Gamend v)\n repeat (100)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\nwhen I receive [gamestart v]\nforever\n repeat until <(Gamend) = [1]>\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (_edge_ v)?> and <(x position) > [220]>> and <touching color (#282828)?>> then\n broadcast (NewLevel v)\n go to x: (-190) y: (-73)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (nextlevel v)?> then\n wait (0.01) seconds\n broadcast (NewLevel v)\n go to x: (-190) y: (-73)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Stars\n\nwhen flag clicked\nhide\nforever\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.03)) seconds\nend\n\nwhen I start as a clone\ngo [backward v] (100) layers\nset size to (100) %\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\ngo to (random position v)\nshow\nrepeat (10)\n change [ghost v] effect by (-7)\n change [brightness v] effect by (10)\n change size by (-1)\nend\nwait (0.2) seconds\ndelete this clone\n\n@Background\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(costume [name v]) = [8]> then\n broadcast (Moving; v)\n end\n if <(costume [name v]) = [9]> then\n broadcast (UnMoving; v)\n end\n if <(costume [name v]) = [16]> then\n broadcast (Moving;2 v)\n end\n if <(costume [name v]) = [17]> then\n broadcast (UnMoving;2 v)\n broadcast (Rain/On v)\n end\n if <(costume [name v]) = [18]> then\n broadcast (Rain/Off v)\n broadcast (Moving;3 v)\n end\n if <(costume [name v]) = [19]> then\n broadcast (UnMoving;3 v)\n end\n if <(costume [name v]) = [25]> then\n broadcast (Rocket v)\n set [rocket:undoscript v] to [1]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nset [ghost v] effect to (0)\nset size to (100) %\nswitch costume to (1 v)\ngo to x: (-44) y: (-26)\nshow\n\nwhen I receive [newlevel v]\nnext costume\n\nwhen I receive [gamend v]\nrepeat (100)\n change [ghost v] effect by (5)\nend\nhide\n\n@Death\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nset size to (100) %\ngo to x: (5) y: (-22)\nshow\n\nwhen I receive [rocket v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (1) y: (10)\nwait (0.1) seconds\nhide\nbroadcast (Start v)\n\n@Play Button\n\nwhen I receive [start v]\nswitch costume to (play:naw v)\ngo to x: (4) y: (-28)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (play:ya v)\n else\n switch costume to (play:naw v)\n end\nend\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen this sprite clicked\nbroadcast (Gamestart v)\nhide\n\n@Music\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [start v]\nswitch costume to (music v)\ngo to x: (191) y: (-194)\nshow\n\nwhen this sprite clicked\nnext costume\nforever\n if <(costume [name v]) = [Music]> then\n play sound (pick random (1) to (21)) until done\n set [scriptchange v] to [1]\n else\n stop all sounds\n set [scriptchange v] to [1]\n end\nend\n\nwhen I receive [gamestart v]\nhide\n\nwhen flag clicked\nset [scriptchange v] to [0]\nplay sound (pick random (1) to (21)) until done\nbroadcast (Music:FIX v) and wait\n\nwhen I receive [music:fix v]\nif <(ScriptChange) = [1]> then\n stop [this script v]\nend\nforever\n if <(costume [name v]) = [Music]> then\n play sound (pick random (1) to (21)) until done\n else\n stop all sounds\n end\nend\n\n@Oof\n\nwhen flag clicked\nset [moving; v] to [0]\n\nwhen I receive [unmoving; v]\nset [moving; v] to [0]\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\ngo to x: (6) y: (-20)\nhide\nforever\n glide (1) secs to x: (6) y: (-20)\n glide (1) secs to x: (6) y: (20)\nend\n\nwhen I receive [moving; v]\nset [moving; v] to [1]\n\nwhen flag clicked\nforever\n if <(Moving;) = [1]> then\n show\n else\n hide\n end\nend\n\n@Moving\n\nwhen flag clicked\nset size to (100) %\ngo to x: (74) y: (-3)\nhide\nforever\n glide (2) secs to x: (252) y: (-3)\n glide (2) secs to x: (74) y: (-3)\nend\n\nwhen I receive [moving;2 v]\nset [moving;2 v] to [1]\n\nwhen flag clicked\nset [moving;2 v] to [0]\n\nwhen I receive [unmoving;2 v]\nset [moving;2 v] to [0]\n\nwhen flag clicked\nforever\n if <(Moving;2) = [1]> then\n show\n else\n hide\n end\nend\n\n@Lava Rain\n\nwhen flag clicked\nset [fireing var. v] to [0]\nhide\nforever\n if <(LavaRain) = [1]> then\n hide\n wait (0.4) seconds\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [fireing var. v] to (pick random (1) to (8))\nif <(fireing var.) = [1]> then\n show\n go to x: (31) y: (129)\n repeat until <<touching color (#767676)?> or <touching (moving2 v)?>>\n change y by (-3)\n end\n delete this clone\nend\nif <(fireing var.) = [2]> then\n show\n go to x: (60) y: (129)\n repeat until <<touching color (#767676)?> or <touching (moving2 v)?>>\n change y by (-3)\n end\n delete this clone\nend\nif <(fireing var.) = [3]> then\n show\n go to x: (89) y: (129)\n repeat until <<touching color (#767676)?> or <touching (moving2 v)?>>\n change y by (-3)\n end\n delete this clone\nend\nif <(fireing var.) = [4]> then\n show\n go to x: (118) y: (129)\n repeat until <<touching color (#767676)?> or <touching (moving2 v)?>>\n change y by (-3)\n end\n delete this clone\nend\nif <(fireing var.) = [5]> then\n show\n go to x: (147) y: (129)\n repeat until <<touching color (#767676)?> or <touching (moving2 v)?>>\n change y by (-3)\n end\n delete this clone\nend\nif <(fireing var.) = [6]> then\n show\n go to x: (176) y: (129)\n repeat until <<touching color (#767676)?> or <touching (moving2 v)?>>\n change y by (-3)\n end\n delete this clone\nend\nif <(fireing var.) = [7]> then\n show\n go to x: (205) y: (129)\n repeat until <<touching color (#767676)?> or <touching (moving2 v)?>>\n change y by (-3)\n end\n delete this clone\nend\nif <(fireing var.) = [8]> then\n show\n go to x: (234) y: (129)\n repeat until <<touching color (#767676)?> or <touching (moving2 v)?>>\n change y by (-3)\n end\n delete this clone\nend\ndelete this clone\n\nwhen flag clicked\nset [lavarain v] to [0]\nset size to (100) %\ngo to x: (147) y: (-45)\n\nwhen I receive [rain/off v]\nset [lavarain v] to [0]\n\nwhen I receive [rain/on v]\nset [lavarain v] to [1]\n\n@Moving2\n\nwhen I receive [unmoving;3 v]\nset [moving;3 v] to [0]\n\nwhen flag clicked\nset [moving;3 v] to [0]\n\nwhen I receive [moving;3 v]\nset [moving;3 v] to [1]\n\nwhen flag clicked\nforever\n if <(Moving;3) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (214) y: (20)\nhide\nforever\n glide (2.5) secs to x: (10) y: (20)\n glide (2.5) secs to x: (214) y: (20)\nend\n\n@Moving3\n\nwhen I receive [unmoving;3 v]\nset [moving;3 v] to [0]\n\nwhen flag clicked\nset [moving;3 v] to [0]\n\nwhen I receive [moving;3 v]\nset [moving;3 v] to [1]\n\nwhen flag clicked\nforever\n if <(Moving;3) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-1100) y: (10)\nhide\nforever\n glide (2.5) secs to x: (40) y: (10)\n glide (2.5) secs to x: (-110) y: (10)\nend\n\n@Rocket\n\nwhen flag clicked\nhide\n\nwhen I receive [rocket v]\nshow\n\nwhen I receive [gamend v]\nrepeat (25)\n turn right (2) degrees\n wait (0.0001) seconds\nend\nglide (2) secs to x: (125) y: (14)\nrepeat (100)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (Time/Score v)\n\nwhen I receive [gamend v]\nforever\n switch costume to (rocket2 v)\n change size by (1.5)\n wait (0.1) seconds\n switch costume to (rocket3 v)\n change size by (1.5)\n wait (0.1) seconds\n switch costume to (rocket4 v)\n change size by (1.5)\n wait (0.1) seconds\nend\n\nwhen I receive [gamend v]\nset size to (70) %\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to x: (-173) y: (-211)\nstart sound [Rocket v]\n\nwhen flag clicked\nset [rocket:undoscript v] to [0]\nset [ghost v] effect to (0)\nswitch costume to (rocket v)\nset size to (100) %\ngo to x: (51) y: (-44)\npoint in direction (90)\nif <(Rocket:UndoScript) = [1]> then\n stop [this script v]\nend\n\n@Time/Deaths\n\nwhen I receive [time/score v]\nshow\nDisplay text (join (join (letter (1) of (Time)) (letter (2) of (Time))) (letter (3) of (Time))) X: (-78) Y: (24)\nDisplay text (Deaths) X: (-60) Y: (-60)\n\ndefine Display text (text) X: (x) Y: (y)\nshow\nset [onletter v] to [0]\nset [y v] to [0]\ngo to x: (x) y: (y)\nrepeat (length of (text))\n wait (0.01) seconds\n change [onletter v] by (1)\n if <not <(letter (OnLetter) of (text)) = [ ]>> then\n switch costume to (letter (OnLetter) of (text))\n create clone of (_myself_ v)\n change x by (20)\n else\n change x by (20)\n end\n if <<<(OnLetter) = [23]> or <(OnLetter) = [46]>> or <<(OnLetter) = [69]> or <(OnLetter) = [82]>>> then\n change [y v] by (20)\n set x to (x)\n set y to ((y) - (Y))\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@NextLevel\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nset size to (100) %\ngo to [back v] layer\ngo to x: (180) y: (8)\nshow\n\nwhen I receive [rocket v]\nhide\n\n | Your lost in space and you must find your rocket to get home safely. Can you beat all 24 levels?\n\nINSTRUCTIONS:\nWASD or ↑↓→← to move\nR to respawn \nRed, Falling into the endless void, and using "R"\nOrange is bouncy while Blue is slippery\n\nCREDIT:\nThanks to @haniamatuszyk @Cheese1134 @s-swrichter for some coding and to cooltext.com for some text. Almost all coding done by me, all art done by me :) \n\nNOTES:\nThis is my first project on this account there will be many more projects coming. ALL levels are possible comment your time and deaths. The stars were made to be used as a platform so they might either mess you up or help you. If you find any bugs tell me so I can fix it. If it's to hard, tell me what levels to make easier. Plz Love, Fav, Comment, Follow me and Enjoy :D |
Nature Platformer [FIXED] | @Stage\n\n@Acorn\n\nwhen flag clicked\nset size to (100) %\nset drag mode [not draggable v]\nswitch costume to (costume1 v)\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nset [yy v] to [-1]\nset [xx v] to [1]\nset [v v] to [0]\nset [startpointx v] to [-165]\nset [startpointy v] to [-133]\nset [deaths v] to [0]\nhide variable [deaths v]\nhide variable [level v]\nswitch backdrop to (intro v)\nhide\nswitch backdrop to (backdrop1 v)\nshow variable [level v]\nshow\ngo to x: (startpointx) y: (startpointy)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ehee v] to [0]\nforever\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xv v] by (3)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-3)\n end\n set [xv v] to ((Xv) * (0.7))\n change x by (Xv)\n if <touching color (#898989)?> then\n change y by (1)\n if <touching color (#898989)?> then\n change y by (1)\n if <touching color (#898989)?> then\n change y by (1)\n if <touching color (#898989)?> then\n change y by (1)\n if <touching color (#898989)?> then\n change y by (1)\n if <touching color (#898989)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#898989)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#898989)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [14]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n start sound [pop v]\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <[253] < (x position)> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <touching color (#66ffc0)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n else\n set [yv v] to [-1.5]\n end\n end\n if <(LEVEL) = [26]> then\n set [level v] to [1]\n set size to (100) %\n switch costume to (costume1 v)\n end\n if <touching color (#3fff00)?> then\n change [level v] by (1)\n switch backdrop to (backdrop34 v)\n go to x: (startpointx) y: (startpointy)\n end\n if <touching color (#d741ff)?> then\n start sound [boing v]\n set [yv v] to [22]\n end\n if <touching color (#e9a500)?> then\n start sound [boing v]\n set [yv v] to [-20]\n end\n if <[154] < (y position)> then\n set [startpointy v] to [0]\n go to x: (startpointx) y: (startpointy)\n switch backdrop to (clouds v)\n end\n if <(y position) < [-206]> then\n set [startpointy v] to [-133]\n go to x: (startpointx) y: (startpointy)\n switch backdrop to (backdrop7 v)\n end\nend\n\nwhen [r v] key pressed\nif <(LEVEL) = [34]> then\n switch backdrop to (backdrop37 v)\n go to x: (startpointx) y: (startpointy)\nelse\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\nend\n\nwhen [space v] key pressed\nif <key (space v) pressed?> then\n if <(EHEE) = [0]> then\n show variable [deaths v]\n set [ehee v] to [1]\n stop [this script v]\n end\n if <(EHEE) = [1]> then\n hide variable [deaths v]\n set [ehee v] to [0]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [25]> then\n switch costume to (costume2 v)\n set size to (200) %\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [nature v] to [0]\nhide\ngo to x: (36) y: (0)\nwait until <[clouds] = (backdrop [name v])>\nshow\nrepeat until <not <[clouds] = (backdrop [name v])>>\n if <touching (acorn v)?> then\n set [nature v] to [1]\n hide\n end\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\nwait until <[16] = (backdrop [number v])>\nif <(nature) = [1]> then\n show\n repeat until <not <[16] = (backdrop [number v])>>\n turn right (5) degrees\n end\n hide\nelse\n point in direction (90)\n show\n go to x: (200) y: (0)\n switch costume to (costume2 v)\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nhide\n\n | Use arrow keys to move.\nPress r to restart level.\nPress space for deaths! |
Trolled Platformer!! | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (1.5) seconds\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-215) y: (-16)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00d8ff)?> then\n go to x: (-215) y: (-16)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#c000ff)?> then\n change [yv v] by (17)\n end\nend\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nswitch costume to (costume1 v)\nset size to (25) %\ngo to x: (-215) y: (-16)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000000)?> then\n change y by (-2)\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 (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\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)\n end\n change y by (-3)\n if <touching color (#000000)?> then\n if <(yv) = [-3]> then\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\n | This is my first Trolled Platformer!!!\nUse the Arrow keys or wasd keys to move, blue is your destiny, Red is Lava, Purple is Bouncy.\nPart2 - https://scratch.mit.edu/projects/360640936/ |
100% Pen Platformer | @Stage\n\n@Pen\n\ndefine Render (length) (height) (color#) (x) (y) (roundness) Id (id#) (block)\nset pen size to (roundness)\ngo to x: (x) y: (y)\nchange x by ((((length) / (2)) - ((roundness) / (2))) * (-1))\nchange y by ((((height) / (2)) - ((roundness) / (2))) * (-1))\nif <(length) > (height)> then\n repeat ((height) - ((roundness) - (1)))\n pen down\n change x by ((length) - (roundness))\n change x by (((length) - (roundness)) * (-1))\n pen up\n change y by (1)\n end\nelse\n repeat ((length) - ((roundness) - (1)))\n pen down\n change y by ((height) - (roundness))\n change y by (((height) - (roundness)) * (-1))\n pen up\n change x by (1)\n end\nend\nset [death v] to [0]\nif <(block) = [0]> then\n if <<((Y) - ((Character Size) / (2))) < ((y) + ((height) / (2)))> and <((Y) + ((Character Size) / (2))) > ((y) - ((height) / (2)))>> then\n if <<((X) + ((Character Size) / (2))) > ((x) - ((length) / (2)))> and <((X) - ((Character Size) / (2))) < ((x) + ((length) / (2)))>> then\n if <(color#) = [purple]> then\n if <(Y Speed) < [1]> then\n set [ground v] to [0]\n set [y speed v] to [23]\n start sound [Spring-Boing v]\n end\n end\n if <(color#) = [red]> then\n start sound [Oof v]\n set [ground v] to [0]\n set [death v] to [1]\n set [wall v] to [0]\n set [x speed v] to [0]\n set [y speed v] to [0]\n set [x v] to (item (Level) of [level reset x v])\n set [y v] to (item (Level) of [level reset y v])\n end\n end\n end\nend\nif <<(block) = [1]> and <(death) = [0]>> then\n if <(Ground) = [0]> then\n replace item (id#) of [ground v] with [0]\n end\n if <(Wall) = [0]> then\n replace item (id#) of [wall v] with [0]\n end\n if <(item (id#) of [ground v]) = [1]> then\n set [y speed v] to [0]\n if <not <<((X) + ((Character Size) / (2))) > ((x) - ((length) / (2)))> and <((X) - ((Character Size) / (2))) < ((x) + ((length) / (2)))>>> then\n replace item (id#) of [ground v] with [0]\n set [ground v] to [0]\n end\n end\n if <<not <(item (id#) of [wall v]) = [0]>> and <<(Wall) = [1]> or <(Wall) = [2]>>> then\n set [x speed v] to [0]\n if <not <<((Y) - ((Character Size) / (2))) < ((y) + ((height) / (2)))> and <((Y) + ((Character Size) / (2))) > ((y) - ((height) / (2)))>>> then\n replace item (id#) of [wall v] with [0]\n if <not <[wall v] contains [1]?>> then\n set [wall v] to [0]\n end\n end\n if <(item (id#) of [wall v]) = [1]> then\n set [x v] to (((x) - ((length) / (2))) - ((Character Size) / (2)))\n else\n if <(item (id#) of [wall v]) = [2]> then\n set [x v] to (((x) + ((length) / (2))) + ((Character Size) / (2)))\n end\n end\n else\n if <<((X) + ((Character Size) / (2))) > ((x) - ((length) / (2)))> and <((X) - ((Character Size) / (2))) < ((x) + ((length) / (2)))>> then\n if <<((Y) - ((Character Size) / (2))) < ((y) + ((height) / (2)))> and <((Y) + ((Character Size) / (2))) > ((y) - ((height) / (2)))>> then\n set [hit v] to (item (1) of [hit v])\n if <<not <([abs v] of (X) ) > [229]>> and <not <<((Hit) + ((Character Size) / (2))) > ((x) - ((length) / (2)))> and <((Hit) - ((Character Size) / (2))) < ((x) + ((length) / (2)))>>>> then\n if <(X Speed) > [0]> then\n set [wall v] to [1]\n set [x speed v] to [0]\n set [x v] to (((x) - ((length) / (2))) - ((Character Size) / (2)))\n replace item (id#) of [wall v] with [1]\n else\n set [wall v] to [2]\n set [x speed v] to [0]\n set [x v] to (((x) + ((length) / (2))) + ((Character Size) / (2)))\n replace item (id#) of [wall v] with [2]\n end\n else\n if <<(Y) < (y)> and <(Y Speed) > [0]>> then\n set [y v] to (((y) - ((height) / (2))) - ((Character Size) / (2)))\n set [y speed v] to [0]\n else\n set [ground v] to [1]\n set [y v] to (((y) + ((height) / (2))) + ((Character Size) / (2)))\n set [y speed v] to [0]\n replace item (id#) of [ground v] with [1]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ndelete all of [ground v]\ndelete all of [wall v]\nset [id# v] to [0]\nwait (3) seconds\ncreate [64] clones\nwait until <(Level) = [15]>\nstart sound [Ta-da v]\nhide variable [level v]\nrepeat (3)\n hide variable [timer v]\n wait (0.3) seconds\n show variable [timer v]\n wait (0.3) seconds\nend\nstop [this script v]\n\nwhen I start as a clone\nif <(ID#) = [1]> then\n Draw Block Length [500] Height [40] Color [7000] Go to x [0] Go to y [-160] Edge Roundness [10] Id# (ID#) Block [1] Which Level? [all] movex [0] movey [0]\nend\nif <(ID#) = [2]> then\n Draw Block Length [500] Height [2] Color [brown] Go to x [0] Go to y [-140] Edge Roundness [1] Id# (ID#) Block [1] Which Level? [all] movex [0] movey [0]\nend\nif <(ID#) = [3]> then\n Draw Block Length [175] Height [30] Color [red] Go to x [0] Go to y [-153.5] Edge Roundness [20] Id# (ID#) Block [0] Which Level? [2] movex [0] movey [0]\nend\nif <(ID#) = [4]> then\n Draw Block Length [40] Height [240] Color [4000] Go to x [0] Go to y [0] Edge Roundness [20] Id# (ID#) Block [1] Which Level? [3] movex [0] movey [0]\nend\nif <(ID#) = [5]> then\n Draw Block Length [40] Height [215] Color [4000] Go to x [-150] Go to y [15] Edge Roundness [20] Id# (ID#) Block [1] Which Level? [3] movex [0] movey [0]\nend\nif <(ID#) = [6]> then\n Draw Block Length [100] Height [25] Color [red] Go to x [130] Go to y [-126] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [3] movex [0] movey [0]\nend\nif <(ID#) = [7]> then\n Draw Block Length [50] Height [25] Color [purple] Go to x [-90] Go to y [-126] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [4] movex [0] movey [0]\nend\nif <(ID#) = [8]> then\n Draw Block Length [300] Height [28] Color [green] Go to x [85] Go to y [73] Edge Roundness [18] Id# (ID#) Block [1] Which Level? [4] movex [0] movey [0]\nend\nif <(ID#) = [9]> then\n Draw Block Length [28] Height [223] Color [green] Go to x [220] Go to y [-25] Edge Roundness [18] Id# (ID#) Block [1] Which Level? [4] movex [0] movey [0]\nend\nif <(ID#) = [10]> then\n Draw Block Length [300] Height [30] Color [14050] Go to x [60] Go to y [-120] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [5] movex [0] movey [0]\nend\nif <(ID#) = [11]> then\n Draw Block Length [300] Height [30] Color [14050] Go to x [65] Go to y [-70] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [5] movex [0] movey [0]\nend\nif <(ID#) = [12]> then\n Draw Block Length [300] Height [30] Color [14050] Go to x [70] Go to y [-20] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [5] movex [0] movey [0]\nend\nif <(ID#) = [13]> then\n Draw Block Length [300] Height [30] Color [14050] Go to x [75] Go to y [30] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [5] movex [0] movey [0]\nend\nif <(ID#) = [14]> then\n Draw Block Length [300] Height [30] Color [14050] Go to x [80] Go to y [80] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [5] movex [0] movey [0]\nend\nif <(ID#) = [15]> then\n Draw Block Length [300] Height [30] Color [14050] Go to x [85] Go to y [130] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [5] movex [0] movey [0]\nend\nif <(ID#) = [16]> then\n Draw Block Length [350] Height [30] Color [red] Go to x [65] Go to y [80] Edge Roundness [30] Id# (ID#) Block [0] Which Level? [6] movex [0] movey [0]\nend\nif <(ID#) = [17]> then\n Draw Block Length [50] Height [25] Color [purple] Go to x [-150] Go to y [-126] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [6] movex [0] movey [0]\nend\nif <(ID#) = [18]> then\n Draw Block Length [50] Height [25] Color [purple] Go to x [-50] Go to y [-126] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [6] movex [0] movey [0]\nend\nif <(ID#) = [19]> then\n Draw Block Length [50] Height [25] Color [purple] Go to x [50] Go to y [-126] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [6] movex [0] movey [0]\nend\nif <(ID#) = [20]> then\n Draw Block Length [50] Height [25] Color [purple] Go to x [150] Go to y [-126] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [6] movex [0] movey [0]\nend\nif <(ID#) = [21]> then\n Draw Block Length [30] Height [81] Color [brown] Go to x [240] Go to y [-101] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [6] movex [0] movey [0]\nend\nif <(ID#) = [22]> then\n Draw Block Length [25] Height [83] Color [1450] Go to x [240] Go to y [-104] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [6] movex [0] movey [0]\nend\nif <(ID#) = [23]> then\n Draw Block Length [500] Height [100] Color [red] Go to x [0] Go to y [-150] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [7] movex [0] movey [0]\nend\nif <(ID#) = [24]> then\n Draw Block Length [35] Height [10] Color [3250] Go to x [-220] Go to y [-80] Edge Roundness [1] Id# (ID#) Block [1] Which Level? [7] movex [0] movey [0]\nend\nif <(ID#) = [25]> then\n Draw Block Length [10] Height [10] Color [3250] Go to x [-95] Go to y [-15] Edge Roundness [1] Id# (ID#) Block [1] Which Level? [7] movex [0] movey [0]\nend\nif <(ID#) = [26]> then\n Draw Block Length [10] Height [10] Color [3250] Go to x [100] Go to y [-50] Edge Roundness [1] Id# (ID#) Block [1] Which Level? [7] movex [0] movey [0]\nend\nif <(ID#) = [27]> then\n Draw Block Length [40] Height [240] Color [-20] Go to x [0] Go to y [0] Edge Roundness [20] Id# (ID#) Block [1] Which Level? [8] movex [0] movey [0]\nend\nif <(ID#) = [28]> then\n Draw Block Length [40] Height [215] Color [-20] Go to x [-150] Go to y [15] Edge Roundness [20] Id# (ID#) Block [1] Which Level? [8] movex [0] movey [0]\nend\nif <(ID#) = [29]> then\n Draw Block Length [450] Height [10] Color [-20] Go to x [0] Go to y [170] Edge Roundness [10] Id# (ID#) Block [1] Which Level? [8] movex [0] movey [0]\nend\nif <(ID#) = [30]> then\n Draw Block Length [50] Height [270] Color [red] Go to x [120] Go to y [25] Edge Roundness [20] Id# (ID#) Block [0] Which Level? [8] movex [1] movey [0]\nend\nif <(ID#) = [31]> then\n Draw Block Length [50] Height [25] Color [purple] Go to x [220] Go to y [-126] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [8] movex [0] movey [0]\nend\nif <(ID#) = [32]> then\n Draw Block Length [50] Height [10] Color [4000] Go to x [-200] Go to y [-87] Edge Roundness [10] Id# (ID#) Block [1] Which Level? [9] movex [0] movey [0]\nend\nif <(ID#) = [33]> then\n Draw Block Length [50] Height [10] Color [green] Go to x [0] Go to y [-87] Edge Roundness [10] Id# (ID#) Block [1] Which Level? [9] movex [2] movey [0]\nend\nif <(ID#) = [34]> then\n Draw Block Length [500] Height [100] Color [red] Go to x [0] Go to y [-150] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [9] movex [0] movey [0]\nend\nif <(ID#) = [35]> then\n Draw Block Length [50] Height [25] Color [purple] Go to x [-205] Go to y [-126] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [10] movex [0] movey [0]\nend\nif <(ID#) = [36]> then\n Draw Block Length [60] Height [150] Color [green] Go to x [-150] Go to y [-63] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [10] movex [0] movey [0]\nend\nif <(ID#) = [37]> then\n Draw Block Length [50] Height [225] Color [red] Go to x [70] Go to y [-21] Edge Roundness [20] Id# (ID#) Block [0] Which Level? [10] movex [3] movey [0]\nend\nif <(ID#) = [38]> then\n Draw Block Length [50] Height [25] Color [purple] Go to x [-95] Go to y [-126] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [10] movex [0] movey [0]\nend\nif <(ID#) = [39]> then\n Draw Block Length [375] Height [30] Color [14050] Go to x [-50] Go to y [-65] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [11] movex [0] movey [0]\nend\nif <(ID#) = [40]> then\n Draw Block Length [375] Height [30] Color [14050] Go to x [50] Go to y [25] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [11] movex [0] movey [0]\nend\nif <(ID#) = [41]> then\n Draw Block Length [375] Height [30] Color [14050] Go to x [-50] Go to y [115] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [11] movex [0] movey [0]\nend\nif <(ID#) = [42]> then\n Draw Block Length [28] Height [223] Color [14050] Go to x [225] Go to y [-25] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [11] movex [0] movey [0]\nend\nif <(ID#) = [43]> then\n Draw Block Length [55] Height [25] Color [red] Go to x [175] Go to y [30] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [11] movex [0] movey [1]\nend\nif <(ID#) = [44]> then\n Draw Block Length [50] Height [25] Color [red] Go to x [-170] Go to y [30] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [11] movex [0] movey [1]\nend\nif <(ID#) = [45]> then\n Draw Block Length [40] Height [215] Color [3250] Go to x [-150] Go to y [15] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [12] movex [0] movey [0]\nend\nif <(ID#) = [46]> then\n Draw Block Length [40] Height [240] Color [3250] Go to x [0] Go to y [0] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [12] movex [0] movey [0]\nend\nif <(ID#) = [47]> then\n Draw Block Length [41] Height [40] Color [red] Go to x [0] Go to y [0] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [12] movex [0] movey [2]\nend\nif <(ID#) = [48]> then\n Draw Block Length [41] Height [40] Color [red] Go to x [-150] Go to y [15] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [12] movex [0] movey [3]\nend\nif <(ID#) = [49]> then\n Draw Block Length [200] Height [25] Color [red] Go to x [125] Go to y [-126] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [12] movex [0] movey [0]\nend\nif <(ID#) = [50]> then\n Draw Block Length [300] Height [25] Color [red] Go to x [0] Go to y [-75] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [13] movex [0] movey [4]\nend\nif <(ID#) = [51]> then\n Draw Block Length [25] Height [25] Color [red] Go to x [-135] Go to y [-75] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [13] movex [0] movey [5]\nend\nif <(ID#) = [52]> then\n Draw Block Length [95] Height [25] Color [sky] Go to x [200] Go to y [-97] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [14] movex [0] movey [0]\nend\nif <(ID#) = [53]> then\n Draw Block Length [500] Height [100] Color [red] Go to x [0] Go to y [-150] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [14] movex [0] movey [0]\nend\nif <(ID#) = [54]> then\n Draw Block Length [50] Height [25] Color [purple] Go to x [-45] Go to y [-75] Edge Roundness [15] Id# (ID#) Block [0] Which Level? [14] movex [4] movey [0]\nend\nif <(ID#) = [55]> then\n Draw Block Length [25] Height [50] Color [green] Go to x [-225] Go to y [-50] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [14] movex [0] movey [0]\nend\nif <(ID#) = [56]> then\n Draw Block Length [28] Height [175] Color [green] Go to x [150] Go to y [35] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [14] movex [0] movey [0]\nend\nif <(ID#) = [57]> then\n Draw Block Length [28] Height [223] Color [green] Go to x [225] Go to y [55] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [14] movex [0] movey [0]\nend\nif <(ID#) = [58]> then\n Draw Block Length [150] Height [150] Color [3250] Go to x [0] Go to y [0] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [15] movex [0] movey [0]\nend\nif <(ID#) = [59]> then\n Draw Block Length [50] Height [15] Color [4000] Go to x [0] Go to y [-50] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [15] movex [0] movey [0]\nend\nif <(ID#) = [60]> then\n Draw Block Length [20] Height [15] Color [4000] Go to x [20] Go to y [-45] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [15] movex [0] movey [0]\nend\nif <(ID#) = [61]> then\n Draw Block Length [20] Height [15] Color [4000] Go to x [-20] Go to y [-45] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [15] movex [0] movey [0]\nend\nif <(ID#) = [62]> then\n Draw Block Length [15] Height [15] Color [4000] Go to x [-35] Go to y [45] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [15] movex [0] movey [0]\nend\nif <(ID#) = [63]> then\n Draw Block Length [15] Height [15] Color [4000] Go to x [35] Go to y [45] Edge Roundness [15] Id# (ID#) Block [1] Which Level? [15] movex [0] movey [0]\nend\nif <(ID#) = [64]> then\n Draw Block Length [1] Height [320] Color [sky] Go to x [230] Go to y [22] Edge Roundness [1] Id# (ID#) Block [1] Which Level? [15] movex [0] movey [0]\nend\n\ndefine Draw Block Length (length) Height (hght) Color (color#) Go to x (x) Go to y (y) Edge Roundness (roundness) Id# (id#) Block (decoration) Which Level? (level) movex (movex) movey (movey)\nif <<<(color#) = [sky]> or <(color#) = [green]>> or <<<(color#) = [brown]> or <(color#) = [purple]>> or <<(color#) = [red]> or <(color#) = [yellow]>>>> then\n if <(color#) = [brown]> then\n set pen color to (#b35400)\n end\n if <(color#) = [purple]> then\n set pen color to (#d300cb)\n end\n if <(color#) = [yellow]> then\n set pen color to (#ffcb00)\n end\n if <(color#) = [red]> then\n set pen color to (#ff0000)\n end\n if <(color#) = [green]> then\n set pen color to (#0dca36)\n end\n if <(color#) = [sky]> then\n set pen color to (#00f7f7)\n end\nelse\n set pen (color v) to (color#)\nend\nwait until <<(level) = [end]> or <<(level) = (Level)> or <(level) = [all]>>>\nif <(level) = [all]> then\n forever\n Render (length) (hght) (color#) (x) (y) (roundness) Id (id#) (decoration)\n end\nelse\n repeat until <not <(level) = (Level)>>\n if <<(movex) > [0]> or <(movey) > [0]>> then\n if <<(movex) > [0]> and <(movey) > [0]>> then\n Render (length) (hght) (color#) ((x) + (item (movex) of [movex v])) ((y) + (item (movey) of [movey v])) (roundness) Id (id#) (decoration)\n else\n if <(movex) > [0]> then\n Render (length) (hght) (color#) ((x) + (item (movex) of [movex v])) (y) (roundness) Id (id#) (decoration)\n else\n Render (length) (hght) (color#) (x) ((y) + (item (movey) of [movey v])) (roundness) Id (id#) (decoration)\n end\n end\n else\n Render (length) (hght) (color#) (x) (y) (roundness) Id (id#) (decoration)\n end\n end\n if <not <<(movex) > [0]> or <(movey) > [0]>>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nhide variable [level v]\nhide variable [timer v]\nwait (3) seconds\nshow variable [level v]\nshow variable [timer v]\n\ndefine create (#) clones\nrepeat (#)\n change [id# v] by (1)\n add [0] to [ground v]\n add [0] to [wall v]\n create clone of (_myself_ v)\nend\n\ndefine add a movex variant range (range) acceleration (acceleration) (id#) Pause (pause)\nadd ((((range) / (2)) * (acceleration)) / (2)) to [movex v]\nforever\n repeat (round ((range) / (2)))\n replace item ((id#) + (1)) of [movex v] with ((item ((id#) + (1)) of [movex v]) - (acceleration))\n end\n wait (pause) seconds\n repeat (round ((range) / (2)))\n replace item ((id#) + (1)) of [movex v] with ((item ((id#) + (1)) of [movex v]) + (acceleration))\n end\n wait (pause) seconds\nend\n\ndefine add a movey variant range (range) acceleration (acceleration) (id#) Pause (pause) start (start)\nadd ((((range) / (2)) * (acceleration)) / (2)) to [movey v]\nwait (start) seconds\nforever\n repeat ((range) / (2))\n replace item ((id#) + (1)) of [movey v] with ((item ((id#) + (1)) of [movey v]) - (acceleration))\n end\n wait (pause) seconds\n repeat ((range) / (2))\n replace item ((id#) + (1)) of [movey v] with ((item ((id#) + (1)) of [movey v]) + (acceleration))\n end\n wait (pause) seconds\nend\n\nwhen flag clicked\nset [move v] to [0]\ndelete all of [movey v]\ndelete all of [movex v]\nstop [this script v]\n\nwhen I start as a clone\nif <(ID#) = [30]> then\n add a movex variant range [48] acceleration [5] (length of [movex v]) Pause [0]\nend\nif <(ID#) = [33]> then\n add a movex variant range [130] acceleration [4] (length of [movex v]) Pause [1]\nend\nif <(ID#) = [38]> then\n add a movex variant range [60] acceleration [10] (length of [movex v]) Pause [0]\nend\nif <(ID#) = [43]> then\n add a movey variant range [40] acceleration [15] (length of [movey v]) Pause [0] start [0]\nend\nif <(ID#) = [47]> then\n add a movey variant range [140] acceleration [3] (length of [movey v]) Pause [0] start [0]\nend\nif <(ID#) = [48]> then\n add a movey variant range [120] acceleration [3] (length of [movey v]) Pause [0] start [0]\nend\nif <(ID#) = [50]> then\n add a movey variant range [50] acceleration [3] (length of [movey v]) Pause [1] start [0]\nend\nif <(ID#) = [51]> then\n add a movey variant range [50] acceleration [3] (length of [movey v]) Pause [1] start [2]\nend\nif <(ID#) = [52]> then\n add a movex variant range [80] acceleration [7] (length of [movex v]) Pause [0]\nend\n\n@Pen Physics\n\nwhen flag clicked\nset [x v] to [0]\nset [wall v] to [0]\nwait (3) seconds\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n set [wall v] to [0]\n repeat until <<(X Speed) = [10]> or <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>>>\n change [x speed v] by (1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n repeat until <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>>\n set [x speed v] to [10]\n end\n end\n repeat until <<(X Speed) = [0]> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>>\n change [x speed v] by (-1)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n set [wall v] to [0]\n repeat until <<(X Speed) = [-10]> or <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>>>\n change [x speed v] by (-1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n repeat until <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>>\n set [x speed v] to [-10]\n end\n end\n repeat until <<(X Speed) = [0]> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>>\n change [x speed v] by (1)\n end\n end\nend\n\nwhen flag clicked\nset [y speed v] to [0]\nset [y v] to [0]\nset [ground v] to [0]\nwait (3) seconds\nforever\n if <(Ground) = [0]> then\n if <not <(Wall Jump) = [0]>> then\n set [y speed v] to [-3]\n else\n change [y speed v] by (-1)\n end\n change [y v] by (Y Speed)\n end\n if <(Wall) = [0]> then\n change [x v] by (X Speed)\n end\nend\n\nwhen flag clicked\nwait (3) seconds\nforever\n set [wall jump v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Ground) = [1]>> then\n set [wall jump v] to [0]\n set [y speed v] to [15]\n set [ground v] to [0]\n wait until <<<not <(Wall) = [0]>> and <(Y Speed) < [10]>> or <(Ground) = [1]>>\n end\n if <not <(Wall) = [0]>> then\n set [wall jump v] to (Wall)\n wait until <<(Wall) = [0]> or <(Ground) = [1]>>\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Y Speed) > [0]>> then\n if <<<(Wall Jump) = [1]> and <(X Speed) < [0]>> or <<(Wall Jump) = [2]> and <(X Speed) > [0]>>> then\n set [y speed v] to [13]\n set [wall v] to [0]\n set [wall jump v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nwait (3) seconds\ndelete all of [hit v]\nset [hit v] to [0]\nforever\n add (X) to [hit v]\n if <(length of [hit v]) > [2]> then\n delete (1) of [hit v]\n end\nend\n\nwhen flag clicked\nwait (3) seconds\nforever\n if <(X) > [235]> then\n change [level v] by (1)\n set [x v] to [-229]\n set [death v] to [0]\n if <<(Ground) = [1]> and <(Y) > [-224]>> then\n set [ground v] to [0]\n end\n end\nend\n\nwhen flag clicked\nwait (3) seconds\nforever\n if <(X) < [-229]> then\n set [x speed v] to [0]\n set [x v] to [-230]\n end\nend\n\ndefine Set a level reset x (x) y (y) (times) times\nrepeat (times)\n add (x) to [level reset x v]\n add (y) to [level reset y v]\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [death v] to [0]\ndelete all of [level reset x v]\ndelete all of [level reset y v]\nSet a level reset x [-220] y [20] [10] times\nSet a level reset x [0] y [-100] [1] times\nSet a level reset x [-220] y [20] [3] times\n\nwhen flag clicked\ndelete all of [lowest times v]\nshow list [lowest times v]\nwait (3) seconds\nset [timer v] to [0]\nset [low time v] to [0]\nrepeat until <(Level) = [15]>\n wait (0.04) seconds\n change [timer v] by (0.1)\nend\nif <(timer) < (☁ score1)> then\n set [☁ score3 v] to (☁ score2)\n set [☁ score2 v] to (☁ score1)\n set [☁ score1 v] to (timer)\n set [low time v] to [1]\nelse\n if <(timer) < (☁ score2)> then\n set [☁ score3 v] to (☁ score2)\n set [☁ score2 v] to (timer)\n set [low time v] to [2]\n else\n if <(timer) < (☁ score3)> then\n set [☁ score3 v] to (timer)\n set [low time v] to [3]\n end\n end\nend\nadd (☁ score1) to [lowest times v]\nadd (☁ score2) to [lowest times v]\nadd (☁ score3) to [lowest times v]\nif <(low time) > [0]> then\n replace item (low time) of [lowest times v] with (join (item (low time) of [lowest times v]) (join [ ] [<<<YOUR TIME]))\nend\nwait (3) seconds\nhide list [lowest times v]\n\n@Pen Player\n\nwhen flag clicked\ndraw logo background\ndraw logo [1]\nwait (0.5) seconds\ndraw logo [2]\nwait (0.5) seconds\ndraw logo [3]\nwait (2) seconds\nset [character size v] to [23]\nforever\n erase all\n set pen size to (1000)\n set pen color to (#00f7f7)\n go to x: (0) y: (0)\n pen down\n pen up\n go to x: (X) y: (Y)\n set pen color to (#ffcb00)\n set pen size to (23)\n pen down\nend\n\nwhen flag clicked\nset volume to (40) %\nrepeat until <(Level) = [15]>\n play sound [JJD AudioBlade - Stellar \[Ninety9Lives Release\] v] until done\n play sound [LFZ - Palmtrees and Coconuts v] until done\n play sound [Purple Planet Music - Energy - Work It \(1_56\) 100bpm v] until done\n play sound [Purple Planet Music - Energy - Mass Mania \(2_19\) 120bpm2 v] until done\nend\nstop [this script v]\n\ndefine draw logo (color)\npen up\ngo to x: (-159) y: (-149)\npen down\nif <(color) = [1]> then\n set pen color to (#ffffff)\nelse\n if <(color) = [2]> then\n set pen color to (#ffd416)\n else\n set pen color to (#37b55a)\n end\nend\nset pen size to (10)\nrepeat (100)\n change y by (2)\n change x by (0.675)\nend\nrepeat (12)\n change y by (2)\n change x by (1)\nend\nrepeat (12)\n change y by (2)\n change x by (1.5)\nend\nrepeat (12)\n change y by (2)\n change x by (2)\nend\nrepeat (12)\n change y by (1.5)\n change x by (2.5)\nend\nrepeat (12)\n change y by (1)\n change x by (3)\nend\nrepeat (3)\n change y by (0.5)\n change x by (4)\nend\nrepeat (12)\n change x by (3)\nend\nrepeat (3)\n change y by (-0.5)\n change x by (4)\nend\nrepeat (12)\n change y by (-1)\n change x by (2.5)\nend\nrepeat (12)\n change y by (-0.8)\n change x by (1)\nend\nrepeat (12)\n change y by (-1.3)\n change x by (0.7)\nend\nrepeat (5)\n change y by (-1.3)\n change x by (0.7)\nend\nrepeat (5)\n change y by (-2)\n change x by (0.5)\nend\nrepeat (5)\n change y by (-1.5)\n change x by (0.1)\nend\nrepeat (12)\n change y by (-1.5)\n change x by (-0.27)\nend\nrepeat (113)\n change y by (-2)\n change x by (-0.675)\nend\nrepeat (45)\n change x by (-2)\nend\nrepeat (95)\n change y by (2)\n change x by (0.675)\nend\nrepeat (23)\n change y by (1)\n change x by (-0.1)\nend\nrepeat (15)\n change x by (-2)\nend\nrepeat (23)\n change y by (-1)\n change x by (-0.7)\nend\nrepeat (21)\n change y by (-2)\n change x by (-0.675)\nend\nrepeat (11)\n change x by (2)\nend\nrepeat (43)\n change y by (-2)\n change x by (-0.675)\nend\nrepeat (11)\n change x by (-2)\nend\nrepeat (30)\n change y by (-2)\n change x by (-0.675)\nend\nrepeat (42)\n change x by (-2)\nend\n\ndefine draw logo background\nset pen size to (1000)\nset pen color to (#00005f)\ngo to x: (0) y: (0)\npen down\npen up\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen [timer v] > (0)\nhide variable [timer v]\nhide variable [level v]\nshow list [lowest times v]\n\n | 100% pen. See inside if you don't believe me.\n\nMy idea when making this was to model it after a roblox obby. I hope you like it. :D\n\n**Instructions**\n-Make your way through all 14 levels to the end with \n the fastest time you can\n-Post your time in the comments if you want\n-To wall jump, hold the up arrow key and move towards a wall until you hit it\n-Don't go up a wall to fast or try to latch on a wall \n without fully hitting it; you'll fall off. Then, jump from \n one wall to the next\n-Have fun!\n\n |
Mini Platformer (For Mobile Devices) (Mobile Platformer) | @Stage\n\nwhen flag clicked\nwait until <(backdrop [number v]) = [14]>\nset [level v] to [21]\n\n@SMILEY\n\nwhen flag clicked\nset size to (100) %\nset drag mode [not draggable v]\nswitch costume to (costume1 v)\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nset [yy v] to [-1]\nset [xx v] to [1]\nset [v v] to [0]\nset [startpointx v] to [-200]\nset [startpointy v] to [-133]\nset [deaths v] to [0]\nhide variable [deaths v]\nhide variable [level v]\nswitch backdrop to (intro v)\nhide\nswitch backdrop to (backdrop1 v)\nshow variable [level v]\nshow\ngo to x: (startpointx) y: (startpointy)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ehee v] to [0]\nforever\n change [yv v] by (-1)\n if <<(mouse x) > [100]> and <mouse down?>> then\n change [xv v] by (3)\n end\n if <<[-100] > (mouse x)> and <mouse down?>> then\n change [xv v] by (-3)\n end\n set [xv v] to ((Xv) * (0.7))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <<[50] < (mouse y)> and <mouse down?>> then\n start sound [jump v]\n set [yv v] to [19]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n start sound [pop v]\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <[255] < (x position)> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <touching color (#00fffd)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n else\n set [yv v] to [-1.5]\n end\n end\n if <(LEVEL) = [26]> then\n set [level v] to [1]\n set size to (100) %\n switch costume to (costume1 v)\n end\n if <touching color (#3fff00)?> then\n change [level v] by (1)\n switch backdrop to (backdrop34 v)\n go to x: (startpointx) y: (startpointy)\n end\n if <touching color (#ff00e3)?> then\n start sound [boing v]\n set [yv v] to [24]\n end\n if <touching color (#e9a500)?> then\n start sound [boing v]\n set [yv v] to [-20]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (2 v)\n\nwhen [space v] key pressed\nif <key (space v) pressed?> then\n if <(EHEE) = [0]> then\n show variable [deaths v]\n set [ehee v] to [1]\n stop [this script v]\n end\n if <(EHEE) = [1]> then\n hide variable [deaths v]\n set [ehee v] to [0]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [25]> then\n switch costume to (costume2 v)\n set size to (200) %\n end\nend\n\nwhen I receive [2 v]\nif <(LEVEL) = [34]> then\n switch backdrop to (backdrop37 v)\n go to x: (startpointx) y: (startpointy)\nelse\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-215) y: (152)\n\nwhen this sprite clicked\nbroadcast (2 v)\n\n | Use your mouse and click to move.\nPress space for deaths and r to restart a level.\nI added an on-screen restart button! |
Escape Room Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (title v)\nwait (0) seconds\nswitch backdrop to (background1 v)\n\nwhen I receive [right v]\nnext backdrop\n\nwhen flag clicked\nset [timer v] to [0]\nset [end v] to [0]\nwait (0) seconds\nrepeat until <(End) > [0]>\n wait (1) seconds\n change [timer v] by (1)\nend\nforever\n if <(End) > [0]> then\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nforever\n show variable [deaths v]\n show variable [timer v]\n hide variable [level v]\nend\n\nwhen I receive [end v]\nhide variable [deaths v]\nhide variable [timer v]\nstop [other scripts in stage v]\n\nwhen flag clicked\nforever\n \n change [end v] by (1)\n broadcast (end v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n \n show variable [timer v]\n show variable [deaths v]\n else\n hide variable [deaths v]\n hide variable [timer v]\n end\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <(x position) > [238]> then\n broadcast (right v)\n change [room x v] by (1)\n end\n if <(x position) < [-232]> then\n broadcast (left v)\n change [room x v] by (-1)\n end\n if <(y position) > [170]> then\n broadcast (up v)\n change [room y v] by (1)\n end\n if <(y position) < [-175]> then\n broadcast (down v)\n change [room y v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n set [grapplemode v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (Respawn X) y: (Respawn Y)\n end\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [up v]\nbroadcast (next level v)\nset [respawn x v] to (x position)\nset [respawn y v] to [-160]\ngo to x: (Respawn X) y: (Respawn Y)\n\nwhen I receive [down v]\nbroadcast (next level v)\nset [respawn x v] to (x position)\nset [respawn y v] to [160]\ngo to x: (Respawn X) y: (Respawn Y)\n\ndefine Go to Grapple Position\npen up\nerase all\npoint towards (sprite2 v)\nturn right (180) degrees\ngo to (sprite2 v)\npen down\nmove (O) steps\npen up\n\nwhen flag clicked\ngo to x: (-180) y: (-109)\nset pen color to (#995900)\nerase all\npen up\n\ndefine Move Grapple X (x)\npoint towards (sprite2 v)\nturn right (90) degrees\nmove (x) steps\nGo to Grapple Position\n\nwhen I receive [right v]\nbroadcast (next level v)\nset [respawn x v] to [-220]\nset [respawn y v] to (y position)\ngo to x: (Respawn X) y: (Respawn Y)\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [timer v]\nshow variable [level v]\n\nwhen flag clicked\nrepeat until <(End) > [0]>\n hide variable [timer v]\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n set [grapplemode v] to [0]\n change [deaths v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (Respawn X) y: (Respawn Y)\n end\nend\n\nwhen I receive [left v]\nbroadcast (next level v)\nset [respawn x v] to [230]\nset [respawn y v] to (y position)\ngo to x: (Respawn X) y: (Respawn Y)\n\nwhen flag clicked\nset [r v] to [100]\nset [acceleration v] to [0]\nset [o v] to [180]\nset [grapplemode v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [deaths v] to [0]\nset [level v] to [1]\nset [playing v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nset [deaths v] to [0]\nset [level v] to [1]\nset [direction v] to [0]\nhide\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n Change X by (Xv)\n if <touching color (#666666)?> then\n Change Y by (1)\n if <touching color (#666666)?> then\n Change Y by (1)\n if <touching color (#666666)?> then\n Change Y by (1)\n if <touching color (#666666)?> then\n Change Y by (1)\n if <touching color (#666666)?> then\n Change Y by (1)\n if <touching color (#666666)?> then\n Change X by ((Xv) * (-1))\n Change Y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <touching color (#003fff)?> then\n set [yv v] to [20]\n end\n change [yv v] by (-1)\n Change Y by (Yv)\n if <touching color (#666666)?> then\n Change Y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n Change Y by (-1)\n if <touching color (#666666)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n Change Y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n set [direction v] to [0]\n end\n if <touching color (#00ffff)?> then\n set [direction v] to [180]\n end\n if <touching color (#ff00bf)?> then\n set [direction v] to [-90]\n end\n if <touching color (#7f00ff)?> then\n set [direction v] to [90]\n end\nend\n\ndefine Change X by (x)\npoint in direction ((Direction) + (90))\nmove (x) steps\npoint in direction (Direction)\n\ndefine Change Y by (y)\npoint in direction (Direction)\nmove (y) steps\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n set [direction v] to [0]\n end\n if <touching color (#00ffff)?> then\n set [direction v] to [180]\n end\n if <touching color (#ff00bf)?> then\n set [direction v] to [-90]\n end\n if <touching color (#7f00ff)?> then\n set [direction v] to [90]\n end\nend\n\nhide\nwait (0) seconds\nshow\nforever\n if <(playing) = [1]> then\n if <(GrappleMode) = [0]> then\n pen up\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-12]\n else\n set [xv v] to [12]\n end\n set [yv v] to [9]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <touching color (#003fff)?> then\n set [yv v] to [20]\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n else\n erase all\n set [prevx v] to (x position)\n set [prevy v] to (y position)\n Go to Grapple Position\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [o v] by (5)\n Go to Grapple Position\n if <touching color (#666666)?> then\n change [o v] by (-5)\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [o v] by (-5)\n Go to Grapple Position\n if <touching color (#666666)?> then\n change [o v] by (5)\n end\n end\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 (-2)\n end\n change [xv v] by (([abs v] of (direction) ) / ((0) - (direction)))\n if <(Xv) > [20]> then\n set [xv v] to [20]\n end\n if <(Xv) < [-20]> then\n set [xv v] to [-20]\n end\n Move Grapple X (Xv)\n if <touching color (#666666)?> then\n Move Grapple X (() - (Xv))\n set [xv v] to [0]\n end\n set [xv v] to ((x position) - (PrevX))\n set [yv v] to ((y position) - (PrevY))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (Respawn X) y: (Respawn Y)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#9059ff)?> then\n say [Too Be Continued...]\n end\nend\n\n@signs\n\nwhen flag clicked\nhide\nAdd Sign at area (1) (1) at position (75) (-127) with message [Welcome to Escape Room Platform Base]\nAdd Sign at area (3) (1) at position (150) (-127) with message [Going Up?]\nAdd Sign at area (2) (2) at position (90) (-120) with message [Can you make the jump?]\nAdd Sign at area (2) (2) at position (-80) (-120) with message [You made it!]\nAdd Sign at area (2) (1) at position (-180) (-127) with message [The Password is 4321]\n\ndefine Add Sign at area (room x) (room y) at position (x) (y) with message (message)\nset [roomx v] to (room x)\nset [roomy v] to (room y)\nset [message v] to (message)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go [backward v] (100) layers\n if <<(Room X) = (roomx)> and <(Room Y) = (roomy)>> then\n show\n if <touching (player v)?> then\n say (message)\n else\n say []\n end\n else\n hide\n end\nend\n\n@keys\n\nwhen flag clicked\ndelete (all) of [keys collected v]\nhide\nAdd Key at area (3) (1) at position (-40) (-50) with id (1)\nAdd Key at area (1) (3) at position (160) (-140) with id (2)\nAdd Key at area (1) (1) at position (-170) (10) with id (3)\nAdd Key at area (2) (1) at position (-20) (-30) with id (4)\n\ndefine None\nset [roomx v] to (room x)\nset [roomy v] to (room y)\nset [id v] to (id)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go [backward v] (100) layers\n if <<not <[keys collected v] contains (id)?>> and <<(Room X) = (roomx)> and <(Room Y) = (roomy)>>> then\n show\n if <touching (player v)?> then\n add (id) to [keys collected v]\n end\n else\n hide\n end\nend\n\n@doors\n\nwhen flag clicked\nhide\npoint in direction (90)\nAdd Door at area (3) (1) at position (85) (-122) with id (1)\nAdd Door at area (2) (3) at position (50) (90) with id (2)\nAdd Door at area (2) (3) at position (50) (20) with id (2)\nAdd Door at area (2) (1) at position (-146) (-120) with id (4)\npoint in direction (180)\nAdd Door at area (1) (1) at position (-75) (-115) with id (3)\n\ndefine None\nset [roomx v] to (room x)\nset [roomy v] to (room y)\nset [id v] to (id)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go [backward v] (100) layers\n if <<not <[keys collected v] contains (id)?>> and <<(Room X) = (roomx)> and <(Room Y) = (roomy)>>> then\n show\n else\n hide\n end\nend\n\n@password doors\n\ndefine None\nset [roomx v] to (room x)\nset [roomy v] to (room y)\nset [id v] to (id)\nset [password v] to (password)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go [backward v] (100) layers\n if <<not <[password doors opened v] contains (id)?>> and <<(Room X) = (roomx)> and <(Room Y) = (roomy)>>> then\n show\n if <touching (player v)?> then\n say [type <space> to enter password]\n if <key (space v) pressed?> then\n set [playing v] to [0]\n ask [What is the password?] and wait\n if <(answer) = (password)> then\n say [Correct] for (0.5) seconds\n add (id) to [password doors opened v]\n else\n say [Incorrect] for (0.5) seconds\n end\n set [playing v] to [1]\n end\n else\n say []\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete (all) of [password doors opened v]\nhide\nAdd Door at area (2) (1) at position (229) (-121) with id (1) and password [4321]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(GrappleMode) = [1]> then\n set [grapplemode v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\nend\n\nwhen I receive [grappling hook collected v]\nshow\nset [grapplemode v] to [0]\nforever\n if <(GrappleMode) = [0]> then\n go to (mouse-pointer v)\n if <<touching color (#666666)?> and <mouse down?>> then\n set [grapplemode v] to [1]\n set [o v] to (distance to [player v])\n set [xv v] to [0]\n wait until <not <mouse down?>>\n end\n else\n if <mouse down?> then\n go to (mouse-pointer v)\n if <touching color (#666666)?> then\n set [grapplemode v] to [1]\n set [o v] to (distance to [player v])\n set [xv v] to [0]\n else\n erase all\n set [grapplemode v] to [0]\n set [yv v] to [0]\n set [xv v] to [0]\n end\n wait until <not <mouse down?>>\n end\n end\n if <key (space v) pressed?> then\n erase all\n set [grapplemode v] to [0]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset size to (50) %\nforever\n go to x: (-20) y: (150)\n if then\n show\n if <touching (player v)?> then\n broadcast (Grappling Hook Collected v)\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nset size to (50) %\nforever\n go to x: (-17) y: (-145)\n if <<(Room X) = [3]> and <(Room Y) = [3]>> then\n show\n if <touching (player v)?> then\n broadcast (Minigun Collected v)\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I start as a clone\ngo to (player v)\npoint towards (mouse-pointer v)\nturn right (pick random (-5) to (5)) degrees\nshow\nrepeat until <<touching (sprite1 v)?> or <touching (_edge_ v)?>>\n if <(direction) > [0]> then\n turn right (3) degrees\n else\n turn left (3) degrees\n end\n move (10) steps\nend\nrepeat (4)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [minigun collected v]\nrepeat until \n if <key (q v) pressed?> then\n clear graphic effects\n create clone of (_myself_ v)\n wait (0..2) seconds\n end\nend\n\n@Sprite4\n\nwhen I start as a clone\npen up\ngo to (player v)\npoint towards (mouse-pointer v)\nshow\nrepeat until <<touching (sprite1 v)?> or <touching (_edge_ v)?>>\n if <(direction) > [0]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n move (15) steps\nend\nrepeat (4)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine Aim\nerase all\nhide\npen up\ngo to (player v)\npoint towards (mouse-pointer v)\npen down\nrepeat until <<touching (sprite1 v)?> or <touching (_edge_ v)?>>\n if <(direction) > [0]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n move (15) steps\nend\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [sniper collected v]\nrepeat until \n if <key (e v) pressed?> then\n erase all\n clear graphic effects\n create clone of (_myself_ v)\n wait (0.6) seconds\n else\n Aim\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nset size to (50) %\nforever\n go to x: (-17) y: (-70)\n if <<(Room X) = [3]> and <(Room Y) = [3]>> then\n show\n if <touching (player v)?> then\n broadcast (sniper collected v)\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [room x v] to [1]\nset [room y v] to [1]\nforever\n go to x: (0) y: (0)\n set [level v] to (join (Room X) (join [-] (Room Y)))\n switch costume to (Level)\nend\n\n | ~~~~~~~~~~~ ❓ HOW TO PLAY ❓ ~~~~~~~~~~~\nComputer: Use the arrow keys to walk and jump.\nPhone/Tablet: I am working on making it mobile friendly.\nYou can do walljumps!\n\n~~~~~~~~~~~~ ✔ OBJECTIVE ✔ ~~~~~~~~~~~~\nThe objective of the game is to make it through the labyrinth to the end. (Note: I will add a final level soon)\n\n~~~~~~~~ ℹ️ FULLSCREEN MODE ℹ️ ~~~~~~~~\nUse the fullscreen mode to play the game at its full potential but it's only recommended on a computer, due to its speed and animations display. |
Parkour Platformer - (100% PEN) - Part 1 | @Stage\n\n@Game\n\nwhen flag clicked\nhide\ncreate level\nget colors\nset [goal v] to [0]\nrepeat until <(goal) = [1]>\n physics [8] <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n set [camoffsetx v] to (((0.8) * (camOffsetX)) + ((0.2) * ((-3) * (velX))))\n set [camoffsety v] to (((0.8) * (camOffsetY)) + ((0.2) * ((-3) * (velY))))\n set [camx v] to ((playerX) + (camOffsetX))\n set [camy v] to ((playerY) + (camOffsetY))\n draw\n if <<(death) = [1]> or <(playerY) < [-500]>> then\n reset\n end\nend\n\ndefine create level\nset [playerx v] to [0]\nset [playery v] to [0]\nset [camoffsetx v] to [0]\nset [camoffsety v] to [0]\nset [slopemove v] to [0]\nset [onground v] to [0]\nset [walljump v] to [0]\ndelete all of [linetype v]\ndelete all of [linex0 v]\ndelete all of [linex1 v]\ndelete all of [liney0 v]\ndelete all of [liney1 v]\nadd line | type [0] (X0, Y0) [-100] [50] (X1, Y1) [0] [100]\nadd line | type [0] (X0, Y0) [-200] [-50] (X1, Y1) [200] [-50]\nadd line | type [0] (X0, Y0) [-200] [-50] (X1, Y1) [-300] [150]\nadd line | type [0] (X0, Y0) [200] [-50] (X1, Y1) [400] [50]\nadd line | type [0] (X0, Y0) [400] [50] (X1, Y1) [600] [0]\nadd line | type [0] (X0, Y0) [600] [0] (X1, Y1) [1200] [0]\nadd line | type [3] (X0, Y0) [800] [0] (X1, Y1) [900] [100]\nadd line | type [3] (X0, Y0) [1000] [0] (X1, Y1) [900] [100]\nadd line | type [1] (X0, Y0) [1200] [0] (X1, Y1) [1300] [-100]\nadd line | type [1] (X0, Y0) [1450] [-100] (X1, Y1) [1300] [-100]\nadd line | type [0] (X0, Y0) [1450] [200] (X1, Y1) [1950] [200]\nadd line | type [0] (X0, Y0) [1800] [300] (X1, Y1) [1800] [700]\nadd line | type [0] (X0, Y0) [1950] [200] (X1, Y1) [1950] [700]\nadd line | type [0] (X0, Y0) [1800] [700] (X1, Y1) [1600] [700]\nadd line | type [0] (X0, Y0) [1950] [700] (X1, Y1) [2300] [700]\nadd line | type [0] (X0, Y0) [2200] [700] (X1, Y1) [2200] [900]\nadd line | type [0] (X0, Y0) [1800] [300] (X1, Y1) [1850] [300]\nadd line | type [0] (X0, Y0) [1900] [400] (X1, Y1) [1950] [400]\nadd line | type [0] (X0, Y0) [1800] [500] (X1, Y1) [1850] [500]\nadd line | type [0] (X0, Y0) [1900] [600] (X1, Y1) [1950] [600]\nadd line | type [0] (X0, Y0) [1800] [700] (X1, Y1) [1850] [700]\nadd line | type [0] (X0, Y0) [2200] [700] (X1, Y1) [2400] [700]\nadd line | type [1] (X0, Y0) [2400] [700] (X1, Y1) [2450] [700]\nadd line | type [1] (X0, Y0) [2400] [900] (X1, Y1) [2450] [900]\nadd line | type [1] (X0, Y0) [2400] [1100] (X1, Y1) [2450] [1100]\nadd line | type [1] (X0, Y0) [2400] [1300] (X1, Y1) [2450] [1300]\nadd line | type [0] (X0, Y0) [1000] [1500] (X1, Y1) [2450] [1500]\nadd line | type [3] (X0, Y0) [2300] [1600] (X1, Y1) [2200] [1500]\nadd line | type [3] (X0, Y0) [2300] [1600] (X1, Y1) [2400] [1500]\nadd line | type [3] (X0, Y0) [2000] [1600] (X1, Y1) [1900] [1500]\nadd line | type [3] (X0, Y0) [2000] [1600] (X1, Y1) [2100] [1500]\nadd line | type [1] (X0, Y0) [1700] [1500] (X1, Y1) [1800] [1500]\nadd line | type [1] (X0, Y0) [1600] [1700] (X1, Y1) [1700] [1700]\nadd line | type [1] (X0, Y0) [1700] [1900] (X1, Y1) [1800] [1900]\nadd line | type [1] (X0, Y0) [1600] [2100] (X1, Y1) [1700] [2100]\nadd line | type [1] (X0, Y0) [1700] [2300] (X1, Y1) [1800] [2300]\nadd line | type [1] (X0, Y0) [1600] [2500] (X1, Y1) [1700] [2500]\nadd line | type [1] (X0, Y0) [1700] [2700] (X1, Y1) [1800] [2700]\nadd line | type [1] (X0, Y0) [1600] [2900] (X1, Y1) [1700] [2900]\nadd line | type [0] (X0, Y0) [1700] [3100] (X1, Y1) [1800] [3100]\nadd line | type [0] (X0, Y0) [1900] [3100] (X1, Y1) [2000] [3100]\nadd line | type [0] (X0, Y0) [2100] [3100] (X1, Y1) [2150] [3100]\nadd line | type [0] (X0, Y0) [2100] [3100] (X1, Y1) [2200] [3100]\nadd line | type [3] (X0, Y0) [2200] [3100] (X1, Y1) [2300] [3100]\nadd line | type [0] (X0, Y0) [2300] [3100] (X1, Y1) [2400] [3100]\nadd line | type [3] (X0, Y0) [2400] [3100] (X1, Y1) [2500] [3100]\nadd line | type [0] (X0, Y0) [2500] [3100] (X1, Y1) [2600] [3100]\nadd line | type [3] (X0, Y0) [2600] [3100] (X1, Y1) [2700] [3100]\nadd line | type [0] (X0, Y0) [2700] [3100] (X1, Y1) [2800] [3100]\nadd line | type [3] (X0, Y0) [2800] [3100] (X1, Y1) [2900] [3100]\nadd line | type [0] (X0, Y0) [2900] [3100] (X1, Y1) [3100] [3100]\nadd line | type [1] (X0, Y0) [3100] [3100] (X1, Y1) [3700] [3100]\nadd line | type [1] (X0, Y0) [3100] [3300] (X1, Y1) [3700] [3300]\nadd line | type [1] (X0, Y0) [3700] [3300] (X1, Y1) [3700] [3100]\nadd line | type [0] (X0, Y0) [3100] [3600] (X1, Y1) [3700] [3600]\nadd line | type [0] (X0, Y0) [3700] [3600] (X1, Y1) [3700] [4000]\nadd line | type [0] (X0, Y0) [3700] [4000] (X1, Y1) [3800] [4000]\nadd line | type [0] (X0, Y0) [3800] [4000] (X1, Y1) [3800] [4500]\nadd line | type [0] (X0, Y0) [3800] [4500] (X1, Y1) [3900] [4500]\nadd line | type [0] (X0, Y0) [3900] [4500] (X1, Y1) [3900] [5000]\nadd line | type [0] (X0, Y0) [3900] [5000] (X1, Y1) [4200] [5100]\nadd line | type [0] (X0, Y0) [3900] [5100] (X1, Y1) [3700] [5100]\nadd line | type [0] (X0, Y0) [3700] [5200] (X1, Y1) [3500] [5200]\nadd line | type [0] (X0, Y0) [3900] [5300] (X1, Y1) [3700] [5300]\nadd line | type [0] (X0, Y0) [3700] [5400] (X1, Y1) [3500] [5400]\nadd line | type [0] (X0, Y0) [3500] [5400] (X1, Y1) [3500] [5500]\nadd line | type [0] (X0, Y0) [3400] [5500] (X1, Y1) [3500] [5500]\nadd line | type [0] (X0, Y0) [3400] [5500] (X1, Y1) [3400] [5600]\nadd line | type [0] (X0, Y0) [3300] [5600] (X1, Y1) [3400] [5600]\nadd line | type [0] (X0, Y0) [3300] [5600] (X1, Y1) [3300] [5700]\nadd line | type [0] (X0, Y0) [3200] [5700] (X1, Y1) [3300] [5700]\nadd line | type [0] (X0, Y0) [3200] [5700] (X1, Y1) [3200] [5800]\nadd line | type [0] (X0, Y0) [3100] [5800] (X1, Y1) [3200] [5800]\nadd line | type [1] (X0, Y0) [3100] [5800] (X1, Y1) [2900] [5800]\nadd line | type [3] (X0, Y0) [2900] [5800] (X1, Y1) [2800] [5800]\nadd line | type [1] (X0, Y0) [2800] [5800] (X1, Y1) [2600] [5800]\nadd line | type [3] (X0, Y0) [2600] [5800] (X1, Y1) [2500] [5800]\nadd line | type [1] (X0, Y0) [2500] [5800] (X1, Y1) [2300] [5800]\nadd line | type [3] (X0, Y0) [2300] [5800] (X1, Y1) [2200] [5800]\nadd line | type [1] (X0, Y0) [2200] [5800] (X1, Y1) [2000] [5800]\nadd line | type [3] (X0, Y0) [2000] [5800] (X1, Y1) [1900] [5800]\nadd line | type [1] (X0, Y0) [1900] [5800] (X1, Y1) [1700] [5800]\nadd line | type [0] (X0, Y0) [1700] [5800] (X1, Y1) [1600] [5800]\nadd line | type [2] (X0, Y0) [1600] [6000] (X1, Y1) [1600] [5800]\n\ndefine physics (steps) <up> <left> <right>\nget physics platforms ((playerX) - (80)) ((playerX) + (80)) ((playerY) - (80)) ((playerY) + (80))\nset [death v] to [0]\nchange [walljump v] by (-1)\nrepeat (steps)\n change [onground v] by ((-1) / (steps))\n if <up> then\n if <(onground) > [0]> then\n set [vely v] to [22]\n set [onground v] to [0]\n set [slopemove v] to [0]\n else\n if <(walljump) > [0]> then\n if <<(walldir) = [right]> and <left>> then\n set [vely v] to [15]\n set [velx v] to [-12]\n else\n if <<(walldir) = [left]> and <right>> then\n set [vely v] to [15]\n set [velx v] to [12]\n end\n end\n end\n end\n end\n if <left> then\n change [velx v] by ((-3) / (steps))\n end\n if <right> then\n change [velx v] by ((3) / (steps))\n end\n if <(slopemove) > [0]> then\n set [vely v] to ((steps) * (slopemove))\n else\n change [vely v] by ((-1.5) / (steps))\n end\n if <(velY) > [65]> then\n set [vely v] to [65]\n else\n if <(velY) < [-65]> then\n set [vely v] to [-65]\n end\n end\n move Y ((velY) / (steps)) (playerY) ((playerX) - (10)) ((playerX) + (10)) ((playerY) - (10)) ((playerY) + (10))\n if <(death) = [1]> then\n set [goal v] to [0]\n stop [this script v]\n end\n if <(goal) = [1]> then\n stop [this script v]\n end\n if <not <(slopemove) = [0]>> then\n set [velx v] to ((steps) * (slopemove))\n end\n if <(velX) > [65]> then\n set [velx v] to [65]\n else\n if <(velX) < [-65]> then\n set [velx v] to [-65]\n end\n end\n move X ((velX) / (steps)) (playerX) ((playerX) - (10)) ((playerX) + (10)) ((playerY) - (10)) ((playerY) + (10))\n if <(death) = [1]> then\n set [goal v] to [0]\n stop [this script v]\n end\n if <(goal) = [1]> then\n stop [this script v]\n end\nend\nset [velx v] to ((0.8) * (velX))\nif <([abs v] of (velX) ) < [0.5]> then\n set [velx v] to [0]\nend\nset [vely v] to ((0.96) * (velY))\nif <([abs v] of (velY) ) < [0.5]> then\n set [vely v] to [0]\nend\n\ndefine draw\nget draw lines\npen up\nerase all\nset pen color to ((1) * (16777215))\nset pen size to (200)\ngo to x: (-250) y: (-90)\npen down\nset x to (250)\nset y to (90)\nset x to (-250)\nset y to (-90)\npen up\nset pen size to (6)\nset [_i0 v] to [0]\nrepeat (4)\n set pen color to (item ((_i0) + (1)) of [colors v])\n set [_i1 v] to [1]\n repeat ((length of [drawlines v]) / (5))\n if <(item (_i1) of [drawlines v]) = (_i0)> then\n go to x: (item ((_i1) + (1)) of [drawlines v]) y: (item ((_i1) + (2)) of [drawlines v])\n pen down\n go to x: (item ((_i1) + (3)) of [drawlines v]) y: (item ((_i1) + (4)) of [drawlines v])\n pen up\n end\n change [_i1 v] by (5)\n end\n change [_i0 v] by (1)\nend\ndraw player ((playerX) - (camX)) ((playerY) - (camY))\n\ndefine reset\nset [playerx v] to [0]\nset [playery v] to [0]\nset [velx v] to [0]\nset [vely v] to [0]\nset [camoffsetx v] to (camX)\nset [camoffsety v] to (camY)\nset [slopemove v] to [0]\nset [onground v] to [0]\nset [walljump v] to [0]\n\ndefine add line | type (type) (X0, Y0) (x0) (y0) (X1, Y1) (x1) (y1)\nadd (type) to [linetype v]\nadd (x0) to [linex0 v]\nadd (y0) to [liney0 v]\nadd (x1) to [linex1 v]\nadd (y1) to [liney1 v]\n\ndefine get draw lines\ndelete all of [drawlines v]\nset [_i0 v] to [1]\nrepeat (length of [linetype v])\n add draw line (item (_i0) of [linetype v]) ((item (_i0) of [linex0 v]) - (camX)) ((item (_i0) of [liney0 v]) - (camY)) ((item (_i0) of [linex1 v]) - (camX)) ((item (_i0) of [liney1 v]) - (camY))\n change [_i0 v] by (1)\nend\n\ndefine add draw line (type) (x0) (y0) (x1) (y1)\nif <(x0) < (x1)> then\n set [_x0 v] to (x0)\n set [_y0 v] to (y0)\n set [_x1 v] to (x1)\n set [_y1 v] to (y1)\nelse\n set [_x0 v] to (x1)\n set [_y0 v] to (y1)\n set [_x1 v] to (x0)\n set [_y1 v] to (y0)\nend\nif <<(_x1) < [-250]> or <(_x0) > [250]>> then\n stop [this script v]\nend\nif <(_y0) < (_y1)> then\n if <<(_y1) < [-190]> or <(_y0) > [190]>> then\n stop [this script v]\n end\nelse\n if <<(_y0) < [-190]> or <(_y1) > [190]>> then\n stop [this script v]\n end\nend\nif <(_x0) < [-250]> then\n set [_y0 v] to ((_y0) + (((_y1) - (_y0)) * (((-250) - (_x0)) / ((_x1) - (_x0)))))\n set [_x0 v] to [-250]\nend\nif <(_y0) < [-190]> then\n set [_x0 v] to ((_x0) + (((_x1) - (_x0)) * (((-190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y0 v] to [-190]\nelse\n if <(_y0) > [190]> then\n set [_x0 v] to ((_x0) + (((_x1) - (_x0)) * (((190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y0 v] to [190]\n end\nend\nif <(_x0) < [-250]> then\n stop [this script v]\nend\nif <(_x1) > [250]> then\n set [_y1 v] to ((_y0) + (((_y1) - (_y0)) * (((250) - (_x0)) / ((_x1) - (_x0)))))\n set [_x1 v] to [250]\nend\nif <(_y1) < [-190]> then\n set [_x1 v] to ((_x0) + (((_x1) - (_x0)) * (((-190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y1 v] to [-190]\nelse\n if <(_y1) > [190]> then\n set [_x1 v] to ((_x0) + (((_x1) - (_x0)) * (((190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y1 v] to [190]\n end\nend\nif <(_x1) > [250]> then\n stop [this script v]\nend\nadd (type) to [drawlines v]\nadd (_x0) to [drawlines v]\nadd (_y0) to [drawlines v]\nadd (_x1) to [drawlines v]\nadd (_y1) to [drawlines v]\n\ndefine get colors\ndelete all of [colors v]\nadd ((((65536) * (0)) + ((256) * (0))) + (0)) to [colors v]\nadd ((((65536) * (255)) + ((256) * (63))) + (247)) to [colors v]\nadd ((((65536) * (63)) + ((256) * (247))) + (63)) to [colors v]\nadd ((((65536) * (255)) + ((256) * (95))) + (63)) to [colors v]\nadd ((((65536) * (0)) + ((256) * (127))) + (255)) to [colors v]\n\ndefine draw player (x) (y)\nset pen size to (4)\nset pen color to (item (5) of [colors v])\ngo to x: ((x) - (8)) y: ((y) - (8))\npen down\nchange x by (16)\nchange y by (16)\nchange x by (-16)\nchange y by (-16)\npen up\n\ndefine get physics platforms (xmin) (xmax) (ymin) (ymax)\ndelete all of [physicsplats v]\nset [_i0 v] to [1]\nrepeat (length of [linetype v])\n set [_i1 v] to [1]\n if <(item (_i0) of [linex0 v]) < (item (_i0) of [linex1 v])> then\n if <<(item (_i0) of [linex1 v]) < (xmin)> or <(item (_i0) of [linex0 v]) > (xmax)>> then\n set [_i1 v] to [0]\n end\n else\n if <<(item (_i0) of [linex0 v]) < (xmin)> or <(item (_i0) of [linex1 v]) > (xmax)>> then\n set [_i1 v] to [0]\n end\n end\n if <(item (_i0) of [liney0 v]) < (item (_i0) of [liney1 v])> then\n if <<(item (_i0) of [liney1 v]) < (ymin)> or <(item (_i0) of [liney0 v]) > (ymax)>> then\n set [_i1 v] to [0]\n end\n else\n if <<(item (_i0) of [liney0 v]) < (ymin)> or <(item (_i0) of [liney1 v]) > (ymax)>> then\n set [_i1 v] to [0]\n end\n end\n if <(_i1) = [1]> then\n add (_i0) to [physicsplats v]\n end\n change [_i0 v] by (1)\nend\n\ndefine move Y (vel) (cy) (xmin) (xmax) (ymin) (ymax)\nset [slopemove v] to [0]\nif <(vel) = [0]> then\n stop [this script v]\nend\nset [_highid v] to [none]\nset [_hightype v] to [-1]\nset [_lowid v] to [none]\nset [_lowtype v] to [-1]\nif <(vel) > [0]> then\n set [_highpos v] to ((ymax) + (vel))\n set [_lowpos v] to (cy)\nelse\n set [_highpos v] to (cy)\n set [_lowpos v] to ((ymin) + (vel))\nend\nset [_i0 v] to [1]\nrepeat (length of [physicsplats v])\n set [_i1 v] to (item (_i0) of [physicsplats v])\n set [_i2 v] to [1]\n if <(item (_i1) of [linex0 v]) < (item (_i1) of [linex1 v])> then\n if <not <<(item (_i1) of [linex1 v]) > (xmin)> and <(item (_i1) of [linex0 v]) < (xmax)>>> then\n set [_i2 v] to [0]\n end\n else\n if <not <<(item (_i1) of [linex0 v]) > (xmin)> and <(item (_i1) of [linex1 v]) < (xmax)>>> then\n set [_i2 v] to [0]\n end\n end\n if <(_i2) = [1]> then\n platform collision (item (_i1) of [liney0 v]) (item (_i1) of [linex0 v]) (item (_i1) of [liney1 v]) (item (_i1) of [linex1 v]) (cy) (xmin) (xmax)\n end\n change [_i0 v] by (1)\nend\nif <(vel) > [0]> then\n change [playery v] by ((_highPos) - (ymax))\n set [_i0 v] to (_highType)\n set [_i1 v] to (_highID)\nelse\n change [playery v] by ((_lowPos) - (ymin))\n set [_i0 v] to (_lowType)\n set [_i1 v] to (_lowID)\nend\nif <(_i0) = [3]> then\n set [death v] to [1]\nelse\n if <(_i0) = [2]> then\n set [goal v] to [1]\n else\n if <(_i0) = [1]> then\n set [vely v] to ((-40) * ((velY) / ([abs v] of (velY) )))\n else\n if <(_i0) = [0]> then\n if <(vel) < [0]> then\n set [_i2 v] to [0]\n if <(item (_i1) of [liney0 v]) < (item (_i1) of [liney1 v])> then\n if <(item (_i1) of [liney1 v]) > (ymin)> then\n set [_i2 v] to [1]\n end\n else\n if <(item (_i1) of [liney0 v]) > (ymin)> then\n set [_i2 v] to [1]\n end\n end\n if <(_i2) = [1]> then\n set [_i2 v] to (((item (_i1) of [linex1 v]) - (item (_i1) of [linex0 v])) / ((item (_i1) of [liney1 v]) - (item (_i1) of [liney0 v])))\n if <([abs v] of (_i2) ) < [1]> then\n set [slopemove v] to ((_i2) * (vel))\n set [onground v] to [0]\n end\n end\n end\n if <(slopemove) = [0]> then\n set [vely v] to [0]\n if <(vel) < [0]> then\n set [onground v] to [4]\n end\n end\n end\n end\n end\nend\n\ndefine move X (vel) (cx) (xmin) (xmax) (ymin) (ymax)\nset [slopemove v] to [0]\nif <(vel) = [0]> then\n stop [this script v]\nend\nset [_highid v] to [none]\nset [_hightype v] to [-1]\nset [_lowid v] to [none]\nset [_lowtype v] to [-1]\nif <(vel) > [0]> then\n set [_highpos v] to ((xmax) + (vel))\n set [_lowpos v] to (cx)\nelse\n set [_highpos v] to (cx)\n set [_lowpos v] to ((xmin) + (vel))\nend\nset [_i0 v] to [1]\nrepeat (length of [physicsplats v])\n set [_i1 v] to (item (_i0) of [physicsplats v])\n set [_i2 v] to [1]\n if <(item (_i1) of [liney0 v]) < (item (_i1) of [liney1 v])> then\n if <not <<(item (_i1) of [liney1 v]) > (ymin)> and <(item (_i1) of [liney0 v]) < (ymax)>>> then\n set [_i2 v] to [0]\n end\n else\n if <not <<(item (_i1) of [liney0 v]) > (ymin)> and <(item (_i1) of [liney1 v]) < (ymax)>>> then\n set [_i2 v] to [0]\n end\n end\n if <(_i2) = [1]> then\n platform collision (item (_i1) of [linex0 v]) (item (_i1) of [liney0 v]) (item (_i1) of [linex1 v]) (item (_i1) of [liney1 v]) (cx) (ymin) (ymax)\n end\n change [_i0 v] by (1)\nend\nif <(vel) > [0]> then\n change [playerx v] by ((_highPos) - (xmax))\n set [_i0 v] to (_highType)\n set [_i1 v] to (_highID)\nelse\n change [playerx v] by ((_lowPos) - (xmin))\n set [_i0 v] to (_lowType)\n set [_i1 v] to (_lowID)\nend\nif <(_i0) = [3]> then\n set [death v] to [1]\nelse\n if <(_i0) = [2]> then\n set [goal v] to [1]\n else\n if <(_i0) = [1]> then\n set [velx v] to ((-40) * ((velX) / ([abs v] of (velX) )))\n else\n if <(_i0) = [0]> then\n set [_i2 v] to (((item (_i1) of [liney1 v]) - (item (_i1) of [liney0 v])) / ((item (_i1) of [linex1 v]) - (item (_i1) of [linex0 v])))\n if <<<(vel) > [0]> and <<(_i2) < [1]> and <(_i2) > [0]>>> or <<(vel) < [0]> and <<(_i2) > [-1]> and <(_i2) < [0]>>>> then\n set [slopemove v] to ([abs v] of ((_i2) * (vel)) )\n set [onground v] to [3]\n end\n if <(slopemove) = [0]> then\n set [velx v] to [0]\n if <(item (_i1) of [linex0 v]) = (item (_i1) of [linex1 v])> then\n if <(vel) > [0]> then\n set [walldir v] to [right]\n else\n set [walldir v] to [left]\n end\n set [walljump v] to [8]\n end\n end\n end\n end\n end\nend\n\ndefine platform collision (x0) (y0) (x1) (y1) (cx) (ymin) (ymax)\nset [_i2 v] to (item (_i1) of [linetype v])\nif <(y0) < (ymin)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymin) - (y0)) / ((y1) - (y0)))))\nelse\n if <(y0) > (ymax)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymax) - (y0)) / ((y1) - (y0)))))\n else\n set [_x0 v] to (x0)\n end\nend\nif <(_x0) > (cx)> then\n if <<(_x0) < (_highPos)> or <<(_i2) > (_highType)> and <(_x0) = (_highPos)>>> then\n set [_highid v] to (_i1)\n set [_hightype v] to (_i2)\n set [_highpos v] to (_x0)\n end\nelse\n if <(_x0) < (cx)> then\n if <<(_x0) > (_lowPos)> or <<(_i2) > (_lowType)> and <(_x0) = (_lowPos)>>> then\n set [_lowid v] to (_i1)\n set [_lowtype v] to (_i2)\n set [_lowpos v] to (_x0)\n end\n end\nend\nif <(y1) < (ymin)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymin) - (y0)) / ((y1) - (y0)))))\nelse\n if <(y1) > (ymax)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymax) - (y0)) / ((y1) - (y0)))))\n else\n set [_x0 v] to (x1)\n end\nend\nif <(_x0) > (cx)> then\n if <<(_x0) < (_highPos)> or <<(_i2) > (_highType)> and <(_x0) = (_highPos)>>> then\n set [_highid v] to (_i1)\n set [_hightype v] to (_i2)\n set [_highpos v] to (_x0)\n end\nelse\n if <(_x0) < (cx)> then\n if <<(_x0) > (_lowPos)> or <<(_i2) > (_lowType)> and <(_x0) = (_lowPos)>>> then\n set [_lowid v] to (_i1)\n set [_lowtype v] to (_i2)\n set [_lowpos v] to (_x0)\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nhide\n\n | Use arrow keys to move. To Wall Jump, Hold the up arrow and switch between the left and right keys.\nRed kills you.\nPink is bouncy.\nThe green line is the last part.\nEnjoy!\n |
Dark Platformer- The game | @Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Level 1 v)\ngo to x: (-185) y: (-80)\nshow\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n Platform Physics [12] [-1] [0.9] [1] [8] [8]\nend\n\ndefine Platform Physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (movement speed)\n switch costume to (costume1 v)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by ((-1) * (movement speed))\n switch costume to (costume2 v)\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n end\n if <key (up arrow v) pressed?> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <key (left arrow v) pressed?> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n if <key (right arrow v) pressed?> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\nif <touching (next level v)?> then\n go to x: (-185) y: (-80)\n broadcast (level 2 v)\nend\nif <touching (next level2 v)?> then\n broadcast (level 3 parkour v)\n go to x: (-185) y: (-80)\nend\nif <touching (next level3 v)?> then\n go to x: (-185) y: (-80)\n broadcast (level 4 parkour v)\nend\nif <touching (next level4 v)?> then\n go to x: (-185) y: (34)\n broadcast (level 5 parkour v)\nend\nif <touching (next level5 v)?> then\n go to x: (-185) y: (-80)\n broadcast (level 6 parkour v)\nend\nif <touching (next level6 v)?> then\n go to x: (-185) y: (-80)\n broadcast (The end! Yayy :D v)\nend\n\nwhen I receive [level 1 v]\n\nwhen I receive [level 3 parkour v]\nforever\n if <touching (red death v)?> then\n broadcast (Dead v)\n end\nend\n\nwhen I receive [dead v]\ngo to x: (-185) y: (-80)\n\nwhen I receive [level 3 parkour v]\nforever\n if <<touching (red death 2 v)?> or <touching (red death 3 v)?>> then\n go to x: (-185) y: (12)\n end\nend\n\nwhen I receive [level 5 parkour v]\nforever\n if <<touching (red death 4 v)?> or <touching (red death 5 v)?>> then\n go to x: (-185) y: (12)\n end\nend\n\nwhen I receive [level 5 parkour v]\nforever\n if <<touching (red death 6 v)?> or <touching (red death 7 v)?>> then\n go to x: (-185) y: (12)\n end\nend\n\nwhen I receive [level 5 parkour v]\nforever\n if <<touching (red death 8 v)?> or <touching (red death 9 v)?>> then\n go to x: (-185) y: (12)\n end\nend\n\nwhen I receive [level 6 parkour v]\nforever\n if <<touching (red death 14 v)?> or <touching (red death 15 v)?>> then\n go to x: (-182) y: (-73)\n end\nend\n\nwhen I receive [level 6 parkour v]\nforever\n if <<touching (red death 10 v)?> or <touching (red death 11 v)?>> then\n go to x: (-182) y: (-73)\n end\nend\n\nwhen I receive [level 6 parkour v]\nforever\n if <<touching (red death 12 v)?> or <touching (red death 13 v)?>> then\n go to x: (-182) y: (-73)\n end\nend\n\nwhen I receive [the end! yayy :d v]\nhide\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 2 parkour v]\nswitch costume to (costume2 v)\n\nwhen I receive [level 3 parkour v]\nswitch costume to (costume1 v)\n\nwhen I receive [level 4 parkour v]\nswitch costume to (costume4 v)\n\nwhen I receive [level 5 parkour v]\nswitch costume to (costume5 v)\n\nwhen I receive [level 6 parkour v]\nswitch costume to (costume6 v)\n\nwhen I receive [the end! yayy :d v]\nswitch costume to (costume7 v)\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nwait (0.2) seconds\nshow\n\nwhen I receive [level 2 parkour v]\nhide\n\n@Music\n\nwhen flag clicked\nplay sound [Creative Minds - Bensound _ Royalty Free Music - No Copyright Music v] until done\n\n@Red death \n\nwhen I receive [level 3 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (6) y: (-182)\nhide\n\nwhen I receive [level 4 parkour v]\nhide\n\n@Next level\n\nwhen I receive [level 1 v]\nshow\n\nwhen I receive [level 2 v]\nbroadcast (level 2 parkour v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\nhide\n\n@Next level2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\nshow\n\nwhen flag clicked\ngo to x: (198) y: (-130)\n\nwhen I receive [level 3 parkour v]\nhide\n\n@Next level3\n\nwhen I receive [level 4 parkour v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (198) y: (-130)\n\n@Next level4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (201) y: (125)\n\nwhen I receive [level 5 parkour v]\nhide\n\n@Red death 2\n\nwhen I receive [level 4 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (101) y: (-126)\nhide\n\nwhen I receive [level 5 parkour v]\nhide\n\n@Red death 3\n\nwhen I receive [level 3 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (170) y: (-182)\nhide\n\nwhen I receive [level 4 parkour v]\nhide\n\n@Next level5\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (-52) y: (126)\n\nwhen I receive [level 6 parkour v]\nhide\n\n@Red death 4\n\nwhen I receive [level 6 parkour v]\nhide\n\nwhen I receive [level 5 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (-84) y: (-125)\nhide\n\n@Red death 5\n\nwhen I receive [level 6 parkour v]\nhide\n\nwhen I receive [level 5 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (-7) y: (-126)\nhide\n\n@Red death 6\n\nwhen I receive [level 6 parkour v]\nhide\n\nwhen I receive [level 5 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (69) y: (-126)\nhide\n\n@Red death 7\n\nwhen I receive [level 6 parkour v]\nhide\n\nwhen I receive [level 5 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (151) y: (-126)\nhide\n\n@Red death 8\n\nwhen I receive [level 6 parkour v]\nhide\n\nwhen I receive [level 5 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (241) y: (-126)\nhide\n\n@Next level6\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (99) y: (122)\n\nwhen I receive [the end! yayy :d v]\nhide\n\n@Red death 9\n\nwhen I receive [level 5 parkour v]\nshow\n\nwhen I receive [level 6 parkour v]\nhide\n\nwhen flag clicked\ngo to x: (91) y: (21)\nhide\n\n@Red death 10\n\nwhen I receive [the end! yayy :d v]\nhide\n\nwhen I receive [level 6 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (-80) y: (-200)\nhide\n\n@Red death 11\n\nwhen I receive [level 6 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (-8) y: (-200)\nhide\n\nwhen I receive [the end! yayy :d v]\nhide\n\n@Red death 12\n\nwhen I receive [level 6 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (65) y: (-200)\nhide\n\nwhen I receive [the end! yayy :d v]\nhide\n\n@Red death 13\n\nwhen I receive [level 6 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (146) y: (-200)\nhide\n\nwhen I receive [the end! yayy :d v]\nhide\n\n@Red death 14\n\nwhen I receive [level 6 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (193) y: (-200)\nhide\n\nwhen I receive [the end! yayy :d v]\nhide\n\n@Red death 15\n\nwhen I receive [level 6 parkour v]\nshow\n\nwhen flag clicked\ngo to x: (243) y: (-200)\nhide\n\nwhen I receive [the end! yayy :d v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [the end! yayy :d v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [the end! yayy :d v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [the end! yayy :d v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [the end! yayy :d v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nshow\nwait (0.2) seconds\nhide\n\n | GO LIKE MY NEW PLATFORMER! YOU ALL WANTED A NEW PLATFORMER SO THERE IT IS!! :D\n\nUPDATE: 10400 views!!! WE GOT 600 LOVES!!! 400 FAVOURITES!! No way!!!! TOP LOVED!!!!!\nWelcome to my first ever platformer: Dark Platformer!\nThis is my first so i'm not to good at making these yet! \nSince this is my first, yes it will be easy. Eventually the better i get at making these, the harder the levels will be!\n~~~~~~~\nInstructions:\nUse right arrow to move to the right. Use left arrow to move to the left. Up arrow is to jump. |
Fortnite: Pixel Platformer Red Knight | @Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (backgroundlv v)\nwait until <(Level) = [7]>\nswitch backdrop to (backgroundlv2 v)\nwait until <(Level) = [8]>\nswitch backdrop to (backgroundlv v)\n\nwait until <(Level) = [9]>\nswitch backdrop to (backgroundlv2 v)\n\nwhen I receive [imthemap v]\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (fadedbubububu v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nwait (0.05) seconds\nrepeat until <(songchoice) = [1]>\n play sound [Disco Fever \(FORTNITE Dance Challenge Music\) \[8 Bit Tribute to Fortnite\] - 8 Bit Universe v] until done\nend\nforever\n play sound [Da Fault \(Inspired by FORTNITE\) - 8 Bit Universe v] until done\nend\n\nwhen flag clicked\nwait until <(songchoice) = [1]>\nwait (0.02) seconds\nstop all sounds\n\n@Player\n\nset [shield v] to [0]\n\nwhen I receive [okbub v]\nif <(Mellow) = [1]> then\n switch costume to (costume3 v)\nend\nset [xv v] to [0]\nset [level v] to [1]\nshow\ngo to x: (-183) y: (180)\nforever\n if <touching (goal v)?> then\n go to x: (-183) y: (-85)\n change [level v] by (1)\n broadcast (next backdrop v)\n end\n change [y vel v] by (-0.9)\n if <key (right arrow v) pressed?> then\n change [x vel v] by (2.5)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-2.5)\n end\n change x by (X vel)\n set [x vel v] to ((X vel) * (0.6))\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 x by (3)\n if <touching color (#ff0000)?> then\n go to x: (-183) y: (-75)\n create clone of (_myself_ v)\n start sound [8-bit-explosion v]\n start sound [Eliminated - SOUND EFFECT \(Fortnite Battle Royale\) v]\n end\n change x by (-6)\n if <touching color (#ff0000)?> then\n go to x: (-183) y: (-75)\n create clone of (_myself_ v)\n start sound [8-bit-explosion v]\n start sound [Eliminated - SOUND EFFECT \(Fortnite Battle Royale\) v]\n end\n change x by (3)\n change x by ((X vel) * (-2))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <(jump) = [1]>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-6]\n else\n set [x vel v] to [6]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching (level v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n change y by (-3)\n if <touching color (#ff0000)?> then\n go to x: (-183) y: (-75)\n create clone of (_myself_ v)\n start sound [8-bit-explosion v]\n start sound [Eliminated - SOUND EFFECT \(Fortnite Battle Royale\) v]\n end\n change y by (3)\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <(jump) = [1]>> then\n if <(shield) = [1]> then\n set [y vel v] to [19]\n else\n set [y vel v] to [13]\n end\n end\n end\n if <touching color (#ff0000)?> then\n create clone of (_myself_ v)\n go to x: (-183) y: (-85)\n start sound [8-bit-explosion v]\n start sound [Eliminated - SOUND EFFECT \(Fortnite Battle Royale\) v]\n end\nend\n\nif <([abs v] of (yv) ) > [8]> then\n set [yv v] to (((yv) / ([abs v] of (yv) )) * (8))\nend\n\nchange x by ((-1) * (xv))\nset [xv v] to ((-1) * (xv))\n\nchange [x v] by ((-1) * (x position))\nset x to (0)\n\n\n\nset [yv v] to ((yv) * (0.7))\n\nset [xv v] to ((xv) * (0.7))\n\nif <([abs v] of (xv) ) > [8]> then\n\nset [startx v] to [-180]\nset [level v] to [1]\n\nwhen I receive [levelup v]\nwait until <(levup) > [1]>\nhide\ngo to x: (startX) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nchange [levup v] by (1)\nstop [this script v]\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen flag clicked\nset [mellow v] to [0]\nswitch costume to (costume1 v)\nhide\nif <(Mellow) = [1]> then\n switch costume to (costume3 v)\nend\n\nwhen I start as a clone\nswitch costume to (eliminated v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (0) %\nrepeat (10)\n change size by (10)\n point in direction (90)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n point in direction (90)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait until <touching (llama v)?>\n change [y vel v] by (25)\n broadcast (candy v)\n repeat until <not <touching (llama v)?>>\n change y by (1)\n end\n wait until <not <touching (llama v)?>>\nend\n\nwhen I start as a clone\nforever\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n wait until <touching (llama2 v)?>\n change [y vel v] by (25)\n broadcast (candy2 v)\n repeat until <not <touching (llama2 v)?>>\n change y by (1)\n end\n wait until <not <touching (llama2 v)?>>\nend\n\nwhen I receive [ice knight v]\nswitch costume to (costume2 v)\n\nwhen [space v] key pressed\nif <(Mellow) = [1]> then\n repeat (10)\n change y by (10)\n end\n repeat until <key (down arrow v) pressed?>\n switch costume to (costume4 v)\n set y to (60)\n end\n switch costume to (costume3 v)\nend\n\nforever\n\nset [imthemap v] to [0]\n\nchange [y vel v] by (1)\n\nchange [y vel v] by (1)\n\nset [mellow v] to [1]\n\nswitch costume to (skin3 v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next backdrop v]\nnext costume\n\nwhen I receive [fadedbubububu v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (okbub v)\n\n@Victory\n\nwhen flag clicked\nhide\nswitch costume to (mxehx9r20t911-costume1 v)\nwait until <(Level) = [18]>\nset size to (0) %\nshow\nrepeat (20)\n change size by (11)\nend\nrepeat (7)\n next costume\n wait (0) seconds\nend\n\nset [level v] to [17]\n\n@Goal\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (30)\npoint in direction (90)\nshow\nclear graphic effects\nset size to (80) %\nforever\n glide (1) secs to x: (-7) y: (30)\n glide (1) secs to x: (7) y: (30)\nend\n\nturn right (0.1) degrees\nchange size by (0.05)\n\nchange size by (-0.05)\nturn right (-0.1) degrees\n\nrepeat (50)\n change size by (0.05)\n turn right (-0.1) degrees\nend\nrepeat (50)\n change size by (-0.05)\n turn right (0.1) degrees\nend\n\nchange [pixelate v] effect by (1)\n\nchange [pixelate v] effect by (-1)\n\nwait (1) seconds\n\nwhen I receive [imthemap v]\nrepeat (5)\n change size by (2)\nend\nrepeat (25)\n change size by (-4)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nshow\ngo to [front v] layer\n\n@Fortnite lobbynb2\n\nwhen this sprite clicked\nbroadcast (REALLYCERMON v)\nswitch costume to (fortnite lobbynb2 v)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (fortnite lobbynb v)\ngo to x: (-209) y: (49)\nset size to (130) %\n\nwhen I receive [cermonfortnite v]\n\nwhen I receive [imthemap v]\nhide\n\n@Fortnite lobbynb\n\nwhen I receive [cermonfortnite v]\n\nwhen I receive [reallycermon v]\nset [imthemap v] to [0]\nrepeat (6)\n next costume\n wait (pick random (0.3) to (1)) seconds\nend\nwait (0.5) seconds\nset [imthemap v] to [1]\nbroadcast (imthemap v)\nhide\n\nwhen flag clicked\nshow\nswitch costume to (fortnite lobbynb v)\ngo to x: (-211) y: (50)\nset size to (130) %\n\n@Loaded\n\nwhen flag clicked\nhide\n\nwhen I receive [reallycermon v]\nset [imthemap v] to [0]\nshow\nreset timer\nrepeat until <(imthemap) = [1]>\n turn right (15) degrees\nend\n\nwhen I receive [imthemap v]\nhide\n\n@V-bucks\n\nwhen flag clicked\nset [v-bucls v] to [0]\nhide\nforever\n next costume\n wait (0) seconds\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Level) = [4]>\ngo to x: (0) y: (-125)\nclear graphic effects\nshow\nwait until <touching (player v)?>\nchange [v-bucls v] by (100)\nbroadcast (babysfirstvbuck v)\nrepeat (10)\n change y by (3)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nwait until <(Level) = [5]>\nclear graphic effects\nshow\ngo to x: (-67) y: (-58)\ncreate clone of (_myself_ v)\ngo to x: (-6) y: (5)\ncreate clone of (_myself_ v)\ngo to x: (47) y: (66)\ncreate clone of (_myself_ v)\nwait until <(Level) = [15]>\nclear graphic effects\ngo to x: (-128) y: (81)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait until <touching (player v)?>\nchange [v-bucls v] by (100)\nrepeat (10)\n change y by (3)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I start as a clone\nforever\n next costume\n wait (0) seconds\nend\n\nset size to (60) %\n\nwhen flag clicked\nwait until <(Level) = [5]>\nhide\n\n@Shield\n\nwhen flag clicked\nset [level v] to [0]\ngo to x: (174) y: (-108)\nset [shield v] to [0]\nhide\nwait (1) seconds\nwait until <(Level) = [6]>\ngo to x: (174) y: (-98)\nshow\nwait until <touching (player v)?>\nclear graphic effects\nset [shield v] to [1]\nrepeat (10)\n change [brightness v] effect by (20)\n change [ghost v] effect by (10)\nend\nhide\nwait until <(Level) = [7]>\nclear graphic effects\nset [shield v] to [0]\ngo to x: (190) y: (10)\nshow\nwait until <touching (player v)?>\nset [shield v] to [1]\nrepeat (10)\n change [brightness v] effect by (20)\n change [ghost v] effect by (10)\nend\nwait until <(Level) = [8]>\nclear graphic effects\nset [shield v] to [0]\ngo to x: (190) y: (10)\nhide\nwait until <(Level) = [13]>\nclear graphic effects\nset [shield v] to [0]\ngo to x: (-24) y: (139)\nshow\nwait until <touching (player v)?>\nset [shield v] to [1]\nrepeat (10)\n change [brightness v] effect by (20)\n change [ghost v] effect by (10)\nend\nwait until <(Level) = [14]>\nclear graphic effects\nset [shield v] to [0]\ngo to x: (190) y: (10)\nhide\n\nwhen flag clicked\nforever\n repeat (15)\n change y by (1)\n end\n repeat (15)\n change y by (-1)\n end\nend\n\nset [level v] to [13]\n\n@V-buck count\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <not <(V-Bucls) = [0]>> then\n switch costume to (((V-Bucls) / (100)) + (1))\n else\n switch costume to (costume22 v)\n end\nend\n\nwhen I receive [babysfirstvbuck v]\nshow\n\nwhen I receive [babysfirstvbuck v]\nset [v-bucls v] to [2100]\n\n@Text\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Level) = [1]>\nset [ghost v] effect to (100)\nswitch costume to (txt1 v)\ngo to x: (-11) y: (22)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(Level) = [2]>\nset [ghost v] effect to (100)\nwait until <(Level) = [4]>\nset [ghost v] effect to (100)\nswitch costume to (txt2 v)\ngo to x: (-11) y: (22)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(Level) = [5]>\nset [ghost v] effect to (100)\nwait until <(Level) = [6]>\nset [ghost v] effect to (100)\nswitch costume to (txt3 v)\ngo to x: (-11) y: (22)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(Level) = [7]>\nset [ghost v] effect to (100)\nwait until <(Level) = [8]>\nset [ghost v] effect to (100)\nswitch costume to (txt4 v)\ngo to x: (-11) y: (22)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(Level) = [9]>\nset [ghost v] effect to (100)\n\n@Shop\n\nwhen I receive [babysfirstvbuck v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (backgroundlv v)\nhide\nset [songchoice v] to [0]\nset [shop v] to [0]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(shop) = [0]> then\n create clone of (_myself_ v)\n set [shop v] to [1]\n else\n set [shop v] to [0]\n end\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\nend\n\nwhen I start as a clone\nbroadcast (shop open v)\nif <(songchoice) = [0]> then\n switch costume to (download \(13\) v)\nelse\n switch costume to (download \(13\)2 v)\nend\nrepeat until <(shop) = [0]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(V-Bucls) > [399]> then\n switch costume to (download \(13\)2 v)\n change [v-bucls v] by (-400)\n set [songchoice v] to [1]\n else\n repeat (2)\n play note (30) for (0.1) beats\n end\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\nbroadcast (shop close v)\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nbroadcast (babysfirstvbuck v) and wait\n\n@Llama\n\nset [level v] to [14]\n\ncreate clone of (_myself_ v)\nchange y by (200)\n\nwhen I receive [candy v]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nswitch costume to (download \(34\)-costume2 v)\nrepeat (20)\n move (2) steps\n change y by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <touching (level v)?>\n turn left (180) degrees\n wait until <not <touching (level v)?>>\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [11]>\ngo to x: (30) y: (-122)\nclear graphic effects\npoint in direction (90)\nshow\nwait until <(Level) = [12]>\ngo to x: (-12) y: (-122)\nwait until <(Level) = [13]>\nhide\nwait until <(Level) = [14]>\ngo to x: (-82) y: (-113)\nclear graphic effects\npoint in direction (90)\nshow\nwait until <(Level) = [15]>\nhide\n\nset y to (-113)\n\n@Dynamite\n\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (8 v)\nhide\nDynamite Level [8]\nDynamite Level [9]\nDynamite Level [10]\nDynamite Level [12]\nDynamite Level [14]\nDynamite Level [15]\nDynamite Level [16]\nDynamite Level [17]\n\ndefine Dynamite Level ()\nwait until <(Level) = ()>\nswitch costume to ()\nshow\nwait until <(Level) = (() + (1))>\nhide\n\nset size to (100) %\n\n@Llama2\n\nwhen I receive [candy2 v]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nswitch costume to (download \(34\)-costume2 v)\nrepeat (20)\n move (2) steps\n change y by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <touching (level v)?>\n turn left (180) degrees\n wait until <not <touching (level v)?>>\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\ngo to x: (82) y: (-113)\nclear graphic effects\npoint in direction (90)\nshow\nwait until <(Level) = [15]>\nhide\n\nset y to (-113)\n\ncreate clone of (_myself_ v)\nchange y by (200)\n\n@Sprite1\n\n\n\nwhen this sprite clicked\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(V-Bucls) = [700]> or <[700] < (V-Bucls)>> then\n change [v-bucls v] by (-700)\n broadcast (ice knight v)\n forever\n switch costume to (knightwinteringame2 v)\n end\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (knightwinteringame v)\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [shop open v]\nif <(Mellow) = [0]> then\n wait (0.00001) seconds\n show\n forever\n go to [front v] layer\n end\nend\n\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [reallycermon v]\nhide\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [2]> then\n set [mellow v] to [1]\nelse\n set [mellow v] to [0]\nend\n\nnext backdrop\n\n\n\n | What has Been Added\n-New Costumes\n-Ice Knight\n-Purchase Bundle (when you buy something, Default Dance comes with it)\n-Mellow Mode |
Mountain Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (controls v)\n\nwhen flag clicked\nforever\n if <(START2) = [1]> then\n switch backdrop to (customisation v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(START1) = [1]> then\n switch backdrop to (character v)\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nswitch backdrop to (sky v)\n\n@MainCharacter\n\nwhen I receive [begin v]\nwait (0.1) seconds\nforever\n if <(Device?) = [2]> then\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <(TouchingGround?) = [1]> then\n if <(TouchingJump) = [1]> then\n repeat (15)\n if <(Death) = [0]> then\n change y by (4)\n end\n end\n end\n else\n repeat until <(TouchingGround?) = [1]>\n if <(Death) = [0]> then\n change y by (-5)\n end\n end\n end\n else\n wait (0.01) seconds\n end\n end\n end\n if <(Device?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n if <(Death) = [0]> then\n if <(TouchingGround?) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n repeat (15)\n if <(Death) = [0]> then\n change y by (4)\n end\n end\n end\n else\n repeat until <(TouchingGround?) = [1]>\n if <(Death) = [0]> then\n change y by (-5)\n end\n end\n end\n else\n wait (0.01) seconds\n end\n end\n if <(Device?) = [2]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [begin v]\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (1) seconds\n forever\n if <(Device?) = [1]> then\n if <key (r v) pressed?> then\n if <(Death) = [0]> then\n broadcast (OOF v)\n set [death v] to [1]\n wait (5) seconds\n end\n end\n end\n if <(Device?) = [2]> then\n if <(Mobile-Respawn) = [1]> then\n if <(Death) = [0]> then\n broadcast (OOF v)\n set [death v] to [1]\n wait (5) seconds\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n forever\n if <(Death) = [0]> then\n if <(Device?) = [1]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (character-l v)\n change x by (-3)\n set [facingright? v] to [0]\n end\n end\n if <(Device?) = [2]> then\n if <<<mouse down?> and <(TouchingLeft) = [1]>> and <(TouchingButton1) = [0]>> then\n switch costume to (character-l v)\n change x by (-3)\n set [facingright? v] to [0]\n end\n end\n if <(Device?) = [1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (character-r v)\n change x by (3)\n set [facingright? v] to [1]\n end\n end\n if <(Device?) = [2]> then\n if <<<mouse down?> and <(TouchingRight) = [1]>> and <(TouchingButton1) = [0]>> then\n switch costume to (character-r v)\n change x by (3)\n set [facingright? v] to [1]\n end\n end\n else\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [begin v]\nwait (1) seconds\nforever\n if <<(START3) = [1]> and <(Death) = [0]>> then\n if <(Device?) = [1]> then\n if <key (b v) pressed?> then\n if <key (n v) pressed?> then\n if <(Level) = [10]> then\n GoToLevel10\n wait (1) seconds\n end\n if <(Level) = [9]> then\n GoToLevel9\n wait (1) seconds\n end\n if <(Level) = [8]> then\n GoToLevel8\n wait (1) seconds\n end\n if <(Level) = [7]> then\n GoToLevel7\n wait (1) seconds\n end\n if <(Level) = [6]> then\n GoToLevel6\n wait (1) seconds\n end\n if <(Level) = [5]> then\n GoToLevel5\n wait (1) seconds\n end\n if <(Level) = [4]> then\n GoToLevel4\n wait (1) seconds\n end\n if <(Level) = [3]> then\n GoToLevel3\n wait (1) seconds\n end\n if <(Level) = [2]> then\n GoToLevel2\n wait (1) seconds\n end\n if <(Level) = [1]> then\n GoToLevel1\n wait (1) seconds\n end\n end\n end\n end\n if <(Device?) = [2]> then\n if <(Mobile-Reset) = [1]> then\n broadcast (RESET v)\n if <(Level) = [10]> then\n GoToLevel10\n wait (1) seconds\n end\n if <(Level) = [9]> then\n GoToLevel9\n wait (1) seconds\n end\n if <(Level) = [8]> then\n GoToLevel8\n wait (1) seconds\n end\n if <(Level) = [7]> then\n GoToLevel7\n wait (1) seconds\n end\n if <(Level) = [6]> then\n GoToLevel6\n wait (1) seconds\n end\n if <(Level) = [5]> then\n GoToLevel5\n wait (1) seconds\n end\n if <(Level) = [4]> then\n GoToLevel4\n wait (1) seconds\n end\n if <(Level) = [3]> then\n GoToLevel3\n wait (1) seconds\n end\n if <(Level) = [2]> then\n GoToLevel2\n wait (1) seconds\n end\n if <(Level) = [1]> then\n GoToLevel1\n wait (1) seconds\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nwait (1) seconds\nforever\n if <(Device?) = [1]> then\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <not <(Level) = [11]>> then\n if <key (p v) pressed?> then\n change [skip v] by (1)\n if <(Level) = [10]> then\n FinishGame\n wait (0.5) seconds\n end\n if <(Level) = [9]> then\n GoToLevel10\n wait (0.5) seconds\n end\n if <(Level) = [8]> then\n GoToLevel9\n wait (0.5) seconds\n end\n if <(Level) = [7]> then\n GoToLevel8\n wait (0.5) seconds\n end\n if <(Level) = [6]> then\n GoToLevel7\n wait (0.5) seconds\n end\n if <(Level) = [5]> then\n GoToLevel6\n wait (0.5) seconds\n end\n if <(Level) = [4]> then\n GoToLevel5\n wait (0.5) seconds\n end\n if <(Level) = [3]> then\n GoToLevel4\n wait (0.5) seconds\n end\n if <(Level) = [2]> then\n GoToLevel3\n wait (0.5) seconds\n end\n if <(Level) = [1]> then\n GoToLevel2\n wait (0.5) seconds\n end\n wait until <not <key (p v) pressed?>>\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nwait (1) seconds\nif <(username) = [Ross42867]> then\n forever\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <not <(Level) = [11]>> then\n if <key (l v) pressed?> then\n set [deathsnc v] to [428676824286768242867682428676824]\n set [minsnc v] to [428676824286768242867682428676824]\n set [secsnc v] to [42.867]\n if <(Level) = [10]> then\n FinishGame\n wait (0.5) seconds\n end\n if <(Level) = [9]> then\n GoToLevel10\n wait (0.5) seconds\n end\n if <(Level) = [8]> then\n GoToLevel9\n wait (0.5) seconds\n end\n if <(Level) = [7]> then\n GoToLevel8\n wait (0.5) seconds\n end\n if <(Level) = [6]> then\n GoToLevel7\n wait (0.5) seconds\n end\n if <(Level) = [5]> then\n GoToLevel6\n wait (0.5) seconds\n end\n if <(Level) = [4]> then\n GoToLevel5\n wait (0.5) seconds\n end\n if <(Level) = [3]> then\n GoToLevel4\n wait (0.5) seconds\n end\n if <(Level) = [2]> then\n GoToLevel3\n wait (0.5) seconds\n end\n if <(Level) = [1]> then\n GoToLevel2\n wait (0.5) seconds\n end\n wait until <not <key (l v) pressed?>>\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nwait (1) seconds\nforever\n if <(Device?) = [2]> then\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <not <(Level) = [11]>> then\n if <(SkipToNextLVL) = [1]> then\n change [skip v] by (1)\n if <(Level) = [10]> then\n FinishGame\n wait (0.5) seconds\n end\n if <(Level) = [9]> then\n GoToLevel10\n wait (0.5) seconds\n end\n if <(Level) = [8]> then\n GoToLevel9\n wait (0.5) seconds\n end\n if <(Level) = [7]> then\n GoToLevel8\n wait (0.5) seconds\n end\n if <(Level) = [6]> then\n GoToLevel7\n wait (0.5) seconds\n end\n if <(Level) = [5]> then\n GoToLevel6\n wait (0.5) seconds\n end\n if <(Level) = [4]> then\n GoToLevel5\n wait (0.5) seconds\n end\n if <(Level) = [3]> then\n GoToLevel4\n wait (0.5) seconds\n end\n if <(Level) = [2]> then\n GoToLevel3\n wait (0.5) seconds\n end\n if <(Level) = [1]> then\n GoToLevel2\n wait (0.5) seconds\n end\n wait until <(SkipToNextLVL) = [0]>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n set [secsnc v] to [0]\n repeat until <(Level) = [11]>\n wait (1) seconds\n if <(Level) = [11]> then\n stop [this script v]\n end\n change [secsnc v] by (1)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (character-r v)\ngo to x: (0) y: (150)\nset size to (250) %\npoint in direction (90)\nforever\n set [ghost v] effect to (100)\nend\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n repeat until <(Respawning) = [1]>\n go to [front v] layer\n turn right (3) degrees\n end\n stop [this script v]\nend\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n set [xvelocitydeath v] to [2]\n repeat (2)\n change x by (XVelocityDeath)\n end\n forever\n change x by (XVelocityDeath)\n change [xvelocitydeath v] by (-0.01)\n if <<(XVelocityDeath) < [0]> or <(XVelocityDeath) = [0]>> then\n repeat until <(Respawning) = [1]>\n wait (0.01) seconds\n end\n stop [this script v]\n end\n if <(Respawning) = [1]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n wait (0.5) seconds\n repeat (10)\n wait (0.01) seconds\n end\n set [respawning v] to [1]\n wait (0.5) seconds\n set [respawning v] to [0]\n broadcast (Respawn.. v)\n stop [this script v]\nend\n\nwhen I receive [respawn.. v]\nwait (0.2) seconds\nchange [deathsnc v] by (1)\nif <(Level) = [10]> then\n go to x: (-230) y: (190)\n broadcast (Respawn2... v)\nend\nif <(Level) = [9]> then\n go to x: (-210) y: (190)\n broadcast (Respawn2... v)\nend\nif <(Level) = [8]> then\n go to x: (240) y: (200)\n broadcast (Respawn2... v)\nend\nif <(Level) = [7]> then\n go to x: (-125) y: (165)\n broadcast (Respawn2... v)\nend\nif <(Level) = [6]> then\n go to x: (-125) y: (165)\n broadcast (Respawn2... v)\nend\nif <(Level) = [5]> then\n go to x: (-165) y: (165)\n broadcast (Respawn2... v)\nend\nif <(Level) = [4]> then\n go to x: (-220) y: (150)\n broadcast (Respawn2... v)\nend\nif <(Level) = [3]> then\n go to x: (-125) y: (165)\n broadcast (Respawn2... v)\nend\nif <(Level) = [2]> then\n go to x: (-125) y: (165)\n broadcast (Respawn2... v)\nend\nif <(Level) = [1]> then\n go to x: (0) y: (165)\n broadcast (Respawn2... v)\nend\nwait (0.1) seconds\nset [death v] to [0]\nset size to (250) %\npoint in direction (90)\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n set [yvelocity-death v] to [1]\n repeat (30)\n change y by (YVelocity-Death)\n change [yvelocity-death v] by (-0.1)\n if <(Respawning) = [1]> then\n stop [this script v]\n end\n end\n set [yvelocity-death v] to [-2]\n forever\n change y by (YVelocity-Death)\n if <(Respawning) = [1]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [start3 v] to [0]\nset [start1 v] to [0]\nset [death v] to [0]\nset [level v] to [0]\nset [respawning v] to [0]\nset [deathsnc v] to [0]\nset [minsnc v] to [0]\nset [secsnc v] to [0]\nset [touchingground? v] to [0]\nset [facingright? v] to [0]\nset [start2 v] to [0]\nset [skip v] to [0]\nhide variable [skip v]\nhide variable [minsnc v]\nhide variable [secsnc v]\nhide variable [deathsnc v]\nhide variable [start1 v]\nhide variable [start3 v]\nhide variable [touchingground? v]\nhide variable [facingright? v]\nhide variable [start2 v]\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <touching (void v)?> then\n if <(Death) = [0]> then\n broadcast (OOF v)\n set [death v] to [1]\n broadcast (TouchedVoid v)\n repeat (30)\n change y by (3)\n end\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <touching (cloud v)?> then\n if <(Level) = [10]> then\n FinishGame\n end\n if <(Level) = [9]> then\n GoToLevel10\n end\n if <(Level) = [8]> then\n GoToLevel9\n end\n if <(Level) = [7]> then\n GoToLevel8\n end\n if <(Level) = [6]> then\n GoToLevel7\n end\n if <(Level) = [5]> then\n GoToLevel6\n end\n if <(Level) = [4]> then\n GoToLevel5\n end\n if <(Level) = [3]> then\n GoToLevel4\n end\n if <(Level) = [2]> then\n GoToLevel3\n end\n if <(Level) = [1]> then\n GoToLevel2\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Death) = [0]> then\n if <<touching (spike1 v)?> or <touching (spike2 v)?>> then\n DieFromThis\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Death) = [0]> then\n if <<touching (biggerspike1 v)?> or <touching (biggerspike2 v)?>> then\n DieFromThis\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Death) = [0]> then\n if <<touching (spike3 v)?> or <touching (spike4 v)?>> then\n DieFromThis\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Death) = [0]> then\n if <<touching (biggerspike3 v)?> or <touching (biggerspike4 v)?>> then\n DieFromThis\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Death) = [0]> then\n if <<touching (spike5 v)?> or <touching (spike6 v)?>> then\n DieFromThis\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Death) = [0]> then\n if <<touching (biggerspike5 v)?> or <touching (biggerspike6 v)?>> then\n DieFromThis\n end\n end\nend\n\ndefine DieFromThis\nbroadcast (OOF v)\nset [death v] to [1]\nwait (1) seconds\n\ndefine NewLevelSpawn\nset size to (250) %\npoint in direction (90)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <<(secsNC) = [60]> or <(secsNC) > [60]>> then\n set [secsnc v] to [0]\n change [minsnc v] by (1)\n end\n end\nend\n\nwhen flag clicked\nif <(START3) = [1]> then\n repeat until <(Level) = [11]>\n go to [front v] layer\n end\n go to [back v] layer\n hide\n forever\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Death) = [0]> then\n if <<touching (biggerspike7 v)?> or <touching (biggerspike8 v)?>> then\n DieFromThis\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Death) = [0]> then\n if <touching (spike7 v)?> then\n DieFromThis\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Death) = [0]> then\n if <<touching (biggerspike9 v)?> or <touching (biggerspike10 v)?>> then\n DieFromThis\n end\n end\nend\n\ndefine GoToLevel2\nset [level v] to [2]\nbroadcast (1stLevelDone v)\ngo to x: (-125) y: (200)\nNewLevelSpawn\n\ndefine GoToLevel3\nset [level v] to [3]\nbroadcast (2ndLevelDone v)\ngo to x: (-125) y: (200)\nNewLevelSpawn\n\ndefine GoToLevel4\nset [level v] to [4]\nbroadcast (3rdLevelDone v)\ngo to x: (-220) y: (200)\nNewLevelSpawn\n\ndefine GoToLevel5\nset [level v] to [5]\nbroadcast (4thLevelDone v)\ngo to x: (-165) y: (200)\nNewLevelSpawn\n\ndefine GoToLevel6\nset [level v] to [6]\nbroadcast (5thLevelDone v)\ngo to x: (-125) y: (200)\nNewLevelSpawn\n\ndefine GoToLevel7\nset [level v] to [7]\nbroadcast (6thLevelDone v)\ngo to x: (-125) y: (200)\nNewLevelSpawn\n\ndefine GoToLevel8\nset [level v] to [8]\nbroadcast (7thLevelDone v)\ngo to x: (240) y: (200)\nNewLevelSpawn\n\ndefine GoToLevel9\nset [level v] to [9]\nbroadcast (8thLevelDone v)\ngo to x: (-210) y: (200)\nNewLevelSpawn\n\ndefine GoToLevel10\nset [level v] to [10]\nbroadcast (9thLevelDone v)\ngo to x: (-240) y: (200)\nNewLevelSpawn\n\ndefine FinishGame\nset [level v] to [11]\nbroadcast (10thLevelDone v)\ngo to x: (-125) y: (200)\nNewLevelSpawn\nhide\n\nwhen flag clicked\nforever\n if <(Death) = [0]> then\n if <touching (biggerspike11 v)?> then\n DieFromThis\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Level) = [1]> then\n show\n switch costume to (character-l v)\n stop [this script v]\n end\n end\nend\n\ndefine GoToLevel1\nset [level v] to [1]\nbroadcast (BEGIN v)\nbroadcast (Reset1stLevel v)\ngo to x: (0) y: (200)\nNewLevelSpawn\n\nif <key (o v) pressed?> then\n if <(Level) = [10]> then\n GoToLevel9\n wait (0.5) seconds\n end\n if <(Level) = [9]> then\n GoToLevel8\n wait (0.5) seconds\n end\n if <(Level) = [8]> then\n GoToLevel7\n wait (0.5) seconds\n end\n if <(Level) = [7]> then\n GoToLevel6\n wait (0.5) seconds\n end\n if <(Level) = [6]> then\n GoToLevel5\n wait (0.5) seconds\n end\n if <(Level) = [5]> then\n GoToLevel4\n wait (0.5) seconds\n end\n if <(Level) = [4]> then\n GoToLevel3\n wait (0.5) seconds\n end\n if <(Level) = [3]> then\n GoToLevel2\n wait (0.5) seconds\n end\n if <(Level) = [2]> then\n GoToLevel1\n wait (0.5) seconds\n end\n wait until <not <key (o v) pressed?>>\nend\n\n@Cloud\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.05) seconds\n go to [front v] layer\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [1stleveldone v]\ngo to x: (70) y: (-160)\nshow\n\nwhen I receive [2ndleveldone v]\ngo to x: (270) y: (-160)\nshow\n\nwhen I receive [3rdleveldone v]\ngo to x: (0) y: (-160)\nshow\n\nwhen I receive [5thleveldone v]\ngo to x: (85) y: (-160)\nshow\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\ngo to x: (0) y: (-160)\nshow\n\nwhen I receive [6thleveldone v]\ngo to x: (-200) y: (-160)\nshow\n\nwhen I receive [8thleveldone v]\ngo to x: (-162) y: (-160)\nshow\n\nwhen I receive [9thleveldone v]\ngo to x: (-135) y: (-160)\nshow\n\nwhen I receive [customdone v]\ngo to x: (50) y: (-160)\n\nwhen I receive [7thleveldone v]\ngo to x: (-200) y: (-160)\nshow\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [reset1stlevel v]\ngo to x: (50) y: (-160)\n\n@Pad1\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Level) = [1]> then\n show\n switch costume to (normal v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [1stleveldone v]\ngo to x: (-125) y: (-60)\nswitch costume to (normal v)\nshow\nwait (0.25) seconds\ngo to [back v] layer\n\nwhen I receive [2ndleveldone v]\ngo to x: (-125) y: (-60)\nswitch costume to (normal v)\nshow\n\nwhen I receive [3rdleveldone v]\ngo to x: (-35) y: (-100)\nswitch costume to (long v)\nshow\n\nwhen I receive [4thleveldone v]\ngo to x: (-125) y: (-60)\nswitch costume to (normal v)\nshow\n\nwhen I receive [5thleveldone v]\ngo to x: (-125) y: (-60)\nswitch costume to (normal v)\nshow\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [7thleveldone v]\ngo to x: (285) y: (-35)\nswitch costume to (normal v)\nshow\n\nwhen I receive [8thleveldone v]\ngo to x: (-10) y: (-60)\nswitch costume to (long v)\nshow\nwait (0.3) seconds\ngo to [back v] layer\n\nwhen I receive [9thleveldone v]\ngo to x: (-275) y: (-40)\nswitch costume to (normal v)\nshow\nwait (0.3) seconds\ngo to [back v] layer\n\nwhen I receive [customdone v]\ngo to x: (0) y: (-60)\nswitch costume to (normal v)\nwait (0.25) seconds\ngo to [back v] layer\n\nwhen I receive [6thleveldone v]\ngo to x: (-125) y: (-60)\nswitch costume to (normal v)\nshow\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [reset1stlevel v]\ngo to x: (0) y: (-60)\nswitch costume to (normal v)\nwait (0.25) seconds\ngo to [back v] layer\n\n@Pad2\n\nwhen I receive [1stleveldone v]\ngo to x: (40) y: (-110)\nswitch costume to (normal v)\nshow\nwait (0.2) seconds\ngo to [back v] layer\n\nwhen I receive [2ndleveldone v]\ngo to x: (-35) y: (-180)\nswitch costume to (normal v)\nshow\n\nwhen I receive [3rdleveldone v]\ngo to x: (185) y: (-230)\nswitch costume to (normal v)\nshow\n\nwhen I receive [5thleveldone v]\ngo to x: (-30) y: (-100)\nswitch costume to (normal v)\nshow\n\nwhen I receive [6thleveldone v]\ngo to x: (0) y: (-90)\nswitch costume to (normal v)\nshow\n\nwhen I receive [4thleveldone v]\ngo to x: (70) y: (-60)\nswitch costume to (normal v)\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [7thleveldone v]\ngo to x: (55) y: (-35)\nswitch costume to (normal v)\nshow\nwait (0.45) seconds\ngo to [back v] layer\n\nwhen I receive [8thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (-81) y: (-42)\nswitch costume to (normal v)\nshow\nwait (0.3) seconds\ngo to [back v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n switch costume to (normal v)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [customdone v]\ngo to x: (155) y: (-100)\nswitch costume to (normal v)\nwait (0.2) seconds\ngo to [back v] layer\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [reset1stlevel v]\ngo to x: (155) y: (-100)\nswitch costume to (normal v)\nwait (0.2) seconds\ngo to [back v] layer\n\n@Pad3\n\nwhen I receive [1stleveldone v]\ngo to x: (205) y: (-160)\nswitch costume to (normal v)\nshow\n\nwhen I receive [2ndleveldone v]\ngo to x: (135) y: (-130)\nswitch costume to (normal v)\nshow\n\nwhen I receive [3rdleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\ngo to x: (260) y: (-175)\nswitch costume to (normal v)\nshow\n\nwhen I receive [6thleveldone v]\ngo to x: (-35) y: (-130)\nswitch costume to (long v)\nshow\n\nwhen I receive [5thleveldone v]\ngo to x: (65) y: (-140)\nswitch costume to (normal v)\nshow\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [7thleveldone v]\nhide\n\nwhen I receive [8thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (-118) y: (-124)\nswitch costume to (long v)\nshow\nwait (0.25) seconds\ngo to [back v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n switch costume to (normal v)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [customdone v]\ngo to x: (75) y: (-140)\nswitch costume to (normal v)\nwait (0.15) seconds\ngo to [back v] layer\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [reset1stlevel v]\ngo to x: (75) y: (-140)\nswitch costume to (normal v)\nwait (0.15) seconds\ngo to [back v] layer\n\n@Pad4\n\nwhen I receive [1stleveldone v]\ngo to x: (40) y: (-210)\nswitch costume to (normal v)\nshow\nwait (0.1) seconds\ngo to [back v] layer\n\nwhen I receive [2ndleveldone v]\nhide\n\nwhen I receive [3rdleveldone v]\nhide\n\nwhen I receive [5thleveldone v]\ngo to x: (160) y: (-180)\nswitch costume to (normal v)\nshow\n\nwhen I receive [6thleveldone v]\ngo to x: (110) y: (-290)\nswitch costume to (normal v)\nshow\n\nwhen I receive [4thleveldone v]\ngo to x: (-25) y: (-100)\nswitch costume to (normal v)\nshow\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [7thleveldone v]\ngo to x: (-160) y: (-289)\nswitch costume to (normal v)\nshow\nwait (0.1) seconds\ngo to [back v] layer\n\nwhen I receive [8thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (105) y: (-21)\nswitch costume to (normal v)\nshow\nwait (0.35) seconds\ngo to [back v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n switch costume to (normal v)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [customdone v]\ngo to x: (165) y: (-180)\nswitch costume to (normal v)\nwait (0.1) seconds\ngo to [back v] layer\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [reset1stlevel v]\ngo to x: (165) y: (-180)\nswitch costume to (normal v)\nwait (0.1) seconds\ngo to [back v] layer\n\nwhen I receive [5thleveldone v]\ngo [forward v] (7) layers\nforever\n wait until <(Level) = [7]>\n stop [this script v]\nend\n\n@Pad5\n\nwhen I receive [1stleveldone v]\ngo to x: (-125) y: (-260)\nswitch costume to (normal v)\nshow\ngo to [back v] layer\n\nwhen I receive [2ndleveldone v]\nhide\n\nwhen I receive [3rdleveldone v]\nhide\n\nwhen I receive [6thleveldone v]\ngo to x: (-85) y: (-290)\nswitch costume to (normal v)\nshow\n\nwhen I receive [5thleveldone v]\ngo to x: (200) y: (-300)\nswitch costume to (normal v)\nshow\n\nwhen I receive [4thleveldone v]\ngo to x: (-210) y: (-100)\nswitch costume to (normal v)\nshow\n\nwhen I receive [7thleveldone v]\ngo to x: (-30) y: (-333)\nswitch costume to (normal v)\nshow\nwait (0.05) seconds\ngo to [back v] layer\n\nwhen I receive [8thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (70) y: (-65)\nswitch costume to (normal v)\nshow\nwait (0.3) seconds\ngo to [back v] layer\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n switch costume to (normal v)\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\ngo to x: (95) y: (-265)\nswitch costume to (normal v)\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [reset1stlevel v]\ngo to x: (95) y: (-265)\nswitch costume to (normal v)\n\nwhen I receive [5thleveldone v]\ngo [forward v] (8) layers\nforever\n wait until <(Level) = [7]>\n stop [this script v]\nend\n\n@Pad6\n\nwhen I receive [8thleveldone v]\ngo to x: (-62) y: (-20)\nswitch costume to (normal v)\nshow\nwait (0.35) seconds\ngo to [back v] layer\n\nwhen I receive [9thleveldone v]\ngo to x: (183) y: (-154)\nwait (0.2) seconds\nswitch costume to (normal v)\nshow\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [7thleveldone v]\ngo to x: (-68) y: (-279)\nswitch costume to (normal v)\nshow\nwait (0.15) seconds\ngo to [back v] layer\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [1stleveldone v]\nhide\n\nwhen I receive [2ndleveldone v]\nhide\n\nwhen I receive [3rdleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\nhide\n\nwhen I receive [5thleveldone v]\nhide\n\nwhen I receive [6thleveldone v]\nhide\n\n@Pad7\n\nwhen I receive [8thleveldone v]\ngo to x: (105) y: (-210)\nswitch costume to (normal v)\nshow\nwait (0.15) seconds\ngo to [back v] layer\n\nwhen I receive [9thleveldone v]\ngo to x: (75) y: (-260)\nswitch costume to (normal v)\nshow\nwait (0.1) seconds\ngo to [back v] layer\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [1stleveldone v]\nhide\n\nwhen I receive [2ndleveldone v]\nhide\n\nwhen I receive [3rdleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\nhide\n\nwhen I receive [5thleveldone v]\nhide\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [7thleveldone v]\ngo to x: (-50) y: (-234)\nswitch costume to (normal v)\nshow\nwait (0.2) seconds\ngo to [back v] layer\n\n@Pad8\n\nwhen I receive [8thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (105) y: (-345)\nswitch costume to (normal v)\nshow\nwait (0.05) seconds\ngo to [back v] layer\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [1stleveldone v]\nhide\n\nwhen I receive [2ndleveldone v]\nhide\n\nwhen I receive [3rdleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\nhide\n\nwhen I receive [5thleveldone v]\nhide\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [7thleveldone v]\ngo to x: (-41) y: (-183)\nswitch costume to (normal v)\nshow\nwait (0.25) seconds\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@Pad9\n\nwhen I receive [8thleveldone v]\ngo to x: (-158) y: (-205)\nswitch costume to (normal v)\nshow\nwait (0.1) seconds\ngo to [back v] layer\n\nwhen I receive [9thleveldone v]\ngo to x: (-78) y: (-298)\nswitch costume to (normal v)\nshow\nwait (0.09) seconds\ngo to [back v] layer\n\nwhen I receive [1stleveldone v]\nhide\n\nwhen I receive [2ndleveldone v]\nhide\n\nwhen I receive [3rdleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\nhide\n\nwhen I receive [5thleveldone v]\nhide\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [7thleveldone v]\ngo to x: (-25) y: (-130)\nswitch costume to (normal v)\nshow\nwait (0.3) seconds\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@Pad10\n\nwhen I receive [8thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (-40) y: (-240)\nswitch costume to (normal v)\nshow\nwait (0.15) seconds\ngo to [back v] layer\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [1stleveldone v]\nhide\n\nwhen I receive [2ndleveldone v]\nhide\n\nwhen I receive [3rdleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\nhide\n\nwhen I receive [5thleveldone v]\nhide\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [7thleveldone v]\ngo to x: (4) y: (-82)\nswitch costume to (normal v)\nshow\nwait (0.35) seconds\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@Pad11\n\nwhen I receive [8thleveldone v]\ngo to x: (-190) y: (-305)\nswitch costume to (normal v)\nshow\nwait (0.05) seconds\ngo to [back v] layer\n\nwhen I receive [7thleveldone v]\ngo to x: (-140) y: (-51)\nswitch costume to (normal v)\nshow\nwait (0.4) seconds\ngo to [back v] layer\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [1stleveldone v]\nhide\n\nwhen I receive [2ndleveldone v]\nhide\n\nwhen I receive [3rdleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\nhide\n\nwhen I receive [5thleveldone v]\nhide\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (-37) y: (-180)\nswitch costume to (normal v)\nshow\nwait (0.2) seconds\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@Pad12\n\nwhen I receive [9thleveldone v]\ngo to x: (-249) y: (-300)\nswitch costume to (normal v)\nshow\nwait (0.1) seconds\ngo to [back v] layer\n\nwhen I receive [1stleveldone v]\nhide\n\nwhen I receive [2ndleveldone v]\nhide\n\nwhen I receive [3rdleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\nhide\n\nwhen I receive [5thleveldone v]\nhide\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [7thleveldone v]\nhide\n\nwhen I receive [8thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nhide\n\n@Void\n\nwhen flag clicked\ngo to x: (0) y: (-177)\nset size to (110) %\nset [ghost v] effect to (70)\nwait (0.3) seconds\ngo to [back v] layer\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Level) = [1]> then\n go to [front v] layer\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n go to [front v] layer\n go [backward v] (3) layers\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n go to [front v] layer\n go [backward v] (3) layers\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to [front v] layer\n go [backward v] (3) layers\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n go to [front v] layer\n go [backward v] (1) layers\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n go to [front v] layer\n go [backward v] (3) layers\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nshow\n\n@Spike1\n\nwhen I receive [3rdleveldone v]\ngo to [front v] layer\n\nwhen I receive [5thleveldone v]\ngo to x: (9) y: (85)\nshow\n\nwhen I receive [6thleveldone v]\ngo to x: (-43) y: (95)\nshow\n\nwhen I receive [4thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [7thleveldone v]\ngo to x: (9) y: (-148)\nshow\n\nwhen I receive [8thleveldone v]\ngo to x: (-189) y: (-120)\nshow\n\nwhen I receive [9thleveldone v]\ngo to x: (-115) y: (143)\nshow\n\nwhen I receive [3rdleveldone v]\nshow\n\nwhen flag clicked\ngo to x: (-140) y: (85)\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@Spike2\n\nwhen I receive [4thleveldone v]\ngo to x: (14) y: (86)\nshow\n\nwhen I receive [5thleveldone v]\ngo to x: (199) y: (5)\nshow\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [6thleveldone v]\ngo to x: (-2) y: (95)\nshow\n\nwhen I receive [7thleveldone v]\ngo to x: (-84) y: (2)\nshow\n\nwhen I receive [8thleveldone v]\ngo to x: (-157) y: (-20)\n\nwhen I receive [9thleveldone v]\ngo to x: (-48) y: (143)\nshow\n\nwhen I receive [3rdleveldone v]\nshow\n\nwhen flag clicked\ngo to x: (15) y: (85)\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@Spike3\n\nwhen I receive [5thleveldone v]\ngo to x: (-80) y: (82)\nset size to (15) %\nshow\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\nshow\n\nwhen I receive [6thleveldone v]\nset size to (25) %\ngo to x: (39) y: (95)\nshow\n\nwhen I receive [7thleveldone v]\ngo to x: (-68) y: (55)\nshow\n\nwhen I receive [9thleveldone v]\nhide\n\nwhen I receive [8thleveldone v]\ngo to x: (-105) y: (165)\nshow\n\nwhen I receive [9thleveldone v]\ngo to x: (178) y: (31)\nshow\n\nwhen flag clicked\ngo to x: (-68) y: (86)\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@Spike4\n\nwhen I receive [5thleveldone v]\nset size to (15) %\ngo to x: (15) y: (42)\nshow\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\nshow\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [7thleveldone v]\nset size to (25) %\ngo to x: (-39) y: (103)\nshow\n\nwhen I receive [8thleveldone v]\ngo to x: (46) y: (125)\nshow\n\nwhen I receive [9thleveldone v]\ngo to x: (65) y: (120)\nshow\n\nwhen flag clicked\ngo to x: (-171) y: (86)\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@Spike5\n\nwhen I receive [5thleveldone v]\nshow\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [7thleveldone v]\nset size to (25) %\ngo to x: (-93) y: (-49)\nshow\n\nwhen I receive [8thleveldone v]\ngo to x: (0) y: (125)\nshow\n\nwhen I receive [9thleveldone v]\ngo to x: (73) y: (-75)\nshow\n\nwhen flag clicked\ngo to x: (110) y: (2)\n\nwhen flag clicked\nset size to (15) %\n\nwhen flag clicked\nhide\n\n@Spike6\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (-83) y: (-113)\nshow\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@Spike7\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (-45) y: (-55)\nshow\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@BiggerSpike1\n\nwhen I receive [3rdleveldone v]\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (-120) y: (129)\n\nwhen I receive [5thleveldone v]\ngo to x: (-86) y: (129)\n\nwhen I receive [6thleveldone v]\ngo to x: (-110) y: (59)\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [4thleveldone v]\nshow\n\nwhen I receive [7thleveldone v]\ngo to x: (-121) y: (-100)\n\nwhen I receive [8thleveldone v]\ngo to x: (-151) y: (-116)\n\nwhen I receive [9thleveldone v]\ngo to x: (27) y: (124)\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@BiggerSpike2\n\nwhen I receive [4thleveldone v]\nshow\n\nwhen flag clicked\ngo to x: (70) y: (129)\n\nwhen I receive [6thleveldone v]\ngo to x: (128) y: (59)\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [5thleveldone v]\ngo to x: (104) y: (49)\n\nwhen I receive [7thleveldone v]\ngo to x: (-162) y: (-100)\n\nwhen I receive [8thleveldone v]\ngo to x: (-119) y: (-16)\n\nwhen I receive [9thleveldone v]\ngo to x: (140) y: (35)\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@BiggerSpike3\n\nwhen flag clicked\ngo to x: (157) y: (-111)\n\nwhen I receive [5thleveldone v]\nshow\n\nwhen I receive [6thleveldone v]\ngo to x: (149) y: (-101)\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [7thleveldone v]\ngo to x: (-203) y: (-100)\n\nwhen I receive [9thleveldone v]\nhide\n\nwhen I receive [8thleveldone v]\ngo to x: (-160) y: (129)\n\nwhen I receive [9thleveldone v]\ngo to x: (32) y: (-71)\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@BiggerSpike4\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [6thleveldone v]\ngo to x: (-127) y: (-101)\nshow\n\nwhen I receive [7thleveldone v]\ngo to x: (-142) y: (138)\nshow\n\nwhen I receive [8thleveldone v]\ngo to x: (-46) y: (129)\nshow\n\nwhen I receive [9thleveldone v]\ngo to x: (114) y: (-71)\nshow\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@BiggerSpike5\n\nwhen I receive [8thleveldone v]\ngo to x: (153) y: (129)\nshow\n\nwhen I receive [9thleveldone v]\ngo to x: (45) y: (65)\nshow\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@BiggerSpike6\n\nwhen I receive [8thleveldone v]\ngo to x: (144) y: (-21)\nshow\n\nwhen I receive [9thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (144) y: (-156)\nshow\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@BiggerSpike7\n\nwhen I receive [9thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (32) y: (-71)\nshow\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\n@BiggerSpike8\n\nwhen I receive [9thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (-121) y: (-109)\nshow\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\n@BiggerSpike9\n\nwhen I receive [9thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (-83) y: (-51)\nshow\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@BiggerSpike10\n\nwhen I receive [9thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (2) y: (9)\nshow\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@BiggerSpike11\n\nwhen I receive [9thleveldone v]\nhide\n\nwhen I receive [9thleveldone v]\ngo to x: (-210) y: (-111)\nshow\n\nwhen I receive [6thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nset size to (25) %\n\nwhen flag clicked\nhide\n\n@GOAL:\n\nwhen I receive [1stleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n go to [back v] layer\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nshow\n\n@CONTROLS\n\nwhen I receive [1stleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n go to [back v] layer\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Device?) = [1]> then\n go to x: (50) y: (140)\n switch costume to (costume1 v)\n stop [this script v]\n end\n if <(Device?) = [2]> then\n set size to (90) %\n go to x: (95) y: (145)\n switch costume to (costume2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [device? v] to [0]\n\nwhen I receive [begin v]\nshow\n\n@CONTROLS2\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Device?) = [1]> then\n hide\n stop [this script v]\n end\n if <(Device?) = [2]> then\n set size to (90) %\n go to x: (70) y: (115)\n switch costume to (mobilejumpdiagonally v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [3rdleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Level) = [3]> then\n if <(Device?) = [2]> then\n go to [back v] layer\n show\n stop [this script v]\n end\n end\n end\nend\n\n@AVOID1\n\nwhen I receive [1stleveldone v]\nhide\n\nwhen flag clicked\ngo to x: (-220) y: (-125)\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n go to [back v] layer\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\n\n@AVOID2\n\nwhen flag clicked\nhide\n\nwhen I receive [3rdleveldone v]\nshow\n\nwhen I receive [4thleveldone v]\nhide\n\nwhen flag clicked\ngo to x: (55) y: (150)\n\nwhen I receive [10thleveldone v]\nhide\n\n@'R'=RESET\n\nwhen flag clicked\nhide\n\nwhen I receive [1stleveldone v]\nshow\n\nwhen flag clicked\ngo to x: (115) y: (130)\n\nwhen I receive [2ndleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\n@LEVEL\n\nwhen I receive [1stleveldone v]\nswitch costume to (lvl.2 v)\n\nwhen flag clicked\ngo to x: (-220) y: (155)\n\nwhen I receive [2ndleveldone v]\nswitch costume to (lvl.3 v)\n\nwhen I receive [3rdleveldone v]\nswitch costume to (lvl.4 v)\n\nwhen I receive [4thleveldone v]\nswitch costume to (lvl.5 v)\n\nwhen I receive [5thleveldone v]\nswitch costume to (lvl.6 v)\n\nwhen I receive [6thleveldone v]\nswitch costume to (lvl.7 v)\n\nwhen I receive [7thleveldone v]\nswitch costume to (lvl.8 v)\n\nwhen I receive [8thleveldone v]\nswitch costume to (lvl.9 v)\n\nwhen I receive [9thleveldone v]\nswitch costume to (lvl.10 v)\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen I receive [10thleveldone v]\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n go to [back v] layer\n switch costume to (lvl.1 v)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@THUMBNAIL\n\nwhen flag clicked\nclear graphic effects\nset [ghost v] effect to (100)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@WinScreen\n\nwhen flag clicked\nswitch costume to (realwinscreen v)\nhide\nforever\n if <(Skip) = [0]> then\n switch costume to (realwinscreen v)\n else\n switch costume to (skipwinscreen v)\n end\nend\n\nwhen I receive [10thleveldone v]\nshow\nshow variable [minsnc v]\nshow variable [secsnc v]\nshow variable [deathsnc v]\nif <not <(Skip) = [0]>> then\n show variable [skip v]\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@MOBILE?\n\nwhen flag clicked\ngo to x: (230) y: (0)\nset size to (100) %\nshow\n\nwhen this sprite clicked\nset [start1 v] to [1]\n\nwhen flag clicked\nforever\n if <(START1) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nset [device? v] to [2]\n\nwhen flag clicked\nrepeat until <(START1) = [1]>\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (not v)\n end\nend\nif <(Device?) = [2]> then\n switch costume to (selected v)\nelse\n switch costume to (not v)\nend\n\n@PC?\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nshow\n\nwhen this sprite clicked\nset [start1 v] to [1]\n\nwhen flag clicked\nforever\n if <(START1) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nset [device? v] to [1]\n\nwhen flag clicked\nrepeat until <(START1) = [1]>\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (not v)\n end\nend\nif <(Device?) = [1]> then\n switch costume to (selected v)\nelse\n switch costume to (not v)\nend\n\n@Mobile-Restart\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n forever\n go to [front v] layer\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <(START3) = [1]>\n hide\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n if <(Level) = [2]> then\n show\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-205) y: (-150)\nset size to (100) %\nset [ghost v] effect to (80)\n\nwhen this sprite clicked\nrepeat until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [mobile-respawn v] to [1]\n switch costume to (pressed v)\nend\nset [mobile-respawn v] to [0]\nswitch costume to (notpressed v)\n\nwhen flag clicked\nforever\n if <<<touching (mouse-pointer v)?> or <(TouchingButton2) = [1]>> or <<(TouchingMusicButton?) = [1]> or <(TouchingButton4) = [1]>>> then\n set [touchingbutton1 v] to [1]\n else\n set [touchingbutton1 v] to [0]\n end\nend\n\nwhen flag clicked\nset [touchingbutton1 v] to [0]\nset [mobile-respawn v] to [0]\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\n@Mobile-Reset\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [touchingbutton2 v] to [1]\n else\n set [touchingbutton2 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen this sprite clicked\nrepeat until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [mobile-reset v] to [1]\n switch costume to (pressed v)\nend\nset [mobile-reset v] to [0]\nswitch costume to (notpressed v)\n\nwhen flag clicked\nset [mobile-reset v] to [0]\n\nwhen flag clicked\nset [touchingbutton2 v] to [0]\n\nwhen flag clicked\ngo to x: (205) y: (-160)\nset size to (100) %\nset [ghost v] effect to (80)\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <(START3) = [1]>\n hide\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n if <(Level) = [1]> then\n show\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n forever\n go to [front v] layer\n end\n end\n end\nend\n\n@GirlOption\n\nwhen flag clicked\ngo to x: (70) y: (100)\nset size to (750) %\nhide\nswitch costume to (not v)\n\nwhen this sprite clicked\nset [start2 v] to [1]\nset [eyecolo\(u\)r v] to [2]\nset [hairshape v] to [3]\nset [haircolo\(u\)r v] to [1]\nset [backpackcolo\(u\)r v] to [2]\nset [shirtcolo\(u\)r v] to [2]\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START1) = [1]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n else\n if <not <<(HairShape) = [3]> and <(START2) = [1]>>> then\n switch costume to (not v)\n end\n end\n if <(START2) = [1]> then\n hide\n end\n end\n end\nend\n\n@BoyOption\n\nwhen flag clicked\ngo to x: (-140) y: (100)\nset size to (750) %\nhide\nswitch costume to (not v)\n\nwhen this sprite clicked\nset [start2 v] to [1]\nset [eyecolo\(u\)r v] to [1]\nset [hairshape v] to [1]\nset [haircolo\(u\)r v] to [1]\nset [backpackcolo\(u\)r v] to [1]\nset [shirtcolo\(u\)r v] to [1]\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START1) = [1]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n else\n if <not <<(HairShape) = [1]> and <(START2) = [1]>>> then\n switch costume to (not v)\n end\n end\n if <(START2) = [1]> then\n hide\n end\n end\n end\nend\n\n@Mobile-Jump\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [2]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [touchingjump v] to [1]\n else\n set [touchingjump v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n set [ghost v] effect to (100)\n show\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n forever\n go to [front v] layer\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <(START3) = [1]>\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nset [touchingjump v] to [0]\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\n\n@Mobile-Left\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <(START3) = [1]>\n hide\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n forever\n go to [front v] layer\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n set [ghost v] effect to (100)\n show\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [touchingleft v] to [0]\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [2]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [touchingleft v] to [1]\n else\n set [touchingleft v] to [0]\n end\n end\n end\nend\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\n\n@Mobile-Right\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <(START3) = [1]>\n hide\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n forever\n go to [front v] layer\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n set [ghost v] effect to (100)\n show\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [touchingright v] to [0]\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [2]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [touchingright v] to [1]\n else\n set [touchingright v] to [0]\n end\n end\n end\nend\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\n\n@Hair\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Death) = [0]> then\n if <(HairShape) = [1]> then\n if <(HairColo\(u\)r) = [1]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright1-1 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft1-1 v)\n end\n end\n if <(HairColo\(u\)r) = [2]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright1-2 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft1-2 v)\n end\n end\n if <(HairColo\(u\)r) = [3]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright1-3 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft1-3 v)\n end\n end\n end\n if <(HairShape) = [2]> then\n if <(HairColo\(u\)r) = [1]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright2-1 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft2-1 v)\n end\n end\n if <(HairColo\(u\)r) = [2]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright2-2 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft2-2 v)\n end\n end\n if <(HairColo\(u\)r) = [3]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright2-3 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft2-3 v)\n end\n end\n end\n if <(HairShape) = [3]> then\n if <(HairColo\(u\)r) = [1]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright3-1 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft3-1 v)\n end\n end\n if <(HairColo\(u\)r) = [2]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright3-2 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft3-2 v)\n end\n end\n if <(HairColo\(u\)r) = [3]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright3-3 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft3-3 v)\n end\n end\n end\n if <(HairShape) = [4]> then\n if <(HairColo\(u\)r) = [1]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright4-1 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft4-1 v)\n end\n end\n if <(HairColo\(u\)r) = [2]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright4-2 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft4-2 v)\n end\n end\n if <(HairColo\(u\)r) = [3]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright4-3 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft4-3 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.2) seconds\n go to [front v] layer\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.1) seconds\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\nend\n\nwhen I receive [touchedvoid v]\nrepeat (30)\n change [ghost v] effect by (2)\nend\nwait (3) seconds\n\ndefine NewLevelSpawn\nset size to (250) %\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <touching (cloud v)?> then\n if <(Level) = [10]> then\n NewLevelSpawn\n end\n if <(Level) = [9]> then\n NewLevelSpawn\n end\n if <(Level) = [8]> then\n NewLevelSpawn\n end\n if <(Level) = [7]> then\n NewLevelSpawn\n end\n if <(Level) = [6]> then\n NewLevelSpawn\n end\n if <(Level) = [5]> then\n NewLevelSpawn\n end\n if <(Level) = [4]> then\n NewLevelSpawn\n end\n if <(Level) = [3]> then\n NewLevelSpawn\n end\n if <(Level) = [2]> then\n NewLevelSpawn\n end\n if <(Level) = [1]> then\n NewLevelSpawn\n end\n end\n end\n end\nend\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n repeat until <(Respawning) = [1]>\n turn right (3) degrees\n end\n stop [this script v]\nend\n\nwhen I receive [respawn2... v]\nwait (0.1) seconds\nset size to (250) %\npoint in direction (90)\ngo to [front v] layer\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (750) %\ngo to x: (-100) y: (30)\n\nwhen I receive [10thleveldone v]\nstop [other scripts in sprite v]\ngo to [back v] layer\nhide\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n wait (1) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n go to (maincharacter v)\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset size to (250) %\n\n@Skin\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n repeat until <(Respawning) = [1]>\n turn right (3) degrees\n end\n stop [this script v]\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (750) %\ngo to x: (-100) y: (30)\n\nwhen I receive [respawn2... v]\nwait (0.1) seconds\nset size to (250) %\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <touching (cloud v)?> then\n if <(Level) = [10]> then\n NewLevelSpawn\n end\n if <(Level) = [9]> then\n NewLevelSpawn\n end\n if <(Level) = [8]> then\n NewLevelSpawn\n end\n if <(Level) = [7]> then\n NewLevelSpawn\n end\n if <(Level) = [6]> then\n NewLevelSpawn\n end\n if <(Level) = [5]> then\n NewLevelSpawn\n end\n if <(Level) = [4]> then\n NewLevelSpawn\n end\n if <(Level) = [3]> then\n NewLevelSpawn\n end\n if <(Level) = [2]> then\n NewLevelSpawn\n end\n if <(Level) = [1]> then\n NewLevelSpawn\n end\n end\n end\n end\nend\n\ndefine NewLevelSpawn\nset size to (250) %\npoint in direction (90)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Death) = [0]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright1 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft1 v)\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.2) seconds\n go to [front v] layer\n go [backward v] (1) layers\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.1) seconds\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\nend\n\nwhen I receive [touchedvoid v]\nrepeat (30)\n change [ghost v] effect by (2)\nend\nwait (3) seconds\n\nwhen I receive [10thleveldone v]\nstop [other scripts in sprite v]\ngo to [back v] layer\nhide\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n wait (1) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n go to (maincharacter v)\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset size to (250) %\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Death) = [0]> then\n if <(SkinColo\(u\)r) = [1]> then\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft1 v)\n end\n if <(FacingRight?) = [1]> then\n switch costume to (faceright1 v)\n end\n end\n if <(SkinColo\(u\)r) = [2]> then\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft2 v)\n end\n if <(FacingRight?) = [1]> then\n switch costume to (faceright2 v)\n end\n end\n if <(SkinColo\(u\)r) = [3]> then\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft3 v)\n end\n if <(FacingRight?) = [1]> then\n switch costume to (faceright3 v)\n end\n end\n if <(SkinColo\(u\)r) = [4]> then\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft4 v)\n end\n if <(FacingRight?) = [1]> then\n switch costume to (faceright4 v)\n end\n end\n if <(SkinColo\(u\)r) = [5]> then\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft5 v)\n end\n if <(FacingRight?) = [1]> then\n switch costume to (faceright5 v)\n end\n end\n if <(SkinColo\(u\)r) = [6]> then\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft6 v)\n end\n if <(FacingRight?) = [1]> then\n switch costume to (faceright6 v)\n end\n end\n end\nend\n\n@Eye\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n repeat until <(Respawning) = [1]>\n turn right (3) degrees\n end\n stop [this script v]\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (750) %\ngo to x: (-100) y: (30)\n\nwhen I receive [respawn2... v]\nwait (0.1) seconds\nset size to (250) %\npoint in direction (90)\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <touching (cloud v)?> then\n if <(Level) = [10]> then\n NewLevelSpawn\n end\n if <(Level) = [9]> then\n NewLevelSpawn\n end\n if <(Level) = [8]> then\n NewLevelSpawn\n end\n if <(Level) = [7]> then\n NewLevelSpawn\n end\n if <(Level) = [6]> then\n NewLevelSpawn\n end\n if <(Level) = [5]> then\n NewLevelSpawn\n end\n if <(Level) = [4]> then\n NewLevelSpawn\n end\n if <(Level) = [3]> then\n NewLevelSpawn\n end\n if <(Level) = [2]> then\n NewLevelSpawn\n end\n if <(Level) = [1]> then\n NewLevelSpawn\n end\n end\n end\n end\nend\n\ndefine NewLevelSpawn\nset size to (250) %\npoint in direction (90)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Death) = [0]> then\n if <(EyeColo\(u\)r) = [1]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright1 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft1 v)\n end\n end\n if <(EyeColo\(u\)r) = [2]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright2 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft2 v)\n end\n end\n if <(EyeColo\(u\)r) = [3]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright3 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft3 v)\n end\n end\n if <(EyeColo\(u\)r) = [4]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright4 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft4 v)\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.2) seconds\n go to [front v] layer\n wait (0.1) seconds\n go to [front v] layer\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.1) seconds\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\nend\n\nwhen I receive [touchedvoid v]\nrepeat (30)\n change [ghost v] effect by (2)\nend\nwait (3) seconds\n\nwhen I receive [10thleveldone v]\nstop [other scripts in sprite v]\ngo to [back v] layer\nhide\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n wait (1) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n go to (maincharacter v)\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset size to (250) %\n\n@Backpack\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n repeat until <(Respawning) = [1]>\n turn right (3) degrees\n end\n stop [this script v]\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (750) %\ngo to x: (-100) y: (30)\n\nwhen I receive [respawn2... v]\nwait (0.1) seconds\nset size to (250) %\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <touching (cloud v)?> then\n if <(Level) = [10]> then\n NewLevelSpawn\n end\n if <(Level) = [9]> then\n NewLevelSpawn\n end\n if <(Level) = [8]> then\n NewLevelSpawn\n end\n if <(Level) = [7]> then\n NewLevelSpawn\n end\n if <(Level) = [6]> then\n NewLevelSpawn\n end\n if <(Level) = [5]> then\n NewLevelSpawn\n end\n if <(Level) = [4]> then\n NewLevelSpawn\n end\n if <(Level) = [3]> then\n NewLevelSpawn\n end\n if <(Level) = [2]> then\n NewLevelSpawn\n end\n if <(Level) = [1]> then\n NewLevelSpawn\n end\n end\n end\n end\nend\n\ndefine NewLevelSpawn\nset size to (250) %\npoint in direction (90)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Death) = [0]> then\n if <(BackpackColo\(u\)r) = [1]> then\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft1 v)\n end\n if <(FacingRight?) = [1]> then\n switch costume to (faceright1 v)\n end\n end\n if <(BackpackColo\(u\)r) = [2]> then\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft2 v)\n end\n if <(FacingRight?) = [1]> then\n switch costume to (faceright2 v)\n end\n end\n if <(BackpackColo\(u\)r) = [3]> then\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft3 v)\n end\n if <(FacingRight?) = [1]> then\n switch costume to (faceright3 v)\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.2) seconds\n go to [front v] layer\n go [backward v] (2) layers\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.1) seconds\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\nend\n\nwhen I receive [touchedvoid v]\nrepeat (30)\n change [ghost v] effect by (2)\nend\nwait (3) seconds\n\nwhen I receive [10thleveldone v]\nstop [other scripts in sprite v]\ngo to [back v] layer\nhide\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n wait (1) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n go to (maincharacter v)\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset size to (250) %\n\n@Shirt\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n repeat until <(Respawning) = [1]>\n turn right (3) degrees\n end\n stop [this script v]\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (750) %\ngo to x: (-100) y: (30)\n\nwhen I receive [respawn2... v]\nwait (0.1) seconds\nset size to (250) %\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (3) layers\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <touching (cloud v)?> then\n if <(Level) = [10]> then\n NewLevelSpawn\n end\n if <(Level) = [9]> then\n NewLevelSpawn\n end\n if <(Level) = [8]> then\n NewLevelSpawn\n end\n if <(Level) = [7]> then\n NewLevelSpawn\n end\n if <(Level) = [6]> then\n NewLevelSpawn\n end\n if <(Level) = [5]> then\n NewLevelSpawn\n end\n if <(Level) = [4]> then\n NewLevelSpawn\n end\n if <(Level) = [3]> then\n NewLevelSpawn\n end\n if <(Level) = [2]> then\n NewLevelSpawn\n end\n if <(Level) = [1]> then\n NewLevelSpawn\n end\n end\n end\n end\nend\n\ndefine NewLevelSpawn\nset size to (250) %\npoint in direction (90)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Death) = [0]> then\n if <(ShirtColo\(u\)r) = [1]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright1 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft1 v)\n end\n end\n if <(ShirtColo\(u\)r) = [2]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright2 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft2 v)\n end\n end\n if <(ShirtColo\(u\)r) = [3]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright3 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft3 v)\n end\n end\n if <(ShirtColo\(u\)r) = [4]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright4 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft4 v)\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.2) seconds\n go to [front v] layer\n go [backward v] (3) layers\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.1) seconds\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\nend\n\nwhen I receive [touchedvoid v]\nrepeat (30)\n change [ghost v] effect by (2)\nend\nwait (3) seconds\n\nwhen I receive [10thleveldone v]\nstop [other scripts in sprite v]\ngo to [back v] layer\nhide\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n wait (1) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n go to (maincharacter v)\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset size to (250) %\n\n@Pants\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n go to (maincharacter v)\n end\nend\n\nwhen flag clicked\nset [pantscolo\(u\)r v] to [1]\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n repeat until <(Respawning) = [1]>\n turn right (3) degrees\n end\n stop [this script v]\nend\n\nwhen I receive [10thleveldone v]\nstop [other scripts in sprite v]\ngo to [back v] layer\nhide\n\nwhen I receive [respawn2... v]\nwait (0.1) seconds\nset size to (250) %\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nset [ghost v] effect to (0)\n\ndefine NewLevelSpawn\nset size to (250) %\npoint in direction (90)\n\nwhen I receive [touchedvoid v]\nrepeat (30)\n change [ghost v] effect by (2)\nend\nwait (3) seconds\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.1) seconds\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.2) seconds\n go to [front v] layer\n go [backward v] (4) layers\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset size to (250) %\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <touching (cloud v)?> then\n if <(Level) = [10]> then\n NewLevelSpawn\n end\n if <(Level) = [9]> then\n NewLevelSpawn\n end\n if <(Level) = [8]> then\n NewLevelSpawn\n end\n if <(Level) = [7]> then\n NewLevelSpawn\n end\n if <(Level) = [6]> then\n NewLevelSpawn\n end\n if <(Level) = [5]> then\n NewLevelSpawn\n end\n if <(Level) = [4]> then\n NewLevelSpawn\n end\n if <(Level) = [3]> then\n NewLevelSpawn\n end\n if <(Level) = [2]> then\n NewLevelSpawn\n end\n if <(Level) = [1]> then\n NewLevelSpawn\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n wait (1) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (750) %\ngo to x: (-100) y: (30)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Death) = [0]> then\n if <(PantsColo\(u\)r) = [1]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright1 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft1 v)\n end\n end\n if <(PantsColo\(u\)r) = [2]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright2 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft2 v)\n end\n end\n if <(PantsColo\(u\)r) = [3]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright3 v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft3 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <touching (cloud v)?> then\n if <(Level) = [10]> then\n NewLevelSpawn\n end\n if <(Level) = [9]> then\n NewLevelSpawn\n end\n if <(Level) = [8]> then\n NewLevelSpawn\n end\n if <(Level) = [7]> then\n NewLevelSpawn\n end\n if <(Level) = [6]> then\n NewLevelSpawn\n end\n if <(Level) = [5]> then\n NewLevelSpawn\n end\n if <(Level) = [4]> then\n NewLevelSpawn\n end\n if <(Level) = [3]> then\n NewLevelSpawn\n end\n if <(Level) = [2]> then\n NewLevelSpawn\n end\n if <(Level) = [1]> then\n NewLevelSpawn\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.2) seconds\n go to [front v] layer\n go [backward v] (4) layers\n stop [this script v]\n end\nend\n\n@Shoes\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.2) seconds\n go to [front v] layer\n go [backward v] (8) layers\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n wait (0.1) seconds\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\nend\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n wait (1) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n if <(Death) = [0]> then\n if <touching (cloud v)?> then\n if <(Level) = [10]> then\n NewLevelSpawn\n end\n if <(Level) = [9]> then\n NewLevelSpawn\n end\n if <(Level) = [8]> then\n NewLevelSpawn\n end\n if <(Level) = [7]> then\n NewLevelSpawn\n end\n if <(Level) = [6]> then\n NewLevelSpawn\n end\n if <(Level) = [5]> then\n NewLevelSpawn\n end\n if <(Level) = [4]> then\n NewLevelSpawn\n end\n if <(Level) = [3]> then\n NewLevelSpawn\n end\n if <(Level) = [2]> then\n NewLevelSpawn\n end\n if <(Level) = [1]> then\n NewLevelSpawn\n end\n end\n end\n end\nend\n\ndefine NewLevelSpawn\nset size to (250) %\npoint in direction (90)\n\nwhen I receive [oof v]\nif <(START3) = [1]> then\n repeat until <(Respawning) = [1]>\n turn right (3) degrees\n end\n stop [this script v]\nend\n\nwhen I receive [touchedvoid v]\nrepeat (30)\n change [ghost v] effect by (2)\nend\nwait (3) seconds\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (750) %\ngo to x: (-100) y: (30)\n\nwhen I receive [respawn2... v]\nwait (0.1) seconds\nset size to (250) %\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (6) layers\n\nwhen flag clicked\nforever\n if <(START3) = [1]> then\n go to (maincharacter v)\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Death) = [0]> then\n if <(FacingRight?) = [1]> then\n switch costume to (faceright v)\n end\n if <(FacingRight?) = [0]> then\n switch costume to (faceleft v)\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <touching color (#2f9e30)?> then\n set [touchingground? v] to [1]\n else\n set [touchingground? v] to [0]\n end\nend\n\nwhen I receive [10thleveldone v]\nstop [other scripts in sprite v]\ngo to [back v] layer\nhide\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset size to (250) %\n\n@CurrentHairColo(u)r\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\nswitch costume to (1 v)\ngo to x: (115) y: (15)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n if <(CurrentlyCustomising) = [1]> then\n show\n else\n hide\n end\n end\n if <(START3) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n switch costume to (HairColo\(u\)r)\nend\n\n@CurrentHairShape\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\nswitch costume to (1 v)\ngo to x: (115) y: (-45)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n if <(CurrentlyCustomising) = [1]> then\n show\n else\n hide\n end\n end\n if <(START3) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n switch costume to (HairShape)\nend\n\n@Play\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\ngo to x: (0) y: (-30)\nswitch costume to (notpressed v)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n show\n go to [front v] layer\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen this sprite clicked\nrepeat until <not <mouse down?>>\n switch costume to (pressed v)\nend\nswitch costume to (notpressed v)\nbroadcast (CustomDone v)\nwait (1) seconds\nset [level v] to [1]\nset [start3 v] to [1]\nbroadcast (BEGIN v)\nforever\n wait until <(Level) = [2]>\n stop [this script v]\nend\n\n@CustomBorder\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (750) %\ngo to [back v] layer\ngo to x: (-105) y: (30)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@CustomizeMenu\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\nswitch costume to (hair v)\ngo to x: (124) y: (25)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nset [currentlycustomising v] to [1]\nhide variable [currentlycustomising v]\nset [haircolo\(u\)r v] to [1]\nhide variable [haircolo\(u\)r v]\nset [hairshape v] to [1]\nhide variable [hairshape v]\nset [skincolo\(u\)r v] to [1]\nhide variable [skincolo\(u\)r v]\nset [eyecolo\(u\)r v] to [1]\nhide variable [eyecolo\(u\)r v]\nset [backpackcolo\(u\)r v] to [1]\nhide variable [backpackcolo\(u\)r v]\nset [shirtcolo\(u\)r v] to [1]\nhide variable [shirtcolo\(u\)r v]\nset [pantscolo\(u\)r v] to [1]\nhide variable [pantscolo\(u\)r v]\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(CurrentlyCustomising) = [1]> then\n switch costume to (hair v)\n end\n if <(CurrentlyCustomising) = [2]> then\n switch costume to (skin v)\n end\n if <(CurrentlyCustomising) = [3]> then\n switch costume to (eye v)\n end\n if <(CurrentlyCustomising) = [4]> then\n switch costume to (backpack v)\n end\n if <(CurrentlyCustomising) = [5]> then\n switch costume to (shirt v)\n end\n if <(CurrentlyCustomising) = [6]> then\n switch costume to (pants v)\n end\nend\n\nif <(CurrentlyCustomising) = [7]> then\n switch costume to (shoes v)\nend\n\n@HairTab\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\ngo to x: (124) y: (25)\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <<(CurrentlyCustomising) = [1]> or <touching (mouse-pointer v)?>> then\n if <not <(y position) = [30]>> then\n change y by (1)\n end\n else\n if <not <(y position) = [25]>> then\n change y by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nset [currentlycustomising v] to [1]\n\n@SkinTab\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\ngo to x: (167) y: (25)\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <<(CurrentlyCustomising) = [2]> or <touching (mouse-pointer v)?>> then\n if <not <(y position) = [30]>> then\n change y by (1)\n end\n else\n if <not <(y position) = [25]>> then\n change y by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nset [currentlycustomising v] to [2]\n\n@EyeTab\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\ngo to x: (210) y: (25)\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <<(CurrentlyCustomising) = [3]> or <touching (mouse-pointer v)?>> then\n if <not <(y position) = [30]>> then\n change y by (1)\n end\n else\n if <not <(y position) = [25]>> then\n change y by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nset [currentlycustomising v] to [3]\n\n@BackpackTab\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\ngo to x: (253) y: (25)\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <<(CurrentlyCustomising) = [4]> or <touching (mouse-pointer v)?>> then\n if <not <(y position) = [30]>> then\n change y by (1)\n end\n else\n if <not <(y position) = [25]>> then\n change y by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nset [currentlycustomising v] to [4]\n\n@ShirtTab\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\ngo to x: (296) y: (25)\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <<(CurrentlyCustomising) = [5]> or <touching (mouse-pointer v)?>> then\n if <not <(y position) = [30]>> then\n change y by (1)\n end\n else\n if <not <(y position) = [25]>> then\n change y by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nset [currentlycustomising v] to [5]\n\n@PantsTab\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\ngo to x: (339) y: (25)\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <<(CurrentlyCustomising) = [6]> or <touching (mouse-pointer v)?>> then\n if <not <(y position) = [30]>> then\n change y by (1)\n end\n else\n if <not <(y position) = [25]>> then\n change y by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nset [currentlycustomising v] to [6]\n\n@Highscores\n\nwhen flag clicked\nhide\nwait (0.5) seconds\nswitch costume to (closed v)\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n if <(Level) = [11]> then\n wait (2) seconds\n if <(Skip) = [0]> then\n if <(☁ Deaths) > (DeathsNC)> then\n set [☁ deaths v] to (DeathsNC)\n end\n if <(☁ Mins) = (minsNC)> then\n if <(☁ Secs) > (secsNC)> then\n set [☁ secs v] to (secsNC)\n end\n end\n if <(☁ Mins) > (minsNC)> then\n set [☁ mins v] to (minsNC)\n end\n end\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [showhighscores? v] to [0]\nhide variable [☁ deaths v]\nhide variable [☁ mins v]\nhide variable [☁ secs v]\nhide variable [showhighscores? v]\n\nwhen I receive [10thleveldone v]\nshow\nforever\n if <(Level) = [11]> then\n if <(ShowHighscores?) = [1]> then\n switch costume to (open v)\n else\n switch costume to (closed v)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Level) = [11]> then\n if <(costume [number v]) = [1]> then\n set [showhighscores? v] to [1]\n show variable [☁ deaths v]\n show variable [☁ mins v]\n show variable [☁ secs v]\n else\n set [showhighscores? v] to [0]\n hide variable [☁ deaths v]\n hide variable [☁ mins v]\n hide variable [☁ secs v]\n end\nend\n\n@CurrentSkinColo(u)r\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\nswitch costume to (1 v)\ngo to x: (115) y: (-15)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n if <(CurrentlyCustomising) = [2]> then\n show\n else\n hide\n end\n end\n if <(START3) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n switch costume to (SkinColo\(u\)r)\nend\n\n@CurrentEyeColo(u)r\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\nswitch costume to (1 v)\ngo to x: (115) y: (-15)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n if <(CurrentlyCustomising) = [3]> then\n show\n else\n hide\n end\n end\n if <(START3) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n switch costume to (EyeColo\(u\)r)\nend\n\n@CurrentBackpackColo(u)r\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\nswitch costume to (1 v)\ngo to x: (115) y: (-15)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n if <(CurrentlyCustomising) = [4]> then\n show\n else\n hide\n end\n end\n if <(START3) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n switch costume to (BackpackColo\(u\)r)\nend\n\n@CurrentShirtColo(u)r\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\nswitch costume to (1 v)\ngo to x: (115) y: (-15)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n if <(CurrentlyCustomising) = [5]> then\n show\n else\n hide\n end\n end\n if <(START3) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n switch costume to (ShirtColo\(u\)r)\nend\n\n@CurrentPantsColo(u)r\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\nswitch costume to (1 v)\ngo to x: (115) y: (-15)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n if <(CurrentlyCustomising) = [6]> then\n show\n else\n hide\n end\n end\n if <(START3) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n switch costume to (PantsColo\(u\)r)\nend\n\n@CustomArrowL1\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\ngo to x: (115) y: (15)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <touching (mouse-pointer v)?> then\n set size to (201) %\n else\n set size to (200) %\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n if <not <(CurrentlyCustomising) = [1]>> then\n go to x: (115) y: (-15)\n else\n go to x: (115) y: (15)\n end\n end\n if <(START3) = [1]> then\n hide\n end\nend\n\nwhen this sprite clicked\nif <(START2) = [1]> then\n if <(CurrentlyCustomising) = [1]> then\n if <not <(HairColo\(u\)r) = [1]>> then\n set [haircolo\(u\)r v] to ((HairColo\(u\)r) - (1))\n end\n end\n if <(CurrentlyCustomising) = [2]> then\n if <not <(SkinColo\(u\)r) = [1]>> then\n set [skincolo\(u\)r v] to ((SkinColo\(u\)r) - (1))\n end\n end\n if <(CurrentlyCustomising) = [3]> then\n if <not <(EyeColo\(u\)r) = [1]>> then\n set [eyecolo\(u\)r v] to ((EyeColo\(u\)r) - (1))\n end\n end\n if <(CurrentlyCustomising) = [4]> then\n if <not <(BackpackColo\(u\)r) = [1]>> then\n set [backpackcolo\(u\)r v] to ((BackpackColo\(u\)r) - (1))\n end\n end\n if <(CurrentlyCustomising) = [5]> then\n if <not <(ShirtColo\(u\)r) = [1]>> then\n set [shirtcolo\(u\)r v] to ((ShirtColo\(u\)r) - (1))\n end\n end\n if <(CurrentlyCustomising) = [6]> then\n if <not <(PantsColo\(u\)r) = [1]>> then\n set [pantscolo\(u\)r v] to ((PantsColo\(u\)r) - (1))\n end\n end\nend\n\n@CustomArrowR1\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\ngo to x: (115) y: (15)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n if <not <(CurrentlyCustomising) = [1]>> then\n go to x: (115) y: (-15)\n else\n go to x: (115) y: (15)\n end\n end\n if <(START3) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <touching (mouse-pointer v)?> then\n set size to (201) %\n else\n set size to (200) %\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nif <(START2) = [1]> then\n if <(CurrentlyCustomising) = [1]> then\n if <not <(HairColo\(u\)r) = [3]>> then\n set [haircolo\(u\)r v] to ((HairColo\(u\)r) + (1))\n end\n end\n if <(CurrentlyCustomising) = [2]> then\n if <not <(SkinColo\(u\)r) = [6]>> then\n set [skincolo\(u\)r v] to ((SkinColo\(u\)r) + (1))\n end\n end\n if <(CurrentlyCustomising) = [3]> then\n if <not <(EyeColo\(u\)r) = [4]>> then\n set [eyecolo\(u\)r v] to ((EyeColo\(u\)r) + (1))\n end\n end\n if <(CurrentlyCustomising) = [4]> then\n if <not <(BackpackColo\(u\)r) = [3]>> then\n set [backpackcolo\(u\)r v] to ((BackpackColo\(u\)r) + (1))\n end\n end\n if <(CurrentlyCustomising) = [5]> then\n if <not <(ShirtColo\(u\)r) = [4]>> then\n set [shirtcolo\(u\)r v] to ((ShirtColo\(u\)r) + (1))\n end\n end\n if <(CurrentlyCustomising) = [6]> then\n if <not <(PantsColo\(u\)r) = [3]>> then\n set [pantscolo\(u\)r v] to ((PantsColo\(u\)r) + (1))\n end\n end\nend\n\n@CustomArrowL2\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\ngo to x: (115) y: (-45)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <touching (mouse-pointer v)?> then\n set size to (201) %\n else\n set size to (200) %\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n if <not <(CurrentlyCustomising) = [1]>> then\n hide\n else\n show\n end\n end\n if <(START3) = [1]> then\n hide\n end\nend\n\nwhen this sprite clicked\nif <(START2) = [1]> then\n if <(CurrentlyCustomising) = [1]> then\n if <not <(HairShape) = [1]>> then\n set [hairshape v] to ((HairShape) - (1))\n end\n end\nend\n\n@CustomArrowR2\n\nwhen I receive [customdone v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (200) %\ngo to x: (115) y: (-45)\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n if <not <(CurrentlyCustomising) = [1]>> then\n hide\n else\n show\n end\n end\n if <(START3) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <touching (mouse-pointer v)?> then\n set size to (201) %\n else\n set size to (200) %\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START2) = [1]> then\n wait (0.1) seconds\n show\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nif <(START2) = [1]> then\n if <(CurrentlyCustomising) = [1]> then\n if <not <(HairShape) = [4]>> then\n set [hairshape v] to ((HairShape) + (1))\n end\n end\nend\n\n@Music\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Music?) = [1]> then\n play sound [Bit Shift v] until done\n end\nend\n\nwhen flag clicked\nset [music? v] to [1]\nset [touchingmusicbutton? v] to [0]\nhide variable [music? v]\nhide variable [touchingmusicbutton? v]\nwait (0.1) seconds\nforever\n if <<(Device?) = [2]> or <(Device?) = [0]>> then\n go to [front v] layer\n go [backward v] (1) layers\n end\n if <(Device?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Music?) = [1]> then\n switch costume to (on v)\n set size to (100) %\n end\n if <(Music?) = [0]> then\n switch costume to (off v)\n set size to (95) %\n end\n if <(Device?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (50)\ngo to x: (-220) y: (150)\nset size to (100) %\n\nwhen I receive [customdone v]\nif <(Device?) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [touchingmusicbutton? v] to [1]\n else\n set [touchingmusicbutton? v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset volume to (50) %\nwait (0.1) seconds\nforever\n if <<(Device?) = [2]> or <(Device?) = [0]>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <(Music?) = [1]> then\n set [music? v] to [0]\n stop all sounds\n wait (0.5) seconds\n else\n if <(Music?) = [0]> then\n set [music? v] to [1]\n wait (0.5) seconds\n end\n end\n end\n end\n if <(Device?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Device?) = [1]> then\n if <key (m v) pressed?> then\n wait until <not <key (m v) pressed?>>\n if <(Music?) = [1]> then\n set [music? v] to [0]\n stop all sounds\n wait (0.5) seconds\n else\n if <(Music?) = [0]> then\n set [music? v] to [1]\n wait (0.5) seconds\n end\n end\n end\n end\n if <(Device?) = [2]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(Device?) = [1]> then\n forever\n hide\n if <(Level) = [2]> then\n stop [this script v]\n end\n end\n end\n if <(Device?) = [2]> then\n stop [this script v]\n end\nend\n\nwhen I receive [begin v]\nif <(Device?) = [2]> then\n go to x: (-210) y: (-90)\n set [ghost v] effect to (75)\nend\n\nwhen I receive [1stleveldone v]\nif <(Device?) = [2]> then\n go to x: (-210) y: (-105)\nend\n\nwhen I receive [10thleveldone v]\nif <(Device?) = [2]> then\n go to x: (-210) y: (-160)\n set [ghost v] effect to (50)\nend\n\n@Mobile-Skip\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [touchingbutton4 v] to [1]\n else\n set [touchingbutton4 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen this sprite clicked\nrepeat until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [skiptonextlvl v] to [1]\n switch costume to (pressed v)\nend\nwait (1) seconds\nset [skiptonextlvl v] to [0]\nswitch costume to (notpressed v)\n\nwhen flag clicked\ngo to x: (214) y: (-135)\nset size to (70) %\nset [ghost v] effect to (80)\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <(START3) = [1]>\n hide\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n if <(Level) = [1]> then\n show\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(START3) = [1]> then\n if <(Device?) = [1]> then\n stop [this script v]\n end\n if <(Device?) = [2]> then\n forever\n go to [front v] layer\n end\n end\n end\nend\n\nwhen flag clicked\nset [skiptonextlvl v] to [0]\nset [touchingbutton4 v] to [0]\nhide variable [skiptonextlvl v]\nhide variable [touchingbutton4 v]\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<<(DeathsNC) < [20]> and <<(Level) = [6]> or <(Level) > [6]>>> and <not <(Level) = [11]>>>\n set [ghost v] effect to (80)\nend\nrepeat until <(Level) = [11]>\n set [ghost v] effect to (60)\nend\n\n | [ [FULLSCREEN HIGHLY RECOMMENDED] ]\n-0-0-0-0-0-0-0-0-0-0-0-0-0-0-\nCONTROLS (PC&MOBILE):\n-- MOBILE -- \n- Hold left or right of the screen (not the character) to move left or right\n- Press or hold the top of the screen to jump and the top corners to jump diagonally\n- Press the 'R' button at the bottom left corner of the screen to restart\n- To completely reset the level (in case it glitches), press the 'Reset' button in the bottom right corner of the screen (Please don't take advantage of this to avoid death)\n- Circle music note button to mute/unmute music\n- Skip button to skip current level (does not save highscore)\n-- PC --\n- WASD or Arrow Keys to move (like most platformers). \n- Use 'R' to restart (it kills you). \n- B + N to completely reset the level if the layers get glitched or something (Please don't take advantage of this to avoid death)\n- M to mute/unmute the music\n- P to skip level (does not set high score)\n-0-0-0-0-0-0-0-0-0-0-0-0-0-0-\nJourney across the pillars, trying to fall safely to the next level through a cloud. Avoid falling to your death or being impaled by sharp spikes, as you try your best to make it to the end. But as you progress, the levels become harder and harder...\n-0-0-0-0-0-0-0-0-0-0-0-0-0-0-\n-> ALL LEVELS ARE POSSIBLE, EVEN IF THEY APPEAR TO BE IMPOSSIBLE <-\n(I have tested it multiple times and completed the game in 17mins 33secs with 115 deaths, PC version, before update 03/1/19)\n- Post your time and deaths in the comments below, if you can complete it...\n-0-0-0-0-0-0-0-0-0-0-0-0-0-0-\nHOW TO PLAY:\n- Avoid falling into the abyss below \n- If you die or press 'R', you will respawn within a few seconds at the start of the level \n- To make it to the next level, you need to touch the cloud\n- There are no walls and you are able able to jump through platforms\n- The 'Abyss' is a thin, see through bar at the bottom of the screen. If you die even though "[you] touched the cloud first", it's probably because you actually hit the 'Abyss' first.\n- Your backpack counts as you\n-0-0-0-0-0-0-0-0-0-0-0-0-0-0- |
Water-an elemental platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Electric by bubblebee3 v] until done\nend\n\nwhen I receive [next_level_ v]\nnext backdrop\n\nwhen backdrop switches to [backdrop15 v]\nwait (1.4) seconds\nswitch backdrop to (backdrop16 v)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [game over v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Droplet\n\nwhen flag clicked\ngo to x: (-213) y: (-40)\nhide\nswitch costume to (costume1 v)\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nwait (1.5) seconds\nforever\n if <touching (level line v)?> then\n broadcast (next_level_ v)\n go to x: (-213) y: (-40)\n end\n if <<touching color (#00cc1a)?> or <touching color (#00720f)?>> then\n go to x: (-213) y: (-40)\n end\nend\n\nwhen flag clicked\nwait (1.5) seconds\nshow\nset [level v] to [1]\ngo to x: (-213) y: (-40)\nswitch backdrop to (level1 v)\ngo to [front v] layer\nset [yv v] to [0]\nset [xv v] to [0]\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 (#55c1ff)?> or <touching color (#884d00)?>> then\n change y by (1)\n if <<touching color (#55c1ff)?> or <touching color (#884d00)?>> then\n change y by (1)\n if <<touching color (#55c1ff)?> or <touching color (#884d00)?>> then\n change y by (1)\n if <<touching color (#55c1ff)?> or <touching color (#884d00)?>> then\n change y by (1)\n if <<touching color (#55c1ff)?> or <touching color (#884d00)?>> then\n change y by (1)\n if <<touching color (#55c1ff)?> or <touching color (#884d00)?>> 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 (#55c1ff)?> or <touching color (#884d00)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#55c1ff)?> or <touching color (#884d00)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen [r v] key pressed\ngo to x: (-213) y: (-40)\n\nwhen flag clicked\nforever\n if <touching (dirt v)?> then\n broadcast (Dump v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <touching color (#3e8dbc)?> then\n set [yv v] to [22]\n end\nend\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@icon\n\nwhen flag clicked\ngo to x: (216) y: (-163)\nset [ghost v] effect to (50)\n\n@Level line\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go to x: (242) y: (-3)\nend\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Dirt\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-6) y: (97)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen I receive [dump v]\nrepeat (9)\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@grass\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-36) y: (-126)\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\ncreate clone of (_myself_ v)\nforever\n repeat (4)\n next costume\n wait (0.1) seconds\n end\n wait (0.4) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to x: (197) y: (-126)\nshow\nwait (1) seconds\nforever\n repeat (4)\n next costume\n wait (0.1) seconds\n end\n wait (0.4) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\ndelete this clone\n\n@trampoline\n\nwhen flag clicked\ngo to x: (47) y: (-119)\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-16) y: (-130)\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (85) y: (-6)\nshow\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (44) y: (-66)\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen I receive [burn!!!!!! v]\nrepeat (7)\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nset size to (100) %\ngo to x: (71) y: (191)\nhide\n\nwhen backdrop switches to [backdrop7 v]\nforever\n if <key (space v) pressed?> then\n show\n glide (1) secs to x: (-100) y: (0)\n broadcast (BURN!!!!!! v)\n glide (0.2) secs to x: (-32) y: (-73)\n glide (0.2) secs to x: (93) y: (-100)\n glide (0.2) secs to x: (191) y: (-20)\n glide (1) secs to x: (75) y: (57)\n repeat (20)\n change size by (-5)\n end\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\n | ____________________Water___________________\n~This is the 2nd platformer in the elemental series!\n~Arrow keys to move\n~r to restart a level\n~Let me know if there are any glitches\n___________________________________________\n\n\n\n\n\n\n\n¯\_(ツ)_/¯ |
TriColor | A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop9 v)\nwait until <(backdrop [number v]) = [9]>\nbroadcast (end v)\n\nwhen I receive [start v]\nforever\n play sound [Tobu - Candyland \[NCS Release\].mp3 v] until done\n play sound [Tobu - Roots v] until done\nend\n\nchange [pitch v] effect by (-10)\n\n@Player\n\nwhen I receive [message1 v]\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (100) %\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-190) y: (0)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<<mouse down?> and <(mouse y) > (y position)>> or <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 (#ffffff)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <<touching (_edge_ v)?> and <(x position) > [230]>> then\n next costume\n next backdrop\n go to x: (-190) y: (0)\n broadcast (message1 v)\n set [xv v] to [0]\n end\n if <touching (spikes v)?> then\n go to x: (-190) y: (0)\n set [xv v] to [0]\n end\nend\n\nwhen flag clicked\n\nwait (0.02) seconds\n\nwhen I receive [start v]\nswitch costume to (costume6 v)\nshow\nset [times died v] to [0]\nset [levels completed v] to [0]\nset [amount of lost lives v] to [0]\nset [score v] to [0]\n\nwhen flag clicked\nhide variable [score v]\nhide\n\nwhen I receive [start v]\nforever\n if <touching (_edge_ v)?> then\n if <(y position) < [-160]> then\n go to x: (0) y: (180)\n set [score v] to [0]\n set [wait time v] to [10]\n end\n end\nend\n\n\n go to x: (-175) y: (-95)\nend\n\nbroadcast (message1 v)\n\nwhen flag clicked\nforever\n if <mouse down?> then\n if <(x position) > (mouse x)> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <(mouse x) > (x position)> then\n change [xv v] by (1)\n point in direction (90)\n end\n end\nend\n\nbroadcast (start v)\n\n\n\nnext backdrop\n\ngo to x: (-190) y: (0)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Spikes\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nshow\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [start v]\nshow\n\n@Intro\n\nwhen flag clicked\nset [speed v] to [10]\ngo to x: (-24) y: (-180)\nrepeat (55)\n set [speed v] to ((speed) * (0.95))\n change y by (speed)\nend\nwait (1) seconds\nset [speed v] to [4]\nrepeat (55)\n set [speed v] to ((speed) * (1.05))\n change y by (speed)\nend\nbroadcast (start v)\nnext backdrop\nhide\n\nglide (1) secs to x: (-24) y: (0)\n\nwhen flag clicked\nerase all\nshow\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\nset volume to (100) %\nstart sound [TheFatRat - Windfall _Tasty Release_.mp3 v]\nwait (2.7) seconds\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (-24) y: (180)\nrepeat (55)\n change y by ((-1) * (speed))\nend\nwait (1) seconds\nrepeat (55)\n change y by ((-1) * (speed))\nend\n\nbroadcast (message1 v)\n\n@Songs\n\nwhen flag clicked\nhide\n\ngo to x: (-170) y: (170)\n\ndefine fade\nreset timer\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (costume2 v)\n fade\n wait (190.5) seconds\n next costume\n fade\n wait (192.5) seconds\nend\n\nswitch costume to (costume2 v)\n\n@Effects\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (random position v)\nset size to (pick random (40) to (80)) %\nset [brightness v] effect to (pick random (20) to (40))\nset [ghost v] effect to (pick random (50) to (80))\nshow\nglide (1) secs to (random position v)\ndelete this clone\n\nwhen I receive [start v]\nrepeat (10)\n create clone of (_myself_ v)\nend\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\n go to [back v] layer\nend\n\n@Thumban\n\nwhen flag clicked\nhide\n\nshow\n\n | Here's my entry!\nEnjoy!\nArrow Keys, avoid spikes.\nAll levels possible.\nFULL SCREEN\nLove favorite if you enjoyed, follow for more! |
KENNEY Platformer V0.1.11 | @Stage\n\nwhen I receive [sound v]\nrepeat (25)\n change volume by (-4)\nend\nstop [other scripts in stage v]\nstop all sounds\nset volume to (100) %\nstart sound [game 2 v]\n\ndefine Set up\ndelete (all) of [level stars v]\nrepeat (12)\n insert [0] at (1) of [level stars v] \nend\n\nwhen flag clicked\nset [first boot? v] to [1]\nSet up\nset [level v] to [0]\n\nwhen I receive [menu v]\nif <(First boot?) = [1]> then\n set [first boot? v] to [0]\n stop all sounds\n set volume to (100) %\n forever\n play sound [menu v] until done\n end\nend\n\nwhen I receive [menu sound v]\nrepeat (25)\n change volume by (-4)\nend\nstop [other scripts in stage v]\nstop all sounds\nset volume to (100) %\nforever\n play sound [menu v] until done\nend\n\nwhen I receive [play v]\nset [stars v] to [0]\nset [blue key? v] to [0]\nset [gold key? v] to [0]\nset [orange key? v] to [0]\nset [green key? v] to [0]\nset [go through door? v] to [0]\nset [toching door? v] to [0]\nset [player control? v] to [yes]\nset [smash? v] to [0]\nset [smash x? v] to [0]\nset [smash y v] to [0]\nset [menu? v] to [no]\n\nwhen [9 v] key pressed\nrepeat until <[10] = (length of [achievements v])>\n delete (11) of [achievements v]\nend\n\n@Player\n\ndefine Get Touching <check platform?>\nif <touching (blocks v)?> then\n set [touch v] to [9]\nelse\n if <touching (ground v)?> then\n set [touch v] to [9]\n else\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\n end\nend\n\ndefine Set Walk (dir)\nchange [plyr speed x v] by ((1.5) * (dir))\npoint in direction ((90) * (dir))\nchange [frame v] by (1)\nif <<(falling?) < [4]> and <((frame) mod (4)) = [1]>> then\n if <(Sounds) > [0]> then\n start sound [footstep cloud v]\n end\nend\n\ndefine Walk (speed)\nchange x by (speed)\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = [8]> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (speed)\n if <(plyr speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [2.5]>> then\n if <<(touch) > [1]> and <(wall jump) < [8]>> then\n set [plyr speed x v] to ((-1.2) * (speed))\n set [plyr speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n point in direction ((-90) * ((speed) / ([abs v] of (speed) )))\n start sound [173326__soundnimja__jump-1 v]\n else\n set [plyr speed x v] to [0]\n end\n else\n set [plyr speed x v] to [0]\n end\n end\nend\n\ndefine Gravity\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [plyr speed y v] by (-1)\nelse\n if <(plyr speed y) < [4]> then\n change [plyr speed y v] by (-1)\n else\n change [plyr speed y v] by (-2)\n end\nend\nchange y by (round (plyr speed y))\nchange [falling? v] by (1)\n\ndefine Controls - Jump, Crouch\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Toching door?) = [1]> then\n Go through door\n else\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [plyr speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n if <(Sounds) > [0]> then\n start sound [173326__soundnimja__jump-1 v]\n end\n end\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <(falling?) > [6]> then\n set [plyr speed y v] to [-15]\n set [plyr speed x v] to [0]\n set [smash x? v] to (x position)\n broadcast (smash look v)\n else\n set [in platforrm v] to [2]\n end\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nif <not <(touch) < (in platforrm)>> then\n set [slope v] to (([abs v] of (round (plyr speed y)) ) + (4))\n set [last y v] to ((y position) - (round (plyr speed y)))\n repeat until <<(touch) < (in platforrm)> or <(slope) = [0]>>\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 Get Touching <not <up?>>\n change [slope v] by (-1)\n if <(touch) < [10]> then\n set [last y v] to (y position)\n end\n end\n if <(slope) = [0]> then\n set y to (last y)\n change x by ((0) - ((direction) / (89)))\n set [last y v] to [999]\n if <not <(push x) = [0]>> then\n set [plyr speed x v] to ((push x) * (2))\n Walk (plyr speed x)\n end\n else\n set [plyr speed y v] to [0]\n end\nend\n\ndefine Controls - Left and Right\nset [plyr speed x v] to (((plyr speed x) * (0.7)) + ((push x) * (0.3)))\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Set Walk (-1)\nelse\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Set Walk (1)\n else\n set [frame v] to [0]\n end\nend\n\ndefine Set Costume\nif <(Smash?) = [yes]> then\n switch costume to (p1_duck v)\nelse\n if <(Go through door?) = [1]> then\n switch costume to (p1_back v)\n else\n if <(Hurt) = [1]> then\n switch costume to (p1_hurt v)\n else\n if <(falling?) < [6]> then\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<(plyr speed x) < [0.5]> and <(plyr speed x) > [-0.5]>>> then\n switch costume to (p1_duck v)\n else\n if <(frame) = [0]> then\n switch costume to (p1_stand v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (11))) )\n end\n end\n else\n if <(plyr speed y) > [0]> then\n switch costume to (p1_jump v)\n else\n switch costume to (p1_jump v)\n end\n end\n end\n end\nend\n\ndefine Scroll Level (x)\nchange [scroll x v] by (x)\nchange x by ((0) - (x))\n\nwhen I receive [spawn at scroll v]\ngo to x: (0) y: (Scroll Y/ Y pos)\n\nwhen I receive [start v]\nset [color v] effect to (color)\nshow variable [time: v]\nset [stars v] to [0]\nset [time: v] to [0]\nset [num 2 v] to [0]\nset [life v] to [6]\nset [player control? v] to [yes]\ngo to [front v] layer\nReset Level\nset [fcount v] to [0]\nforever\n set [lasy sy v] to (plyr speed y)\n change [fcount v] by (1)\n switch costume to (hitbox v)\n if <(die) < [1]> then\n show\n if <(Player control?) = [yes]> then\n Controls - Jump, Crouch\n end\n Gravity\n Check Hit Ceiling / Floor <(plyr speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n if <(Player control?) = [yes]> then\n Controls - Left and Right\n end\n end\n Walk (plyr speed x)\n else\n Die Frame\n end\n Set Costume\n Scroll Level (round ((x position) / (10)))\n set [push x v] to [0]\n broadcast (tick v) and wait\n if <<touching (_edge_ v)?> and <(y position) < [-170]>> then\n if <(Life) < [3]> then\n broadcast (menu v)\n broadcast (menu sound v)\n hide variable [time: v]\n change [life v] by (-2)\n else\n Reset Level\n broadcast (reset v)\n change [life v] by (-2)\n end\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\ndelete this clone\n\nwhen I receive [player flash v]\nrepeat until <(Hurt) = [0]>\n repeat (5)\n change [ghost v] effect by (15)\n end\n repeat (5)\n change [ghost v] effect by (-15)\n end\nend\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\nif <(plyr speed x) = [0]> then\n set [die v] to [1]\nend\n\ndefine Die Frame\nif <(die) = [1]> then\n change [die v] by (1)\nend\nif <(y position) < [-189]> then\n stop [this script v]\nend\nshow\nGravity\nCheck Hit Ceiling / Floor <(plyr speed y) > [0]>\nWalk (plyr speed x)\nif <(falling?) < [2]> then\n change [die v] by (1)\n set [plyr speed x v] to (((plyr speed x) * (0.7)) + ((push x) * (0.3)))\n if <(die) > [60]> then\n set [die v] to [-60]\n end\nend\n\nif <touching (lift v)?> then\n set [touch v] to [10]\n set [push x v] to (lift push x)\nend\n\nwhen I receive [start v]\nwait (2) seconds\ngo to [front v] layer\n\ndefine Go through door\nif <not <(Go through door?) = [1]>> then\n set [num 2 v] to [1]\n broadcast (go through door v)\n set [go through door? v] to [1]\nend\n\nwhen I receive [go through door v]\nset [player control? v] to [no]\nset [plyr speed x v] to [0]\nrepeat (20)\n change x by ((((Door x) + (20)) - (x position)) * (0.5))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (stars v) and wait\nbroadcast (menu v)\nbroadcast (menu sound v)\nhide variable [time: v]\nif <(Level) < [5]> then\n if <((Level) + (1)) > ((Level at) - (1))> then\n change [level at v] by (1)\n end\n if <<(username) = [FireHorse27]> and <key (k v) pressed?>> then\n if <((Level) + (5)) > ((Level at) - (1))> then\n set [level at v] to [6]\n end\n end\nend\ncheck to see if highscore was made\n\nwhen I receive [smash look v]\nset [smash? v] to [yes]\nset [player control? v] to [no]\nwait until <<(falling?) = [0]> or <(plyr speed y) > [0]>>\nstart sound [nsmb_toad_house_appear v]\nwait (0.4) seconds\nset [smash? v] to [no]\nset [player control? v] to [yes]\n\ndefine Reset Level\nbroadcast (reset v)\nset size to (30) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (180)\nset [plyr speed x v] to [0]\nset [plyr speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\nset [scroll x v] to [0]\nset [push x v] to [0]\nset [die v] to [0]\nset [hurt v] to [0]\nbroadcast (setup v)\n\nset [fcount v] to [4000]\nset [coins# v] to [19]\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nset [coins v] to [0]\nforever\n if <key (q v) pressed?> then\n broadcast (menu v)\n broadcast (menu sound v)\n wait (1) seconds\n end\nend\n\nwhen I receive [spikes hit v]\nstart sound [smw_fireball v]\nset [player control? v] to [no]\nset [plyr speed x v] to [0]\nset [plyr speed y v] to [15]\nset [hurt v] to [1]\nswitch costume to (p1_hurt v)\nchange [life v] by (-1)\nwait (1) seconds\nif <(Life) < [1]> then\n broadcast (menu v)\n broadcast (menu sound v)\nelse\n set [hurt v] to [2]\n broadcast (player flash v)\n set [player control? v] to [yes]\n wait (2) seconds\n set [hurt v] to [0]\nend\n\nwhen I receive [power up 1 v]\nset [hurt v] to [2]\nbroadcast (player flash v)\nwait (10) seconds\nset [hurt v] to [0]\n\nwhen I receive [toching block v]\nset [touch v] to [9]\n\nwhen I receive [player use spring v]\nset [plyr speed x v] to [0]\nset [plyr speed y v] to [0]\nchange x by ((((Spring x) + (20)) - (x position)) * (0.5))\nchange y by (((Spring y) - (y position)) * (0.5))\n\nwhen I receive [stars v]\nset [plyr speed x v] to [0]\nset [plyr speed y v] to [0]\n\nwhen I receive [toching door v]\ngo to [front v] layer\n\nset [scroll x v] to [2600]\nbroadcast (spawn at scroll v)\n\nset [☁ fastest time for level 1: v] to [1000]\n\nset [☁ fastest time for level 2: v] to [1000]\n\nset [☁ fastest time for level 3: v] to [1000]\n\nset [☁ fastest time for level 4: v] to [1000]\n\nset [☁ fastest time for level 5: v] to [1000]\n\nset [☁ fastest time for level 6: v] to [1000]\n\ndefine check to see if highscore was made\nif <(Stars) = [3]> then\n if <(Level) = [0]> then\n if <((☁ Fastest Time for Level 1:) + (0.1)) > (Time:)> then\n set [☁ fastest time for level 1: v] to (Time:)\n broadcast (set highscore person v) and wait\n end\n else\n if <(Level) = [1]> then\n if <(Time:) < ((☁ Fastest Time for Level 2:) + (0.1))> then\n set [☁ fastest time for level 2: v] to (Time:)\n broadcast (set highscore person v) and wait\n end\n else\n if <(Level) = [2]> then\n if <(Time:) < ((☁ Fastest Time for Level 3:) + (0.1))> then\n set [☁ fastest time for level 3: v] to (Time:)\n broadcast (set highscore person v) and wait\n end\n else\n if <(Level) = [3]> then\n if <(Time:) < ((☁ Fastest Time for Level 4:) + (0.1))> then\n set [☁ fastest time for level 4: v] to (Time:)\n broadcast (set highscore person v) and wait\n end\n else\n if <(Level) = [4]> then\n if <(Time:) < ((☁ Fastest Time for Level 5:) + (0.1))> then\n set [☁ fastest time for level 5: v] to (Time:)\n broadcast (set highscore person v) and wait\n end\n else\n if <(Level) = [5]> then\n if <(Time:) < ((☁ Fastest Time for Level 6:) + (0.1))> then\n set [☁ fastest time for level 6: v] to (Time:)\n broadcast (set highscore person v) and wait\n end\n else\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [menu v]\nhide variable [time: v]\n\n@Ground\n\nhide\n\nwhen I receive [load v]\nhide\nwait (0.5) seconds\nwait until <(Loading?) = [no]>\nshow\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide variable [time: v]\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to ((Level) + (2))\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n set x to ([x position v] of [level v])\nend\n\nwhen I receive [start v]\nrepeat until <(num 2) = [1]>\n wait (.1) seconds\n change [time: v] by (.1)\nend\n\n@level\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume2 v)\nset size to (400) %\nswitch costume to ((Level) + (2))\nset y to (0)\nforever\n set x to ((2160) - (Scroll X))\nend\n\nwhen I receive [play v]\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [load v]\nhide\nwait (0.5) seconds\nwait until <(Loading?) = [no]>\nshow\n\ngo to [front v] layer\n\n@Background 1\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (background 1 v)\ngo to [front v] layer\ngo [backward v] (100) layers\nset y to (0)\nshow\nforever\n set x to ((1600) - ((Scroll X) / (2)))\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [load v]\nhide\nwait (0.5) seconds\nwait until <(Loading?) = [no]>\nshow\n\nwhen I receive [start v]\ngo [backward v] (100) layers\n\nhide\n\n@Objects\n\nwhen I receive [play v]\ndelete all of [concatenate:with:,level ,readvariable,level v]\nif <(Level) = [0]> then\n set [num 1 v] to [0]\n repeat (length of [level 0 v])\n change [num 1 v] by (1)\n add (item (num 1) of [level 0 v]) to [concatenate:with:,level ,readvariable,level v]\n end\n Set up\nend\nif <(Level) = [1]> then\n set [num 1 v] to [0]\n repeat (length of [level 1 v])\n change [num 1 v] by (1)\n add (item (num 1) of [level 1 v]) to [concatenate:with:,level ,readvariable,level v]\n end\n Set up\nend\nif <(Level) = [2]> then\n set [num 1 v] to [0]\n repeat (length of [level 2 v])\n change [num 1 v] by (1)\n add (item (num 1) of [level 2 v]) to [concatenate:with:,level ,readvariable,level v]\n end\n Set up\nend\nif <(Level) = [3]> then\n set [num 1 v] to [0]\n repeat (length of [level 3 v])\n change [num 1 v] by (1)\n add (item (num 1) of [level 3 v]) to [concatenate:with:,level ,readvariable,level v]\n end\n Set up\nend\nif <(Level) = [4]> then\n set [num 1 v] to [0]\n repeat (length of [level 4 v])\n change [num 1 v] by (1)\n add (item (num 1) of [level 4 v]) to [concatenate:with:,level ,readvariable,level v]\n end\n Set up\nend\nif <(Level) = [5]> then\n set [num 1 v] to [0]\n repeat (length of [level 5 v])\n change [num 1 v] by (1)\n add (item (num 1) of [level 5 v]) to [concatenate:with:,level ,readvariable,level v]\n end\n Set up\nend\n\nwhen flag clicked\nhide\nwait (0.4) seconds\ngo to [front v] layer\nset [clone id v] to [0]\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [play v]\nSet up\nwait (0.4) seconds\ngo to [front v] layer\n\nwhen I start as a clone\nif <(Clone type?) = [1]> then\n go to [front v] layer\n switch costume to (spikes v)\n forever\n if <<[-250] < (X pos)> and <[250] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n if <(Hurt) = [0]> then\n if <touching (player v)?> then\n broadcast (spikes hit v) and wait\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone type?) = [2]> then\n go to [front v] layer\n set size to (50) %\n switch costume to (coin v)\n forever\n if <<[-240] < (X pos)> and <[240] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n if <touching (player v)?> then\n start sound [lm_coin v]\n change [coins v] by (1)\n delete this clone\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone type?) = [3]> then\n if <(letter (17) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) = [1]> then\n switch costume to (water 1 v)\n else\n if <(letter (17) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) = [2]> then\n switch costume to (water 2 v)\n else\n switch costume to (water 3 v)\n end\n end\n set size to (100) %\n go [backward v] (30) layers\n if <(letter (17) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) = [3]> then\n forever\n if <<[-630] < (X pos)> and <[240] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\n else\n forever\n if <<[-440] < (X pos)> and <[240] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\n end\nend\nif <(Clone type?) = [4]> then\n switch costume to (gold key 2 v)\n go to [front v] layer\n set size to (50) %\n forever\n if <touching (player v)?> then\n start sound [lm_coin v]\n set [gold key? v] to [1]\n delete this clone\n end\n if <<[-240] < (X pos)> and <[240] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\nend\nif <(Clone type?) = [5]> then\n switch costume to (green key 2 v)\n go to [front v] layer\n set size to (50) %\n forever\n if <touching (player v)?> then\n start sound [lm_coin v]\n set [green key? v] to [1]\n delete this clone\n end\n if <<[-240] < (X pos)> and <[240] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\nend\nif <(Clone type?) = [6]> then\n switch costume to (orange key 2 v)\n go to [front v] layer\n set size to (50) %\n forever\n if <touching (player v)?> then\n start sound [lm_coin v]\n set [orange key? v] to [1]\n delete this clone\n end\n if <<[-240] < (X pos)> and <[240] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\nend\nif <(Clone type?) = [7]> then\n switch costume to (blue key 2 v)\n go to [front v] layer\n set size to (50) %\n forever\n if <touching (player v)?> then\n start sound [lm_coin v]\n set [blue key? v] to [1]\n delete this clone\n end\n if <<[-240] < (X pos)> and <[240] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\nend\nif <(Clone type?) = [8]> then\n go to [front v] layer\n set size to (100) %\n forever\n if <<(Blue key?) = [1]> and <<(Gold key?) = [1]> and <<(Green key?) = [1]> and <(Orange key?) = [1]>>>> then\n switch costume to (door2 v)\n if <touching (player v)?> then\n broadcast (toching door v)\n set [toching door? v] to [1]\n set [door x v] to (x position)\n else\n set [toching door? v] to [0]\n end\n else\n switch costume to (door1 v)\n end\n if <<[-240] < (X pos)> and <[240] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\nend\nif <(Clone type?) = [9]> then\n go to [front v] layer\n set size to (100) %\n forever\n if <<touching (player v)?> and <([y position v] of [player v]) > ((y position) + (20))>> then\n if <(plyr speed y) < [0]> then\n switch costume to (spring 2 v)\n start sound [mk64_item_drop v]\n set [plyr speed y v] to [28]\n end\n else\n switch costume to (spring 1 v)\n end\n if <<[-240] < (X pos)> and <[240] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\nend\nif <(Clone type?) = [10]> then\n go to [front v] layer\n set size to (100) %\n forever\n if <(plyr speed y) = [0]> then\n if <<([y position v] of [player v]) > ((y position) + (40))> and <<(Smash?) = [yes]> and <<(Smash x?) > ((x position) - (20))> and <(Smash x?) < ((x position) + (20))>>>> then\n set [smash y v] to []\n set [smash x v] to []\n switch costume to (weight 2 v)\n set [gravity v] to [0]\n repeat (20)\n change [gravity v] by (-1)\n change y by (Gravity)\n move up\n set [smash y v] to (y position)\n set [smash x v] to (x position)\n end\n set [smash y v] to []\n set [smash x v] to []\n forever\n if <<[-245] < (X pos)> and <[245] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\n else\n switch costume to (weight 1 v)\n end\n end\n if <<[-245] < (X pos)> and <[245] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\nend\nif <(Clone type?) = [11]> then\n go to [front v] layer\n set size to (100) %\n forever\n if <<<(Smash x) > ((x position) + (-10))> and <(Smash x) < ((x position) + (10))>> and <<(Smash y) > ((y position) + (-10))> and <(Smash y) < ((y position) + (10))>>> then\n start sound [nsmb_toad_house_appear v]\n switch costume to (button 2 v)\n repeat (10)\n change [coins v] by (1)\n end\n forever\n switch costume to (button 2 v)\n end\n else\n switch costume to (button 1 v)\n end\n end\nend\nif <(Clone type?) = [12]> then\n switch costume to (enemy 1.1 v)\n go to [front v] layer\n set size to (85) %\n set [move v] to [0]\n set [tick v] to [1]\n wait (letter (19) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) seconds\n forever\n if <(Tick) = [1]> then\n change [move v] by (1)\n if <(move) > ((letter (17) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) * (40))> then\n set [tick v] to [0]\n point in direction (-90)\n end\n else\n change [move v] by (-1)\n if <(move) < [0]> then\n set [tick v] to [1]\n point in direction (90)\n end\n end\n set [x pos v] to ((Start x) + (move))\n switch costume to ([floor v] of ((16) + ((((timer) mod (2)) * (3)) mod (2))) )\n if <touching (player v)?> then\n if <(plyr speed y) < [0]> then\n if <not <(Hurt) = [1]>> then\n start sound [smb_kick v]\n set [plyr speed y v] to [15]\n switch costume to (enemy 1.3 v)\n wait (0.5) seconds\n repeat (5)\n change [coins v] by (1)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [num monsters killed? v] by (1)\n if <(Num monsters killed?) = [30]> then\n broadcast (30 monsters smashed! v)\n end\n delete this clone\n end\n else\n if <(Hurt) = [0]> then\n if <touching (player v)?> then\n set [hurt v] to [1]\n broadcast (spikes hit v)\n end\n end\n end\n end\n end\nend\nif <(Clone type?) = [13]> then\n delete this clone\nend\nif <(Clone type?) = [14]> then\n set size to (50) %\n go to [front v] layer\n switch costume to (power up 1 v)\n forever\n if <touching (player v)?> then\n broadcast (power up 1 v)\n delete this clone\n end\n if <<[-240] < (X pos)> and <[240] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\nend\nif <(Clone type?) = [15]> then\n go to [front v] layer\n set size to (50) %\n switch costume to (tp v)\n forever\n if <touching (player v)?> then\n set [scroll x v] to (join (letter (17) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (18) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (19) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (letter (20) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])))))\n set [scroll y/ y pos v] to (join (letter (22) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (23) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (24) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (letter (25) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])))))\n if <(Scroll Y/ Y pos) = []> then\n set [scroll y/ y pos v] to [150]\n end\n broadcast (spawn at scroll v)\n wait until <not <touching (player v)?>>\n end\n if <<[-240] < (X pos)> and <[240] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\nend\n\ndefine Set up\nset [clone id v] to [0]\nrepeat (length of [concatenate:with:,level ,readvariable,level v])\n change [clone id v] by (1)\n set [clone type? v] to (round (join (letter (1) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (2) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (3) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) []))))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (0.4) seconds\nif <not <(Clone type?) = [3]>> then\n go to [front v] layer\nend\nif <(Clone type?) = [1]> then\n wait (1) seconds\n go to [front v] layer\nend\n\ndefine move up\nrepeat until <not <touching (ground v)?>>\n set [gravity v] to [0]\n change y by (1)\nend\n\nrepeat (10)\n change [coins v] by (1)\nend\n\nwhen I start as a clone\nset y to ((-180) + ((40) * (join (letter (11) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (12) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (13) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (14) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (15) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) [])))))))\nset [x pos v] to (([x position v] of [level v]) + ((-2381) + ((40) * (join (letter (5) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (6) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (7) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (8) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (9) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) []))))))))\nset [start x v] to (X pos)\nforever\n if <(Clone type?) = [10]> then\n if <(Clone type?) = [12]> then\n set x to ((() - (move)) + (([x position v] of [level v]) + ((-2381) + ((40) * (join (letter (5) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (6) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (7) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (8) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (9) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) [])))))))))\n set [x pos v] to ((() - (move)) + (([x position v] of [level v]) + ((-2381) + ((40) * (join (letter (5) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (6) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (7) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (8) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (9) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) [])))))))))\n else\n if <not <(Clone type?) = [3]>> then\n set x to (([x position v] of [level v]) + ((-2381) + ((40) * (join (letter (5) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (6) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (7) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (8) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (9) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) []))))))))\n else\n set x to (((20) - (((timer) * (10)) mod (40))) + (([x position v] of [level v]) + ((-2381) + ((40) * (join (letter (5) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (6) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (7) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (8) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (9) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) [])))))))))\n end\n set [x pos v] to (([x position v] of [level v]) + ((-2381) + ((40) * (join (letter (5) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (6) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (7) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (8) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (9) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) []))))))))\n end\nend\n\nswitch costume to (join (letter (1) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (2) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (3) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) [])))\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(Clone type?) = [11]> then\n forever\n if <<[-245] < (X pos)> and <[245] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\nend\nif <(Clone type?) = [12]> then\n forever\n if <<[-245] < (X pos)> and <[245] > (X pos)>> then\n if <(Loading?) = [no]> then\n show\n end\n else\n hide\n end\n end\nend\n\nif <<[-245] < (X pos)> and <[245] > (X pos)>> then\n\ninsert [001 00066 00002] at (46) of [level 5 v] \n\n@HUD\n\nwhen I start as a clone\nshow\nif <(Clone id) = [1]> then\n set size to (50) %\n forever\n if <(Life) > [1]> then\n switch costume to (life 1 v)\n end\n if <(Life) = [1]> then\n switch costume to (life 2 v)\n end\n if <(Life) < [1]> then\n switch costume to (life 3 v)\n end\n end\nend\nif <(Clone id) = [2]> then\n set size to (50) %\n forever\n if <(Life) > [3]> then\n switch costume to (life 1 v)\n end\n if <(Life) = [3]> then\n switch costume to (life 2 v)\n end\n if <(Life) < [3]> then\n switch costume to (life 3 v)\n end\n end\nend\nif <(Clone id) = [3]> then\n set size to (50) %\n forever\n if <(Life) > [5]> then\n switch costume to (life 1 v)\n end\n if <(Life) = [5]> then\n switch costume to (life 2 v)\n end\n if <(Life) < [5]> then\n switch costume to (life 3 v)\n end\n end\nend\nif <(Clone id) = [4]> then\n change y by (2)\n set size to (60) %\n switch costume to (coin v)\nend\nif <<(Clone id) > [4]> and <(Clone id) < [10]>> then\n set size to (60) %\n switch costume to (0 v)\n forever\n switch costume to (letter ((Clone id) - (4)) of (Coin thing))\n end\nend\nif <(Clone id) = [10]> then\n forever\n if <(Gold key?) = [1]> then\n switch costume to (gold key 2 v)\n else\n switch costume to (gold key 1 v)\n end\n end\nend\nif <(Clone id) = [11]> then\n forever\n if <(Green key?) = [1]> then\n switch costume to (green key 2 v)\n else\n switch costume to (green key 1 v)\n end\n end\nend\nif <(Clone id) = [12]> then\n forever\n if <(Orange key?) = [1]> then\n switch costume to (orange key 2 v)\n else\n switch costume to (orange key 1 v)\n end\n end\nend\nif <(Clone id) = [13]> then\n forever\n if <(Blue key?) = [1]> then\n switch costume to (blue key 2 v)\n else\n switch costume to (blue key 1 v)\n end\n end\nend\n\nwhen flag clicked\nset [life v] to [6]\n\ndefine Set up\nset size to (50) %\ngo to x: (-237) y: (150)\nhide\nset [clone id v] to [0]\nrepeat (3)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change x by (20)\nend\ngo to x: (128) y: (150)\nset size to (62) %\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nchange x by (20)\nrepeat (5)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change x by (18)\nend\ngo to x: (-160) y: (155)\nset size to (58) %\nrepeat (4)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change x by (25)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nwait (1) seconds\ngo to [front v] layer\n\nwhen I receive [start v]\nSet up\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [play v]\nforever\n if <(length of (Coins)) = [1]> then\n set [coin thing v] to (join [0000] (Coins))\n end\n if <(length of (Coins)) = [2]> then\n set [coin thing v] to (join [000] (Coins))\n end\n if <(length of (Coins)) = [3]> then\n set [coin thing v] to (join [00] (Coins))\n end\n if <(length of (Coins)) = [4]> then\n set [coin thing v] to (join [0] (Coins))\n end\n if <(length of (Coins)) = [5]> then\n set [coin thing v] to (Coins)\n end\nend\n\n@Menu\n\nwhen I receive [load menu v]\nhide\nset [selected? v] to [0]\nset [level at v] to [1]\nbroadcast (menu v)\n\ndefine Set up\nset [clone type? v] to [1]\nswitch costume to (menu background v)\ngo to x: (50) y: (65)\nshow\nset [clone id? v] to [0]\nset size to (200) %\nrepeat (3)\n set x to (50)\n change y by (-60)\n repeat (3)\n change [clone id? v] by (1)\n create clone of (_myself_ v)\n change x by (60)\n end\nend\nset size to (100) %\ngo to x: (-60) y: (79)\nrepeat (3)\n set x to (65)\n change y by (-60)\n repeat (3)\n change [clone id? v] by (1)\n create clone of (_myself_ v)\n change x by (60)\n end\nend\nchange [clone id? v] by (1)\ncreate clone of (_myself_ v)\nset size to (100) %\ngo to x: (0) y: (0)\nchange [clone id? v] by (1)\ncreate clone of (_myself_ v)\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [achievements page v]\ndelete this clone\n\nwhen I start as a clone\nif <(Clone type?) = [1]> then\n go to [front v] layer\n forever\n if <<[10] > (Clone id?)> and <[0] < (Clone id?)>> then\n if <((Level at) + (1)) > (Clone id?)> then\n if <touching (mouse-pointer v)?> then\n switch costume to (box 3 v)\n if <[0.2] < (timer)> then\n set [selected? v] to (Clone id?)\n if <mouse down?> then\n set [level v] to ((Selected?) - (1))\n stop [other scripts in sprite v]\n broadcast (load v)\n end\n end\n else\n switch costume to (box 2 v)\n end\n else\n switch costume to (box 1 v)\n end\n end\n if <<[19] > (Clone id?)> and <[9] < (Clone id?)>> then\n switch costume to (join ((Clone id?) - (9)) [])\n if <((Level at) + (1)) > ((Clone id?) - (9))> then\n show\n else\n hide\n end\n end\n if <(Clone id?) = [19]> then\n switch costume to (kenny v)\n set size to (180) %\n go to x: (-80) y: (110)\n end\n if <(Clone id?) = [20]> then\n go to x: (140) y: (-131)\n set size to (150) %\n switch costume to (achievements1 v)\n wait until <not <mouse down?>>\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (achievements2 v)\n if <mouse down?> then\n broadcast (achievements page v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (achievements1 v)\n end\n end\n end\n end\nend\n\nwhen I receive [menu v]\nset [selected? v] to [0]\nSet up\nreset timer\n\nwhen I receive [play v]\ndelete this clone\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nif <(Clone id?) = [19]> then\n broadcast (Easter Egg found v)\n repeat (36)\n turn right (10) degrees\n end\nend\n\n@Menu char\n\nwhen flag clicked\nset [color v] to [0]\nhide\n\nwhen I receive [menu v]\ngo to [front v] layer\nset size to (200) %\nshow\ngo to x: (-90) y: (-50)\nswitch costume to (p1_walk01 v)\nforever\n next costume\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [color v] effect by (2)\n change [color v] by (2)\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [load v]\ngo to x: (0) y: (0)\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [achievements page v]\nstop [other scripts in sprite v]\nhide\n\n@Platforms\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to ((Level) + (2))\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n set x to ([x position v] of [level v])\nend\n\nwhen flag clicked\nhide\n\n@Cover\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nhide\n\nshow\n\nrepeat (100)\n\ngo to [front v] layer\n\nchange [ghost v] effect by (1)\n\n@blocks\n\nif <touching (player v)?> then\n\nset [toching block? v] to [1]\n\nset [toching block? v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset y to ((-180) + ((40) * (join (letter (11) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (12) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (13) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (14) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (15) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) [])))))))\nset [x pos v] to (([x position v] of [level v]) + ((-2381) + ((40) * (join (letter (5) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (6) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (7) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (8) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (9) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) []))))))))\nset [start x v] to (X pos)\nforever\n set y to ((-180) + ((40) * (join (letter (11) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (12) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (13) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (14) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (15) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) [])))))))\n set x to (([x position v] of [level v]) + ((-2381) + ((40) * (join (letter (5) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (6) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (7) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (8) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (9) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) []))))))))\n set [x pos v] to (([x position v] of [level v]) + ((-2381) + ((40) * (join (letter (5) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (6) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (7) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (8) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (9) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) []))))))))\nend\n\ndefine Set up\nset [clone id v] to [0]\nrepeat (length of [concatenate:with:,level ,readvariable,level v])\n change [clone id v] by (1)\n set [clone type? v] to (round (join (letter (1) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (2) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) (join (letter (3) of (item (Clone id) of [concatenate:with:,level ,readvariable,level v])) []))))\n if <(Clone type?) = [13]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [play v]\nSet up\nwait (3) seconds\ngo to [front v] layer\n\nwhen I start as a clone\nshow\nif <(Clone type?) = [13]> then\n go to [front v] layer\n set size to (100) %\n switch costume to (smash block1 v)\n forever\n if <<(plyr speed y) = [0]> and <<([y position v] of [player v]) < ((y position) + (60))> and <<([y position v] of [player v]) > ((y position) + (30))> and <<(Smash?) = [yes]> and <<(Smash x?) > ((x position) - (20))> and <(Smash x?) < ((x position) + (20))>>>>>> then\n delete this clone\n end\n if <<[-245] < (X pos)> and <[245] > (X pos)>> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nif <(Level) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to x: (0) y: (-80)\n switch costume to (1 v)\n show\n go to [front v] layer\n Move\n wait until <(Scroll X) > [320]>\n Fade\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to x: (0) y: (-80)\n switch costume to (2 v)\n Move\n wait until <(Scroll X) > [670]>\n Fade\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to x: (0) y: (-80)\n switch costume to (3 v)\n Move\n wait until <(Scroll X) > [1050]>\n Fade\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to x: (0) y: (-80)\n switch costume to (4 v)\n Move\n wait until <(Scroll X) > [1420]>\n Fade\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to x: (0) y: (-80)\n switch costume to (5 v)\n Move\n wait until <(Scroll X) > [1615]>\n Fade\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to x: (0) y: (-80)\n switch costume to (6 v)\n Move\n wait until <(Scroll X) > [1880]>\n Fade\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to x: (0) y: (-80)\n switch costume to (7 v)\n Move\n wait until <(Scroll X) > [2440]>\n Fade\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to x: (0) y: (-80)\n switch costume to (8 v)\n Move\n wait until <(Scroll X) > [2820]>\n Fade\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n go to x: (0) y: (-80)\n switch costume to (9 v)\n Move\n wait until <(Toching door?) = [1]>\n Fade\n hide\n set [ghost v] effect to (0)\nend\n\ndefine Move\nrepeat (50)\n change y by (((0) - (y position)) * (0.2))\nend\n\nwhen I receive [start v]\nif <(Level) = [0]> then\n repeat (70)\n go to [front v] layer\n end\nend\n\ndefine Fade\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <key (space v) pressed?> then\n hide list [high scores v]\n else\n show list [high scores v]\n end\nend\n\nwhen I receive [load v]\nset [loading? v] to [yes]\nshow\ngo to [front v] layer\nwait (0.2) seconds\nbroadcast (Play v)\nwait (1) seconds\nbroadcast (sound v)\nwait (0.5) seconds\nset [loading? v] to [no]\nhide\nbroadcast (Start v)\n\n@Stars\n\nwhen I start as a clone\nif <(Clone type?) = [2]> then\n show\n repeat (10)\n go to [front v] layer\n end\nend\n\nwhen I receive [menu v]\nwait (0.2) seconds\nSet up stars\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(Clone type?) = [1]> then\n show\n go to x: (0) y: ([y position v] of [player v])\n set size to (15) %\n repeat (30)\n change y by (((20) - (y position)) * (0.1))\n change size by (((100) - (size)) * (0.05))\n end\n if <(Clone id) = [1]> then\n if <(Stars) = [1]> then\n repeat (30)\n change y by (((40) - (y position)) * (0.1))\n change size by (((120) - (size)) * (0.05))\n end\n end\n if <(Stars) = [2]> then\n repeat (30)\n change y by (((40) - (y position)) * (0.1))\n change x by (((-25) - (x position)) * (0.1))\n change size by (((120) - (size)) * (0.05))\n end\n end\n if <(Stars) = [3]> then\n repeat (30)\n change y by (((40) - (y position)) * (0.1))\n change x by (((-50) - (x position)) * (0.1))\n change size by (((120) - (size)) * (0.05))\n end\n end\n end\n if <(Clone id) = [2]> then\n if <(Stars) = [2]> then\n repeat (30)\n change y by (((40) - (y position)) * (0.1))\n change x by (((25) - (x position)) * (0.1))\n change size by (((120) - (size)) * (0.05))\n end\n else\n repeat (30)\n change y by (((40) - (y position)) * (0.1))\n change size by (((120) - (size)) * (0.05))\n end\n end\n end\n if <(Clone id) = [3]> then\n repeat (30)\n change y by (((40) - (y position)) * (0.1))\n change x by (((50) - (x position)) * (0.1))\n change size by (((120) - (size)) * (0.05))\n end\n end\nend\n\ndefine Set up stars\nset [clone type? v] to [2]\nset [counter v] to [0]\ngo to x: (80) y: (100)\nset [clone id v] to [0]\nset size to (40) %\nrepeat (3)\n set x to (80)\n change y by (-60)\n repeat (3)\n change [counter v] by (1)\n if <(item (Counter) of [level stars v]) = [1]> then\n change y by (-20)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change y by (20)\n end\n if <(item (Counter) of [level stars v]) = [2]> then\n change y by (-20)\n change x by (-7)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change x by (14)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change x by (-7)\n change y by (20)\n end\n if <(item (Counter) of [level stars v]) = [3]> then\n change y by (-20)\n change x by (-14)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change x by (14)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change x by (14)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n change x by (-14)\n change y by (20)\n end\n if <(item (Counter) of [level stars v]) = [0]> then\n change x by (60)\n end\nend\n\ndefine Move1 (stars)\nset [clone id v] to [0]\nrepeat (stars)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n wait (1) seconds\nend\nwait (1) seconds\n\nwhen I receive [achievements page v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I receive [stars v]\nset [clone type? v] to [1]\ngo to [front v] layer\nif <(Level) = [0]> then\n if <(Coins) > [27]> then\n set [stars v] to [3]\n else\n if <(Coins) > [20]> then\n set [stars v] to [2]\n else\n if <(Coins) > [13]> then\n set [stars v] to [1]\n else\n set [stars v] to [0]\n end\n end\n end\nelse\n if <(Level) = [1]> then\n if <(Coins) > [71]> then\n set [stars v] to [3]\n else\n if <(Coins) > [53]> then\n set [stars v] to [2]\n else\n if <(Coins) > [35]> then\n set [stars v] to [1]\n else\n set [stars v] to [0]\n end\n end\n end\n else\n if <(Level) = [2]> then\n if <(Coins) > [49]> then\n set [stars v] to [3]\n else\n if <(Coins) > [37]> then\n set [stars v] to [2]\n else\n if <(Coins) > [24]> then\n set [stars v] to [1]\n else\n set [stars v] to [0]\n end\n end\n end\n else\n if <(Level) = [3]> then\n if <(Coins) > [67]> then\n set [stars v] to [3]\n else\n if <(Coins) > [50]> then\n set [stars v] to [2]\n else\n if <(Coins) > [33]> then\n set [stars v] to [1]\n else\n set [stars v] to [0]\n end\n end\n end\n else\n if <(Level) = [4]> then\n if <(Coins) > [72]> then\n set [stars v] to [3]\n else\n if <(Coins) > [54]> then\n set [stars v] to [2]\n else\n if <(Coins) > [36]> then\n set [stars v] to [1]\n else\n set [stars v] to [0]\n end\n end\n end\n else\n if <(Level) = [5]> then\n if <(Coins) > [70]> then\n set [stars v] to [3]\n else\n if <(Coins) > [52]> then\n set [stars v] to [2]\n else\n if <(Coins) > [34]> then\n set [stars v] to [1]\n else\n set [stars v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <(item ((Level) + (1)) of [level stars v]) < (Stars)> then\n replace item ((Level) + (1)) of [level stars v] with (Stars)\nend\nif <(Stars) > [0]> then\n Move1 (Stars)\nend\n\n@Sprite3\n\ndefine Set up\ndelete (all) of [achievements v]\nrepeat (10)\n insert [0] at (1) of [achievements v] \nend\n\nwhen flag clicked\nhide\nSet up\n\nwhen I receive [menu v]\nwait (2) seconds\nwait until <(achievement?) = [no]>\nstop [other scripts in sprite v]\n\nwhen I receive [load v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (70)\nhide\nset [achievement? v] to [no]\nwait (1) seconds\nforever\n if <<(Life) < [1]> and <(item (1) of [achievements v]) = [0]>> then\n set [achievement? v] to [yes]\n switch costume to (1 v)\n replace item (1) of [achievements v] with [1]\n Show\n set [achievement? v] to [no]\n end\n if <<(Stars) = [3]> and <(item (2) of [achievements v]) = [0]>> then\n set [achievement? v] to [yes]\n switch costume to (2 v)\n replace item (2) of [achievements v] with [1]\n Show\n set [achievement? v] to [no]\n end\nend\n\ndefine Show\nset [ghost v] effect to (0)\ngo to x: (0) y: (70)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (((0) - (y position)) * (0.2))\n go to [front v] layer\nend\nwait (2) seconds\nrepeat (6)\n change y by (((70) - (y position)) * (0.3))\nend\nhide\n\nwhen I receive [easter egg found v]\nif <(item (3) of [achievements v]) = [0]> then\n set [achievement? v] to [yes]\n switch costume to (3 v)\n replace item (3) of [achievements v] with [1]\n Show\n set [achievement? v] to [no]\nend\n\nwhen flag clicked\nset [num monsters killed? v] to [0]\n\nwhen I receive [30 monsters smashed! v]\nif <(item (4) of [achievements v]) = [0]> then\n set [achievement? v] to [yes]\n switch costume to (4 v)\n replace item (4) of [achievements v] with [1]\n Show\n set [achievement? v] to [no]\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nrepeat (10)\n go to [front v] layer\n create clone of (_myself_ v)\nend\nwait until <mouse down?>\nhide\nbroadcast (load menu v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (continue v)\nrepeat until <mouse down?>\n set [ghost v] effect to ([abs v] of ((((timer) * (100)) mod (200)) - (100)) )\nend\ndelete this clone\n\n@Sprite4\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(item (Clone id?) of [achievements v]) = [1]> then\n switch costume to (join (Clone id?) [])\nelse\n switch costume to (locked v)\nend\nif <(Clone id?) = [6]> then\n switch costume to (back v)\n wait until <not <mouse down?>>\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (back2 v)\n if <mouse down?> then\n broadcast (menu v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (back v)\n end\n end\nend\nif <(Clone id?) = [7]> then\n set y to (0)\n set size to (100) %\n switch costume to (bar v)\n forever\n set x to (-194)\n end\nend\nif <(Clone id?) = [8]> then\n set y to (0)\n set size to (100) %\n switch costume to (bar2 v)\n forever\n set x to (204)\n end\nend\n\nwhen I receive [achievements page v]\nSet up\n\ndefine Set up\nset size to (80) %\nset [clone id? v] to [0]\ngo to x: (0) y: (150)\nswitch costume to (1.1 v)\nrepeat (6)\n change [clone id? v] by (1)\n create clone of (_myself_ v)\n change y by (-60)\nend\nrepeat (2)\n change [clone id? v] by (1)\n create clone of (_myself_ v)\nend\ngo to x: (0) y: (0)\nswitch costume to (menu background v)\n\n@Highscores\n\ndelete all of [high scores v]\nadd [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz1234567890,./;'\[\]`-=<>?:"{}\|~!@#$%^&*\(\)_+] to [high scores v]\ndelete all of [alphebet and symbols v]\nset [num 1 v] to [0]\nrepeat (length of (High Scores))\n change [num 1 v] by (1)\n add (letter (num 1) of (High Scores)) to [alphebet and symbols v]\nend\n\ndefine Set High Scores\ndelete all of [high scores v]\nadd (join (letter (1) of (☁ Fastest Time for Level 1:)) (join (letter (2) of (☁ Fastest Time for Level 1:)) (join (letter (3) of (☁ Fastest Time for Level 1:)) (letter (4) of (☁ Fastest Time for Level 1:))))) to [high scores v]\nadd (join (letter (1) of (☁ Fastest Time for Level 2:)) (join (letter (2) of (☁ Fastest Time for Level 2:)) (join (letter (3) of (☁ Fastest Time for Level 2:)) (letter (4) of (☁ Fastest Time for Level 2:))))) to [high scores v]\nadd (join (letter (1) of (☁ Fastest Time for Level 3:)) (join (letter (2) of (☁ Fastest Time for Level 3:)) (join (letter (3) of (☁ Fastest Time for Level 3:)) (letter (4) of (☁ Fastest Time for Level 3:))))) to [high scores v]\nadd (join (letter (1) of (☁ Fastest Time for Level 4:)) (join (letter (2) of (☁ Fastest Time for Level 4:)) (join (letter (3) of (☁ Fastest Time for Level 4:)) (letter (4) of (☁ Fastest Time for Level 4:))))) to [high scores v]\nadd (join (letter (1) of (☁ Fastest Time for Level 5:)) (join (letter (2) of (☁ Fastest Time for Level 5:)) (join (letter (3) of (☁ Fastest Time for Level 5:)) (letter (4) of (☁ Fastest Time for Level 5:))))) to [high scores v]\nadd (join (letter (1) of (☁ Fastest Time for Level 6:)) (join (letter (2) of (☁ Fastest Time for Level 6:)) (join (letter (3) of (☁ Fastest Time for Level 6:)) (letter (4) of (☁ Fastest Time for Level 6:))))) to [high scores v]\nSet highscores with names\n\nwhen flag clicked\nunpack names\n\nif <(Level) = [3]> then\nelse\n if <(Level) = [4]> then\n else\n if <(Level) = [5]> then\n end\n end\nend\n\nif <(letter (num 3) of (☁ People 1-3)) = [ ]> then\n add (join (letter ((num 3) - (1)) of (☁ People 1-3)) (letter ((num 3) + (1)) of (☁ People 1-3))) to [list 1 v]\n change [num 3 v] by (1)\nelse\nend\n\nset [☁ people 4-6 v] to (☁ People 1-3)\n\nset [☁ people 1-3 v] to [0000]\nset [☁ people 4-6 v] to [0000]\n\ndefine Set highscores with names\nadd (join (item (1) of [people 1-6 v]) (join [: ] (item (1) of [high scores v]))) to [high scores v]\nadd (join (item (2) of [people 1-6 v]) (join [: ] (item (2) of [high scores v]))) to [high scores v]\nadd (join (item (3) of [people 1-6 v]) (join [: ] (item (3) of [high scores v]))) to [high scores v]\nadd (join (item (4) of [people 1-6 v]) (join [: ] (item (4) of [high scores v]))) to [high scores v]\nadd (join (item (5) of [people 1-6 v]) (join [: ] (item (5) of [high scores v]))) to [high scores v]\nadd (join (item (6) of [people 1-6 v]) (join [: ] (item (6) of [high scores v]))) to [high scores v]\nrepeat (6)\n delete (1) of [high scores v]\nend\n\nwhen [8 v] key pressed\n\nwhen [7 v] key pressed\nstop [all v]\n\nset [level v] to [1]\nbroadcast (set highscore person v)\nset [fake username v] to (item (pick random (1) to (6)) of [fake usernames v])\n\nset [level v] to [2]\nbroadcast (set highscore person v)\nset [fake username v] to (item (pick random (1) to (6)) of [fake usernames v])\n\nset [level v] to [0]\nbroadcast (set highscore person v)\nset [fake username v] to (item (pick random (1) to (6)) of [fake usernames v])\n\nwhen [1 v] key pressed\n\nwhen [3 v] key pressed\n\nwhen [2 v] key pressed\n\ndefine set user to highscore\ndelete all of [username encoded v]\ndelete all of [list 1 v]\nreplace item ((Level) + (1)) of [people 1-6 v] with (username)\nset [num 3 v] to [0]\nrepeat (length of (username))\n change [num 3 v] by (1)\n add (item (item # of (letter (num 3) of (username)) in [alphebet and symbols v]) of [alphabet and symbols encoded v]) to [username encoded v]\nend\nif <(Level) < [3]> then\n set [num 3 v] to [0]\n repeat (((length of (People 1-3)) + (1)) / (3))\n change [num 3 v] by (2)\n if <not <(letter (num 3) of (People 1-3)) = [ ]>> then\n add (join (letter ((num 3) - (1)) of (People 1-3)) (letter (num 3) of (People 1-3))) to [list 1 v]\n end\n change [num 3 v] by (1)\n end\n if <(Level) = [0]> then\n set [num 3 v] to [0]\n repeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n end\n repeat ((num 3) - (1))\n delete (1) of [list 1 v]\n end\n set [num 3 v] to (length of (username))\n repeat (length of [username encoded v])\n insert (item (num 3) of [username encoded v]) at (1) of [list 1 v] \n change [num 3 v] by (-1)\n end\n else\n if <(Level) = [1]> then\n set [num 3 v] to [0]\n set [num 4 v] to [0]\n repeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n end\n set [num 4 v] to (num 3)\n set [num 5 v] to [0]\n change [num 3 v] by (1)\n change [num 5 v] by (1)\n repeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n change [num 5 v] by (1)\n end\n repeat ((num 5) - (1))\n delete ((num 4) + (1)) of [list 1 v]\n end\n set [num 3 v] to (length of (username))\n repeat (length of [username encoded v])\n insert (item (num 3) of [username encoded v]) at ((num 4) + (1)) of [list 1 v] \n change [num 3 v] by (-1)\n end\n else\n set [num 3 v] to [0]\n set [num 4 v] to [0]\n repeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n end\n set [num 5 v] to [0]\n change [num 3 v] by (1)\n repeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n end\n change [num 3 v] by (1)\n change [num 5 v] by (1)\n set [num 4 v] to (num 3)\n repeat until <(item (num 3) of [list 1 v]) = []>\n change [num 3 v] by (1)\n change [num 5 v] by (1)\n end\n repeat ((num 5) - (1))\n delete (num 4) of [list 1 v]\n end\n set [num 3 v] to (length of (username))\n repeat (length of [username encoded v])\n insert (item (num 3) of [username encoded v]) at (num 4) of [list 1 v] \n change [num 3 v] by (-1)\n end\n end\n end\n set [people 1-3 v] to (list 1)\nelse\n if <(Level) < [6]> then\n set [num 3 v] to [0]\n repeat (((length of (People 4-6)) + (1)) / (3))\n change [num 3 v] by (2)\n if <not <(letter (num 3) of (People 4-6)) = [ ]>> then\n add (join (letter ((num 3) - (1)) of (People 4-6)) (letter (num 3) of (People 4-6))) to [list 1 v]\n end\n change [num 3 v] by (1)\n end\n if <(Level) = [3]> then\n set [num 3 v] to [0]\n repeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n end\n repeat ((num 3) - (1))\n delete (1) of [list 1 v]\n end\n set [num 3 v] to (length of (username))\n repeat (length of [username encoded v])\n insert (item (num 3) of [username encoded v]) at (1) of [list 1 v] \n change [num 3 v] by (-1)\n end\n else\n if <(Level) = [4]> then\n set [num 3 v] to [0]\n set [num 4 v] to [0]\n repeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n end\n set [num 4 v] to (num 3)\n set [num 5 v] to [0]\n change [num 3 v] by (1)\n change [num 5 v] by (1)\n repeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n change [num 5 v] by (1)\n end\n repeat ((num 5) - (1))\n delete ((num 4) + (1)) of [list 1 v]\n end\n set [num 3 v] to (length of (username))\n repeat (length of [username encoded v])\n insert (item (num 3) of [username encoded v]) at ((num 4) + (1)) of [list 1 v] \n change [num 3 v] by (-1)\n end\n else\n set [num 3 v] to [0]\n set [num 4 v] to [0]\n repeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n end\n set [num 5 v] to [0]\n change [num 3 v] by (1)\n repeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n end\n change [num 3 v] by (1)\n change [num 5 v] by (1)\n set [num 4 v] to (num 3)\n repeat until <(item (num 3) of [list 1 v]) = []>\n change [num 3 v] by (1)\n change [num 5 v] by (1)\n end\n repeat ((num 5) - (1))\n delete (num 4) of [list 1 v]\n end\n set [num 3 v] to (length of (username))\n repeat (length of [username encoded v])\n insert (item (num 3) of [username encoded v]) at (num 4) of [list 1 v] \n change [num 3 v] by (-1)\n end\n end\n end\n set [people 4-6 v] to (list 1)\n end\nend\npack high scores\n\ndefine unpack names\nset [num 3 v] to [0]\nset [people 1-3 v] to []\nrepeat ((length of (☁ People 1-3)) / (2))\n repeat (2)\n change [num 3 v] by (1)\n set [people 1-3 v] to (join (People 1-3) (letter (num 3) of (☁ People 1-3)))\n end\n set [people 1-3 v] to (join (People 1-3) [ ])\nend\nset [num 3 v] to [0]\nset [people 4-6 v] to []\nrepeat ((length of (☁ People 4-6)) / (2))\n repeat (2)\n change [num 3 v] by (1)\n set [people 4-6 v] to (join (People 4-6) (letter (num 3) of (☁ People 4-6)))\n end\n set [people 4-6 v] to (join (People 4-6) [ ])\nend\ntranslate names\n\ndefine pack high scores\nset [num 3 v] to [0]\nset [people 1-3 encoded v] to []\nrepeat (length of (People 1-3))\n change [num 3 v] by (1)\n if <not <(letter (num 3) of (People 1-3)) = [ ]>> then\n set [people 1-3 encoded v] to (join (People 1-3 encoded) (letter (num 3) of (People 1-3)))\n end\nend\nset [☁ people 1-3 v] to (People 1-3 encoded)\nset [num 3 v] to [0]\nset [people 4-6 encoded v] to []\nrepeat (length of (People 4-6))\n change [num 3 v] by (1)\n if <not <(letter (num 3) of (People 4-6)) = [ ]>> then\n set [people 4-6 encoded v] to (join (People 4-6 encoded) (letter (num 3) of (People 4-6)))\n end\nend\nset [☁ people 4-6 v] to (People 4-6 encoded)\nunpack names\n\ndefine translate names\ndelete all of [people 1-6 v]\nrepeat (6)\n add [] to [people 1-6 v]\nend\ndelete all of [list 1 v]\nset [num 3 v] to [0]\nrepeat (((length of (People 1-3)) + (1)) / (3))\n change [num 3 v] by (2)\n add (join (letter ((num 3) - (1)) of (People 1-3)) (letter (num 3) of (People 1-3))) to [list 1 v]\n change [num 3 v] by (1)\nend\nset [num 3 v] to [0]\nrepeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n replace item (1) of [people 1-6 v] with (join (item (1) of [people 1-6 v]) (item (item # of (item (num 3) of [list 1 v]) in [alphabet and symbols encoded v]) of [alphebet and symbols v]))\nend\nchange [num 3 v] by (1)\nreplace item (2) of [people 1-6 v] with (join (item (2) of [people 1-6 v]) (item (item # of (item (num 3) of [list 1 v]) in [alphabet and symbols encoded v]) of [alphebet and symbols v]))\nrepeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n replace item (2) of [people 1-6 v] with (join (item (2) of [people 1-6 v]) (item (item # of (item (num 3) of [list 1 v]) in [alphabet and symbols encoded v]) of [alphebet and symbols v]))\nend\nrepeat until <(item (num 3) of [list 1 v]) = []>\n change [num 3 v] by (1)\n replace item (3) of [people 1-6 v] with (join (item (3) of [people 1-6 v]) (item (item # of (item (num 3) of [list 1 v]) in [alphabet and symbols encoded v]) of [alphebet and symbols v]))\nend\ndelete all of [list 1 v]\nset [num 3 v] to [0]\nrepeat (((length of (People 4-6)) + (1)) / (3))\n change [num 3 v] by (2)\n if <(letter (num 3) of (People 4-6)) = [ ]> then\n add (join (letter ((num 3) - (1)) of (People 4-6)) (letter ((num 3) + (1)) of (People 4-6))) to [list 1 v]\n change [num 3 v] by (1)\n else\n add (join (letter ((num 3) - (1)) of (People 4-6)) (letter (num 3) of (People 4-6))) to [list 1 v]\n end\n change [num 3 v] by (1)\nend\nset [num 3 v] to [0]\nrepeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n replace item (4) of [people 1-6 v] with (join (item (4) of [people 1-6 v]) (item (item # of (item (num 3) of [list 1 v]) in [alphabet and symbols encoded v]) of [alphebet and symbols v]))\nend\nchange [num 3 v] by (1)\nreplace item (5) of [people 1-6 v] with (join (item (5) of [people 1-6 v]) (item (item # of (item (num 3) of [list 1 v]) in [alphabet and symbols encoded v]) of [alphebet and symbols v]))\nrepeat until <(item (num 3) of [list 1 v]) = [00]>\n change [num 3 v] by (1)\n replace item (5) of [people 1-6 v] with (join (item (5) of [people 1-6 v]) (item (item # of (item (num 3) of [list 1 v]) in [alphabet and symbols encoded v]) of [alphebet and symbols v]))\nend\nrepeat until <(item (num 3) of [list 1 v]) = []>\n change [num 3 v] by (1)\n replace item (6) of [people 1-6 v] with (join (item (6) of [people 1-6 v]) (item (item # of (item (num 3) of [list 1 v]) in [alphabet and symbols encoded v]) of [alphebet and symbols v]))\nend\nSet High Scores\n\nwhen I receive [set highscore person v]\nunpack names 2\n\ndefine unpack names 2\nset [num 3 v] to [0]\nset [people 1-3 v] to []\nrepeat ((length of (☁ People 1-3)) / (2))\n repeat (2)\n change [num 3 v] by (1)\n set [people 1-3 v] to (join (People 1-3) (letter (num 3) of (☁ People 1-3)))\n end\n set [people 1-3 v] to (join (People 1-3) [ ])\nend\nset [num 3 v] to [0]\nset [people 4-6 v] to []\nrepeat ((length of (☁ People 4-6)) / (2))\n repeat (2)\n change [num 3 v] by (1)\n set [people 4-6 v] to (join (People 4-6) (letter (num 3) of (☁ People 4-6)))\n end\n set [people 4-6 v] to (join (People 4-6) [ ])\nend\nset user to highscore\n\nwhen [4 v] key pressed\n\nset [level v] to [3]\nbroadcast (set highscore person v)\nset [fake username v] to (item (pick random (1) to (6)) of [fake usernames v])\n\nwhen [5 v] key pressed\n\nset [level v] to [4]\nbroadcast (set highscore person v)\nset [fake username v] to (item (pick random (1) to (6)) of [fake usernames v])\n\nwhen [6 v] key pressed\n\nset [level v] to [5]\nbroadcast (set highscore person v)\nset [fake username v] to (item (pick random (1) to (6)) of [fake usernames v])\n\nset [☁ fastest time for level 1: v] to [0]\nset [☁ fastest time for level 2: v] to [0]\nset [☁ fastest time for level 3: v] to [0]\nset [☁ fastest time for level 4: v] to [0]\nset [☁ fastest time for level 5: v] to [0]\nset [☁ fastest time for level 6: v] to [0]\n\n | #KENNEY #Platformer V0.1.9 By #FireHorse27\n\nThis project will be reshared whenever something new is added. This is crazy!\n\nDo not play on internet explorer. Sorry, I had to reset all the high scores for the V0.1.11 update.\n\nFind the Easter egg.\n\nWhat I changed:\nGot it to work in the new version of Scratch. No longer broken! :D @CODE599-Test stopped working on this so I fixed it and I am going to add new things.\nAdded New Achievement!\nAdded new level!\nAdded Highscores for the first six levels. Press space to see them. You must get three stars to set the new time record.\n\nPLAY IN FULL SCREEN!! It's Better :D\n\nLet me know if you find bugs.\n\nNEW VERSION COMING SOON!!! (MAYBE)\nThings to add:\n- 1 New Achievement (Only 4 Right Now)\n- 3 New levels (Only 6 Right Now)\n- New Costumes (partially implemented)\n- Power Ups\n\nControls:\n[Q] - Menu\n[↑] - Jump, Enter the Door\n[↓] - Duck, Drop\n[→] - Move Right\n[←] - Move Left\n\nCollect coins to get stars. By bouncing on monsters to kill them, you get coins. Drop the weights on the pads to get lots of coins. Pound crates to break them. You lose half a heart for touching spikes and monsters. You don't lose any if you bounce on the monster though. A whole heart is lost for falling off the world or touching the water. To get three stars, you have to collect all the coins. You will have to figure out what the blue orbs do. If you click on the running player on the main menu, you can change its color. :D Rest of the instructions are in the game.\n\nCredits:\nThank you to @CODE599-Test for making the original project. I probably could not have made something this complicated if @CODE599-Test had not started it so thank you.\nThe basic collision and scrolling script was from scratch tutorials.\nMusic is called Side-Steppin! \nhttp://kenney.nl/assets -- for the awesome graphics \n(Some are modified)\n\n#CODE599-Test #Kenney #Platformer #Cute #FireHorse27 #Fire #Horse #27 |
Forest - a platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\nwhen flag clicked\n\nwhen I receive [play v]\nset volume to (30) %\nforever\n play sound [Operation Evolution v] until done\nend\n\n@Sprite16\n\nwhen flag clicked\nset [level v] to [1]\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nshow\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nset rotation style [don't rotate v]\ngo to x: (-206) y: (-139)\n\nwhen [up arrow v] key pressed\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (11)\n change y by (4)\n end\n repeat until <touching (sprite13 v)?>\n change y by (-4)\n end\n end\n if <touching (sprite1 v)?> then\n broadcast (new level v)\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-206) y: (-139)\nchange [level v] by (1)\n\nwhen I receive [play v]\nshow\nforever\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (sprite16 v)?> or <touching (sprite18 v)?>> or <touching (sprite19 v)?>> then\n go to x: (-206) y: (-139)\n end\nend\n\nwhen flag clicked\nset [play v] to [0]\nforever\n if <touching (sprite12 v)?> then\n change y by (2)\n end\nend\n\nwhen backdrop switches to [backdrop16 v]\nset [steps v] to [5]\nstop [other scripts in sprite v]\nforever\n move (steps) steps\n point in direction (90)\n if <touching (sprite15 v)?> then\n set [steps v] to [0]\n go to x: (-206) y: (-139)\n hide\n broadcast (victory v)\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nset [play v] to [1]\n\n@Sprite3\n\nwhen flag clicked\nset rotation style [don't rotate v]\nswitch costume to (costume1 v)\nhide\nforever\n if <(level) = [8]> then\n show\n end\n if <(level) = [9]> then\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [2 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-162) y: (-116)\nset rotation style [don't rotate v]\nshow\ngo to [front v] layer\nforever\n move (1) steps\n point in direction (90)\n if <touching (sprite5 v)?> then\n hide\n go to x: (-162) y: (-116)\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [2 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [2 v]\nshow\ngo to [front v] layer\n\nwhen I receive [play v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (20)\n wait (0.1) seconds\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nhide\nbroadcast (2 v)\n\nset [ghost v] effect to (100)\n\n@Sprite9\n\nwhen I receive [2 v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\n\n@Sprite10\n\nwhen I receive [2 v]\nshow\ngo to [front v] layer\ngo to x: (-84) y: (-110)\nwait (1) seconds\nbroadcast (2.5 v)\nforever\n move (0.2) steps\n point in direction (90)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [2.5 v]\nbroadcast (3 v)\n\nwait (0.10) seconds\n\nwhen I receive [play v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (100)\n\nwhen I receive [3 v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [3 v]\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (20)\n wait (0.1) seconds\n change [ghost v] effect by (-6)\nend\nwait (1) seconds\nhide\nbroadcast (play v)\n\n@Sprite12\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite13\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite14\n\nwhen flag clicked\ngo to x: (204) y: (-120)\nhide\n\nwhen flag clicked\nset [keys v] to [0]\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(level) = [3]> then\n show\n end\n if <<(level) = [3]> and <touching (sprite2 v)?>> then\n change [keys v] by (1)\n broadcast (collect v)\n repeat until <(level) = [6]>\n hide\n end\n end\n if <(level) = [6]> then\n show\n end\n if <<(level) = [6]> and <touching (sprite2 v)?>> then\n change [keys v] by (1)\n broadcast (collect v)\n repeat until <(level) = [9]>\n hide\n end\n end\n if <(level) = [9]> then\n show\n end\n if <<(level) = [9]> and <touching (sprite2 v)?>> then\n change [keys v] by (1)\n broadcast (collect v)\n repeat until <(level) = [13]>\n hide\n end\n end\n if <(level) = [13]> then\n show\n end\n if <<(level) = [13]> and <touching (sprite2 v)?>> then\n change [keys v] by (1)\n broadcast (collect v)\n forever\n hide\n end\n end\nend\n\nwhen I receive [collect v]\nplay sound [Coin v] until done\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\nforever\n if <touching (sprite2 v)?> then\n broadcast (victory v)\n hide\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen I receive [victory v]\ngo to [front v] layer\nshow\n\n@Sprite18\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nforever\n if <(level) = [4]> then\n show\n set [ghost v] effect to (100)\n end\n if <(level) = [5]> then\n hide\n set [ghost v] effect to (0)\n end\nend\n\n@Sprite19\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nforever\n if <(level) = [9]> then\n show\n set [ghost v] effect to (100)\n end\n if <(level) = [10]> then\n hide\n set [ghost v] effect to (0)\n end\n if <(level) = [12]> then\n show\n set [ghost v] effect to (100)\n end\n if <(level) = [13]> then\n hide\n set [ghost v] effect to (0)\n end\nend\n\n@Sprite20\n\nwhen flag clicked\nshow\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\n | \nNew project: https://scratch.mit.edu/projects/295936585/\n\nPress the green flag TWICE! Use arrow keys and do NOT touch lava and spikes! All the characters are in the shadow because is morning.\n#Games #Platformer #Morning #Forest #ForPlay\nPlease add in more studios! (if you want)... I want this game to become popular.\n\nGoals:\n-LOVED BY: @C700 and @Crazybeast999!\n-Proposed to be featured!\n-70+ loves!\n-43+ comments!\n-1100+ views!\n\n*wowi* |
Purple Platformer | @Stage\n\n@Sprite1\n\ndefine Platform Physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (yv)\nif <touching (ground v)?> then\n repeat ([abs v] of (yv) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (yv) ) / (yv)))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(yv) > [0]>>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (gravity)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (movement speed)\n switch costume to (right v)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by ((-1) * (movement speed))\n switch costume to (left v)\nend\nchange x by (xv)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (xv) ) + (1))\n if <touching (ground v)?> then\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (xv) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (xv) ) / (xv)))\n end\n end\n end\n if <key (up arrow v) pressed?> then\n if <(xv) < [0]> then\n set [xv v] to [0]\n if <key (left arrow v) pressed?> then\n set [xv v] to (wall jump hm)\n set [yv v] to (wall jump vm)\n end\n else\n if <key (right arrow v) pressed?> then\n set [xv v] to ((-1) * (wall jump hm))\n set [yv v] to (wall jump vm)\n end\n end\n end\nend\nset [xv v] to ((xv) * (friction))\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Platform Physics [12] [-1] [0.9] [1] [8] [8]\n Level Detection\n if <touching (bad v)?> then\n go to x: (-205) y: (-46)\n start sound [pop v]\n end\nend\n\ndefine Level Detection\nif <(x position) > [248]> then\n broadcast (next level v)\nend\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-46)\n\n@instructions\n\ndefine set correct tip\nswitch costume to (join [level] ([costume # v] of [ground v]))\n\nwhen flag clicked\nforever\n glide (0.8) secs to x: (-42) y: (2)\n glide (0.8) secs to x: (-42) y: (-2)\n set correct tip\nend\n\n@Ground\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [8]>> then\n next costume\nend\nif <(costume [number v]) = [8]> then\n broadcast (win v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@win\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nshow\n\n | |
Block ~ A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Sometime v] until done\nend\n\n@Block\n\nwhen flag clicked\nhide\ngo to x: (-178) y: (-65)\nswitch costume to (dinosaur4-a v)\n\nwhen [space v] key pressed\nswitch costume to (dinosaur4-c v)\nwait (.1) seconds\nswitch costume to (dinosaur4-d v)\nwait (.1) seconds\nswitch costume to (dinosaur4-a v)\n\nwhen backdrop switches to [backdrop1 v]\nshow\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n 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?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <touching color (#8dff4a)?> then\n next backdrop\n go to x: (-178) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff6464)?> then\n go to x: (-178) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff80ec)?> then\n set [y v] to [15]\n end\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-178) y: (114)\n\n@AY\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to [front v] layer\nshow\nrepeat (144)\n turn right (5) degrees\nend\nwait (1) seconds\nnext backdrop\nhide\n\nwhen flag clicked\ngo to x: (-15) y: (-13)\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (89) y: (-19)\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen this sprite clicked\nnext backdrop\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n | - Arrow Keys to move. |
Hedwig a Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Harry Potter and the Sorcerer's Stone Soundtrack - 01. Prologue.mp3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (thumbnail v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\nwhen backdrop switches to [10 v]\nnext backdrop\n\nwhen backdrop switches to [end v]\nforever\n play sound [Harry Potter and the Sorcerer's Stone Soundtrack - 01. Prologue.mp3 v] until done\nend\n\nstop [other scripts in sprite v]\n\nswitch backdrop to (thumbnail v)\n\n@Hedwig\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching color (#82eaff)?> then\n go to x: (-193) y: (-116)\n next backdrop\n end\n if <touching color (#917234)?> then\n go to x: (-193) y: (-116)\n end\n if <touching color (#009101)?> then\n set [yv v] to [22]\n end\n if <touching color (#6ae6ff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\nend\n\nwhen flag clicked\nset drag mode [draggable v]\n\nwhen [s v] key pressed\nnext backdrop\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [9 v]\n\nwhen backdrop switches to [10 v]\n\nhide\n\nwhen backdrop switches to [backdrop12 v]\nhide\nwait (0.35) seconds\ngo to x: (-186) y: (91)\nshow\n\nwhen I receive [start v]\nshow\ngo to x: (-186) y: (91)\nswitch backdrop to (also just in case v)\nset [yv v] to [0]\nset [xv v] to [0]\nswitch costume to (hedwig v)\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 (#4abf30)?> then\n change y by (1)\n if <touching color (#4abf30)?> then\n change y by (1)\n if <touching color (#4abf30)?> then\n change y by (1)\n if <touching color (#4abf30)?> then\n change y by (1)\n if <touching color (#4abf30)?> then\n change y by (1)\n if <touching color (#4abf30)?> 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) * (1))\n if <touching color (#4abf30)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#4abf30)?> 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 <key (down arrow v) pressed?> then\n switch costume to (hedwig2 v)\n else\n switch costume to (hedwig v)\n end\nend\n\n@Thumbnail by beet-eggs\n\nwhen I receive [start v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nswitch costume to (costume1 v)\nshow\n\n@Start\n\nwhen this sprite clicked\ngo to x: (81) y: (-14)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Start v)\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\n\n@Spinning spike \n\nwhen backdrop switches to [10 v]\nshow\nforever\n turn right (15) degrees\n wait (0.03) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [11 v]\nswitch costume to (done v)\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n | Green Flag\nArrow keys to move\nIK its short I'm trying to make( and think of ) new levels\nToo hard? Press s to skip or drag her over to the end of the screen\nwow this is old and cringey |
Colors: A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [Polargeist v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\n@You\n\nwhen I receive [next level v]\ngo to x: (-216) y: (-125)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\ndefine Side Collsion\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Change in x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Change in x) > [0]> then\n set [change in x v] to [-5]\n else\n set [change in x v] to [5]\n end\n set [change in y v] to [10]\n else\n set [change in x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif <touching color (#000000)?> then\n change y by ((-1) * (change in y))\n set [change in y v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [change in y v] to [15]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nset [level v] to [1]\npoint in direction (90)\ngo to x: (-216) y: (-100)\nset [change in y v] to [0]\nset [change in x v] to [0]\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [change in x v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [change in x v] by (-1)\n end\n set [change in x v] to ((Change in x) * (0.9))\n change x by (Change in x)\n Side Collsion\n Gravity\n if <[235] < (x position)> then\n switch costume to (black v)\n broadcast (next level v)\n change [level v] by (1)\n end\nend\n\nswitch costume to (black v)\nchange [level v] by (1)\n\nbroadcast (next level v)\n\nwhen flag clicked\nshow\n\nhide\n\nwhen flag clicked\nforever\n if <touching color (#0500ff)?> then\n set [change in y v] to [0]\n set [change in x v] to [0]\n wait (0.01) seconds\n change [change in y v] by (20)\n end\n if <touching (redportal v)?> then\n switch costume to (red v)\n end\n if <touching (greenportal v)?> then\n switch costume to (green v)\n end\nend\n\nwhen flag clicked\nswitch costume to (black v)\nforever\n if <<touching color (#ff0000)?> and <not <(costume [number v]) = [2]>>> then\n switch costume to (black v)\n go to x: (-216) y: (-125)\n set [change in x v] to [0]\n set [change in y v] to [0]\n end\n if <touching color (#bb00ff)?> then\n go to x: (-216) y: (-125)\n switch costume to (black v)\n set [change in x v] to [0]\n set [change in y v] to [0]\n end\n if <<touching color (#51af2e)?> and <not <(costume [number v]) = [3]>>> then\n change [change in y v] by (1.7)\n end\n if <(backdrop [name v]) = [cutscene]> then\n hide\n broadcast (cutscene v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-216) y: (-125)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\n@RedPortal\n\nwhen flag clicked\nhide\nforever\n if <(level) = [4]> then\n go to x: (-131) y: (-101)\n show\n end\n if <(level) = [5]> then\n set size to (75) %\n go to x: (61) y: (-51)\n show\n end\n if <(level) = [7]> then\n go to x: (-103) y: (113)\n show\n end\n if <(backdrop [name v]) = [10]> then\n set size to (75) %\n go to x: (-76) y: (140)\n show\n end\n if <(backdrop [name v]) = [11]> then\n set size to (75) %\n go to x: (-89) y: (-112)\n show\n end\nend\n\nwhen I receive [next level v]\nhide\nset size to (100) %\n\n@GreenPortal\n\nwhen flag clicked\nhide\nforever\n if <(level) = [9]> then\n go to x: (195) y: (50)\n show\n end\n if <(backdrop [name v]) = [10]> then\n set size to (75) %\n go to x: (83) y: (136)\n show\n end\nend\n\nwhen I receive [next level v]\nhide\nset size to (100) %\n\n@YouInCutscene\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene v]\nwait (1) seconds\nshow\ngo to x: (-150) y: (-113)\nglide (2) secs to x: (25) y: (-113)\nglide (1) secs to x: (69) y: (-74)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext backdrop\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\n\n@Flash Effect\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene v]\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\n | |
8-bit fortnite platformer | @Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (backgroundlv v)\nwait until <(Level) = [7]>\nswitch backdrop to (backgroundlv2 v)\nwait until <(Level) = [8]>\nswitch backdrop to (backgroundlv v)\n\nwait until <(Level) = [9]>\nswitch backdrop to (backgroundlv2 v)\n\nwhen I receive [imthemap v]\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (fadedbubububu v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nwait (0.05) seconds\nrepeat until <(songchoice) = [1]>\n play sound [Disco Fever \(FORTNITE Dance Challenge Music\) \[8 Bit Tribute to Fortnite\] - 8 Bit Universe v] until done\nend\nforever\n play sound [Da Fault \(Inspired by FORTNITE\) - 8 Bit Universe v] until done\nend\n\nwhen flag clicked\nwait until <(songchoice) = [1]>\nwait (0.02) seconds\nstop all sounds\n\n@Player\n\nset [shield v] to [0]\n\nwhen I receive [okbub v]\nset [level v] to [1]\nshow\nswitch costume to (skin1 v)\ngo to x: (-183) y: (180)\nforever\n if <touching (goal v)?> then\n go to x: (-183) y: (-85)\n change [level v] by (1)\n broadcast (next backdrop v)\n end\n change [y vel v] by (-0.9)\n if <key (right arrow v) pressed?> then\n change [x vel v] by (2.5)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-2.5)\n end\n change x by (X vel)\n set [x vel v] to ((X vel) * (0.6))\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 x by (3)\n if <touching color (#ff0000)?> then\n go to x: (-183) y: (-75)\n create clone of (_myself_ v)\n start sound [8-bit-explosion v]\n start sound [Eliminated - SOUND EFFECT \(Fortnite Battle Royale\) v]\n end\n change x by (-6)\n if <touching color (#ff0000)?> then\n go to x: (-183) y: (-75)\n create clone of (_myself_ v)\n start sound [8-bit-explosion v]\n start sound [Eliminated - SOUND EFFECT \(Fortnite Battle Royale\) v]\n end\n change x by (3)\n change x by ((X vel) * (-2))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <(jump) = [1]>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-6]\n else\n set [x vel v] to [6]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching (level v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n change y by (-3)\n if <touching color (#ff0000)?> then\n go to x: (-183) y: (-75)\n create clone of (_myself_ v)\n start sound [8-bit-explosion v]\n start sound [Eliminated - SOUND EFFECT \(Fortnite Battle Royale\) v]\n end\n change y by (3)\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <(jump) = [1]>> then\n if <(shield) = [1]> then\n set [y vel v] to [19]\n else\n set [y vel v] to [13]\n end\n end\n end\n if <touching color (#ff0000)?> then\n create clone of (_myself_ v)\n go to x: (-183) y: (-85)\n start sound [8-bit-explosion v]\n start sound [Eliminated - SOUND EFFECT \(Fortnite Battle Royale\) v]\n end\nend\n\nif <([abs v] of (yv) ) > [8]> then\n set [yv v] to (((yv) / ([abs v] of (yv) )) * (8))\nend\n\nchange x by ((-1) * (xv))\nset [xv v] to ((-1) * (xv))\n\nchange [x v] by ((-1) * (x position))\nset x to (0)\n\n\n\nset [yv v] to ((yv) * (0.7))\n\nset [xv v] to ((xv) * (0.7))\n\nif <([abs v] of (xv) ) > [8]> then\n\nset [startx v] to [-180]\nset [level v] to [1]\n\nwhen I receive [levelup v]\nwait until <(levup) > [1]>\nhide\ngo to x: (startX) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nchange [levup v] by (1)\nstop [this script v]\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (eliminated v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (0) %\nrepeat (10)\n change size by (10)\n point in direction (90)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n point in direction (90)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait until <touching (llama v)?>\n change [y vel v] by (25)\n broadcast (candy v)\n repeat until <not <touching (llama v)?>>\n change y by (1)\n end\n wait until <not <touching (llama v)?>>\nend\n\nwhen I start as a clone\nforever\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n wait until <touching (llama2 v)?>\n change [y vel v] by (25)\n broadcast (candy2 v)\n repeat until <not <touching (llama2 v)?>>\n change y by (1)\n end\n wait until <not <touching (llama2 v)?>>\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next backdrop v]\nnext costume\n\nwhen I receive [fadedbubububu v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (okbub v)\n\n@Victory\n\nwhen flag clicked\nhide\nswitch costume to (mxehx9r20t911-costume1 v)\nwait until <(Level) = [18]>\nset size to (0) %\nshow\nrepeat (20)\n change size by (11)\nend\nrepeat (7)\n next costume\n wait (0) seconds\nend\n\nset [level v] to [17]\n\n@Goal\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (30)\npoint in direction (90)\nshow\nclear graphic effects\nset size to (80) %\nforever\n glide (1) secs to x: (-7) y: (30)\n glide (1) secs to x: (7) y: (30)\nend\n\nturn right (0.1) degrees\nchange size by (0.05)\n\nchange size by (-0.05)\nturn right (-0.1) degrees\n\nrepeat (50)\n change size by (0.05)\n turn right (-0.1) degrees\nend\nrepeat (50)\n change size by (-0.05)\n turn right (0.1) degrees\nend\n\nchange [pixelate v] effect by (1)\n\nchange [pixelate v] effect by (-1)\n\nwait (1) seconds\n\nwhen I receive [imthemap v]\nrepeat (5)\n change size by (2)\nend\nrepeat (25)\n change size by (-4)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Fortnite lobbynb2\n\nwhen this sprite clicked\nbroadcast (REALLYCERMON v)\nswitch costume to (fortnite lobbynb2 v)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (fortnite lobbynb v)\ngo to x: (-209) y: (49)\nset size to (130) %\n\nwhen I receive [cermonfortnite v]\n\nwhen I receive [imthemap v]\nhide\n\n@Fortnite lobbynb\n\nwhen I receive [cermonfortnite v]\n\nwhen I receive [reallycermon v]\nset [imthemap v] to [0]\nrepeat (6)\n next costume\n wait (pick random (0.3) to (1)) seconds\nend\nwait (0.5) seconds\nset [imthemap v] to [1]\nbroadcast (imthemap v)\nhide\n\nwhen flag clicked\nshow\nswitch costume to (fortnite lobbynb v)\ngo to x: (-211) y: (50)\nset size to (130) %\n\n@Loaded\n\nwhen flag clicked\nhide\n\nwhen I receive [reallycermon v]\nset [imthemap v] to [0]\nshow\nreset timer\nrepeat until <(imthemap) = [1]>\n turn right (15) degrees\nend\n\nwhen I receive [imthemap v]\nhide\n\n@V-bucks\n\nwhen flag clicked\nset [v-bucls v] to [0]\nhide\nforever\n next costume\n wait (0) seconds\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Level) = [4]>\ngo to x: (0) y: (-125)\nclear graphic effects\nshow\nwait until <touching (player v)?>\nchange [v-bucls v] by (100)\nbroadcast (babysfirstvbuck v)\nrepeat (10)\n change y by (3)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nwait until <(Level) = [5]>\nclear graphic effects\nshow\ngo to x: (-67) y: (-58)\ncreate clone of (_myself_ v)\ngo to x: (-6) y: (5)\ncreate clone of (_myself_ v)\ngo to x: (47) y: (66)\ncreate clone of (_myself_ v)\nwait until <(Level) = [15]>\nclear graphic effects\ngo to x: (-128) y: (81)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait until <touching (player v)?>\nchange [v-bucls v] by (100)\nrepeat (10)\n change y by (3)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I start as a clone\nforever\n next costume\n wait (0) seconds\nend\n\nset size to (60) %\n\nwhen flag clicked\nwait until <(Level) = [5]>\nhide\n\n@Shield\n\nwhen flag clicked\nset [level v] to [0]\ngo to x: (174) y: (-108)\nset [shield v] to [0]\nhide\nwait (1) seconds\nwait until <(Level) = [6]>\ngo to x: (174) y: (-98)\nshow\nwait until <touching (player v)?>\nclear graphic effects\nset [shield v] to [1]\nrepeat (10)\n change [brightness v] effect by (20)\n change [ghost v] effect by (10)\nend\nhide\nwait until <(Level) = [7]>\nclear graphic effects\nset [shield v] to [0]\ngo to x: (190) y: (10)\nshow\nwait until <touching (player v)?>\nset [shield v] to [1]\nrepeat (10)\n change [brightness v] effect by (20)\n change [ghost v] effect by (10)\nend\nwait until <(Level) = [8]>\nclear graphic effects\nset [shield v] to [0]\ngo to x: (190) y: (10)\nhide\nwait until <(Level) = [13]>\nclear graphic effects\nset [shield v] to [0]\ngo to x: (-24) y: (139)\nshow\nwait until <touching (player v)?>\nset [shield v] to [1]\nrepeat (10)\n change [brightness v] effect by (20)\n change [ghost v] effect by (10)\nend\nwait until <(Level) = [14]>\nclear graphic effects\nset [shield v] to [0]\ngo to x: (190) y: (10)\nhide\n\nwhen flag clicked\nforever\n repeat (15)\n change y by (1)\n end\n repeat (15)\n change y by (-1)\n end\nend\n\nset [level v] to [13]\n\n@V-buck count\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <not <(V-Bucls) = [0]>> then\n switch costume to (((V-Bucls) / (100)) + (1))\n else\n switch costume to (costume22 v)\n end\nend\n\nwhen I receive [babysfirstvbuck v]\nshow\n\n@Text\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Level) = [1]>\nset [ghost v] effect to (100)\nswitch costume to (txt1 v)\ngo to x: (-11) y: (22)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(Level) = [2]>\nset [ghost v] effect to (100)\nwait until <(Level) = [4]>\nset [ghost v] effect to (100)\nswitch costume to (txt2 v)\ngo to x: (-11) y: (22)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(Level) = [5]>\nset [ghost v] effect to (100)\nwait until <(Level) = [6]>\nset [ghost v] effect to (100)\nswitch costume to (txt3 v)\ngo to x: (-11) y: (22)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(Level) = [7]>\nset [ghost v] effect to (100)\nwait until <(Level) = [8]>\nset [ghost v] effect to (100)\nswitch costume to (txt4 v)\ngo to x: (-11) y: (22)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(Level) = [9]>\nset [ghost v] effect to (100)\n\n@Shop\n\nwhen I receive [babysfirstvbuck v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (backgroundlv v)\nhide\nset [songchoice v] to [0]\nset [shop v] to [0]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(shop) = [0]> then\n create clone of (_myself_ v)\n set [shop v] to [1]\n else\n set [shop v] to [0]\n end\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\nend\n\nwhen I start as a clone\nif <(songchoice) = [0]> then\n switch costume to (download \(13\) v)\nelse\n switch costume to (download \(13\)2 v)\nend\nrepeat until <(shop) = [0]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(V-Bucls) > [399]> then\n switch costume to (download \(13\)2 v)\n change [v-bucls v] by (-400)\n set [songchoice v] to [1]\n else\n repeat (2)\n play note (30) for (0.1) beats\n end\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Llama\n\nset [level v] to [14]\n\ncreate clone of (_myself_ v)\nchange y by (200)\n\nwhen I receive [candy v]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nswitch costume to (download \(34\)-costume2 v)\nrepeat (20)\n move (2) steps\n change y by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <touching (level v)?>\n turn left (180) degrees\n wait until <not <touching (level v)?>>\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [11]>\ngo to x: (30) y: (-122)\nclear graphic effects\npoint in direction (90)\nshow\nwait until <(Level) = [12]>\ngo to x: (-12) y: (-122)\nwait until <(Level) = [13]>\nhide\nwait until <(Level) = [14]>\ngo to x: (-82) y: (-113)\nclear graphic effects\npoint in direction (90)\nshow\nwait until <(Level) = [15]>\nhide\n\nset y to (-113)\n\n@Dynamite\n\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (8 v)\nhide\nDynamite Level [8]\nDynamite Level [9]\nDynamite Level [10]\nDynamite Level [12]\nDynamite Level [14]\nDynamite Level [15]\nDynamite Level [16]\nDynamite Level [17]\n\ndefine Dynamite Level ()\nwait until <(Level) = ()>\nswitch costume to ()\nshow\nwait until <(Level) = (() + (1))>\nhide\n\n@Llama2\n\nwhen I receive [candy2 v]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nswitch costume to (download \(34\)-costume2 v)\nrepeat (20)\n move (2) steps\n change y by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <touching (level v)?>\n turn left (180) degrees\n wait until <not <touching (level v)?>>\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\ngo to x: (82) y: (-113)\nclear graphic effects\npoint in direction (90)\nshow\nwait until <(Level) = [15]>\nhide\n\nset y to (-113)\n\ncreate clone of (_myself_ v)\nchange y by (200)\n\n | Thank you all so much for 1k followers!!!!\nNOMINATE SOMEONE - THE SCRATCH AWARDS:\nhttps://scratch.mit.edu/projects/287231701/\n`•.¸¸.•´´¯`••._.••`¯´´•.¸¸.•``•.¸¸.•´´¯`••._.••`¯´´•.¸\nSolve a real-time mystery 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Pixel Jump~A Platformer | @Stage\n\nwhen I receive [start game v]\nrepeat (30)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nforever\n if <(level) = [1]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) = [2]> then\n switch backdrop to (backdrop3 v)\n end\n if <(level) = [3]> then\n switch backdrop to (backdrop4 v)\n end\n if <(level) = [4]> then\n switch backdrop to (backdrop5 v)\n end\n if <(level) = [5]> then\n switch backdrop to (backdrop6 v)\n end\n if <(level) = [6]> then\n switch backdrop to (backdrop7 v)\n end\n if <(level) = [7]> then\n switch backdrop to (backdrop8 v)\n end\n if <(level) = [8]> then\n switch backdrop to (backdrop9 v)\n end\n if <(level) = [8]> then\n switch backdrop to (backdrop11 v)\n end\n if <(level) = [9]> then\n switch backdrop to (backdrop10 v)\n end\n if <(level) = [10]> then\n switch backdrop to (backdrop12 v)\n end\n if <(level) = [14]> then\n switch backdrop to (backdrop13 v)\n end\n if <(level) = [15]> then\n switch backdrop to (backdrop12 v)\n broadcast (boss fight v)\n stop [this script v]\n end\nend\n\nwhen I receive [move on v]\nforever\n if <(level) = [16]> then\n switch backdrop to (backdrop1 v)\n end\n if <(level) = [17]> then\n switch backdrop to (backdrop15 v)\n end\nend\n\nwhen I receive [start screen v]\nset volume to (100) %\nswitch backdrop to (backdrop1 v)\nplay sound [ReiX-Digital Insanity - Unreal Superhero.mp3 v] until done\n\n@Player\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (-60)\nset size to (500) %\nforever\n if <touching color (#ff0000)?> then\n go to x: (-198) y: (-126)\n end\nend\n\nwhen I receive [right v]\nnext costume\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [start game v]\ngo to x: (-198) y: (-126)\nset size to (400) %\nforever\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xvel) * (-1))\n change y by (-7)\n if <key (up arrow v) pressed?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [next level v]\ngo to x: (-198) y: (-126)\nchange [level v] by (1)\n\nwhen I receive [start game v]\nwait (1) seconds\nset volume to (100) %\nforever\n play sound [City Lights v] until done\nend\n\nwhen I receive [boss fight failed v]\ngo to x: (-198) y: (-126)\n\nwhen I receive [boss fight failed v]\ngo to x: (-198) y: (-126)\n\nwhen I receive [next level v]\ngo to x: (-198) y: (-126)\nchange [level v] by (1)\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\ngo to [back v] layer\n\n@Arrow right\n\nwhen this sprite clicked\nbroadcast (right v)\nwait (.5) seconds\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\ngo to x: (49) y: (-61)\nshow\n\n@Title\n\nwhen flag clicked\nforever\n set size to (100) %\n go to x: (0) y: (96)\n show\n clear graphic effects\n set [ghost v] effect to (0)\n forever\n change y by ([cos v] of ((p) / (1)) )\n change [p v] by (5)\n end\nend\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\n@Arrow right2\n\nwhen this sprite clicked\nbroadcast (left v)\nwait (.5) seconds\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\ngo to x: (-55) y: (-61)\nshow\n\n@play\n\nwhen this sprite clicked\nbroadcast (start game v)\n\nwhen flag clicked\nshow\ngo to x: (14) y: (34)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start game v]\nhide\n\n@next\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (next level v)\n end\n if <(level) = [17]> then\n show\n end\nend\n\nwhen I receive [boss fight v]\nhide\n\nwhen I receive [move on v]\nshow\nswitch backdrop to (backdrop14 v)\n\nwhen I receive [start game v]\nshow\n\n@lava\n\nwhen flag clicked\nhide\nforever\n if <(level) = [3]> then\n show\n switch costume to (costume1 v)\n go to x: (-14) y: (-66)\n end\n if <(level) = [4]> then\n show\n switch costume to (costume2 v)\n go to x: (10) y: (-66)\n end\n if <(level) = [5]> then\n show\n switch costume to (costume3 v)\n go to x: (10) y: (-68)\n end\n if <(level) = [6]> then\n show\n switch costume to (costume4 v)\n go to x: (0) y: (-55)\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [10]> then\n show\n switch costume to (costume1 v)\n go to x: (-22) y: (-66)\n end\n if <(level) = [11]> then\n show\n switch costume to (costume4 v)\n go to x: (-120) y: (-48)\n end\n if <(level) = [12]> then\n show\n switch costume to (costume2 v)\n go to x: (29) y: (-55)\n end\n if <(level) = [13]> then\n hide\n switch costume to (costume3 v)\n go to x: (-68) y: (-66)\n end\n if <(level) = [14]> then\n hide\n end\nend\n\nshow\n\n@laser\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nwait until <(level) = [8]>\nshow\nrepeat until <(level) = [9]>\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\n@Dark Cube\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [boss fight v]\nswitch costume to (costume1 v)\nshow\nset size to (400) %\ngo to x: (74) y: (-125)\nsay [Hello I see that you escaped before I could take over] for (3) seconds\nsay [But today you will not I will destroy you and this city will be MINE!] for (4) seconds\nbroadcast (ring #1 v)\nwait (1) seconds\nsay [You see this ring! It will destroy you!!!!!!!!!!!!] for (3) seconds\n\nbroadcast (boss fight v)\n\nwhen I receive [ring #2 v]\nsay [owww!!!!!!!!!!!!!!] for (2) seconds\nsay [take this] for (2) seconds\n\nwhen I receive [boss fight failed v]\nwait (1) seconds\nbroadcast (ring #1 v)\nwait (1) seconds\nsay [You see this ring! It will destroy you!!!!!!!!!!!!] for (3) seconds\n\nwhen I receive [ring #3 v]\nstop [other scripts in sprite v]\nsay [owww!!!!!!!!!!!!!!] for (2) seconds\nsay [YARRRRRRGHHHHHH!!!!!!] for (2) seconds\nsay [This one is sure to destroy you] for (2) seconds\nswitch costume to (costume2 v)\n\nsay [take this] for (2) seconds\n\nwhen I receive [no too much v]\nsay [no I-I-I can't hold this it is too-too-too much] for (3) seconds\nwait (1.5) seconds\nsay [noooo!!!!!!] for (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (move on v)\n\n@Fire ring\n\nwhen I receive [ring #1 v]\nset size to (100) %\npoint in direction (90)\nshow\ngo to x: (79) y: (-54)\nwait (6) seconds\npoint in direction (-30)\nforever\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n point towards (player v)\nend\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [boss fight v]\nhide\n\nwhen I receive [ring #1 v]\nforever\n if on edge, bounce\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n broadcast (boss fight failed v)\n hide\n stop [this script v]\n end\n if <touching (dark cube v)?> then\n stop [other scripts in sprite v]\n broadcast (ring #2 v)\n hide\n stop [this script v]\n end\nend\n\nhide\n\nrepeat (25)\n\nwhen I receive [ring #2 v]\ncreate clone of (_myself_ v)\nwait (3) seconds\nset size to (50) %\npoint in direction (90)\nshow\ngo to x: (31) y: (-79)\nwait (4) seconds\npoint in direction (-30)\nforever\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n point towards (player v)\nend\n\nwhen I start as a clone\nwait (3) seconds\nset size to (50) %\npoint in direction (90)\nshow\ngo to x: (133) y: (-79)\nwait (4) seconds\npoint in direction (30)\nforever\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n point towards (player v)\nend\n\nwhen I receive [ring #2 v]\nforever\n if on edge, bounce\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n broadcast (boss fight failed v)\n hide\n stop [this script v]\n end\n if <touching (dark cube v)?> then\n stop [other scripts in sprite v]\n broadcast (ring #3 v)\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if on edge, bounce\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n broadcast (boss fight failed v)\n hide\n delete this clone\n end\n if <touching (dark cube v)?> then\n stop [other scripts in sprite v]\n broadcast (ring #3 v)\n delete this clone\n end\nend\n\nstop [this script v]\n\nhide\n\nstop [this script v]\n\nwhen I receive [ring #3 v]\nhide\n\nwhen I receive [ring #3 v]\ndelete this clone\n\nwhen I receive [ring #3 v]\nstop [other scripts in sprite v]\nwait (5) seconds\nset size to (100) %\nshow\ngo to x: (72) y: (-64)\nglide (1) secs to x: (73) y: (126)\nbroadcast (NO too much v)\nwait (4) seconds\nglide (.2) secs to x: (75) y: (-109)\nhide\n\n | |
Earth-an elemental platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next_level_ v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Vexento - Let's Run Away v] until done\nend\n\nwhen backdrop switches to [backdrop13 v]\nwait (1.5) seconds\nswitch backdrop to (backdrop14 v)\n\n@Grass\n\nwhen flag clicked\nforever\n if <touching color (#0094b1)?> then\n set [yv v] to [22]\n end\nend\n\nwhen flag clicked\ngo to x: (-213) y: (-40)\nhide\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait (1.5) seconds\nforever\n if <touching (level line v)?> then\n broadcast (next_level_ v)\n go to x: (-213) y: (-40)\n end\n if <<touching color (#ff8600)?> or <touching (blades v)?>> then\n go to x: (-213) y: (-40)\n end\nend\n\nwhen flag clicked\nwait (1.5) seconds\nshow\nset [level v] to [1]\ngo to x: (-213) y: (-40)\nswitch backdrop to (level1 v)\ngo to [front v] layer\nset [yv v] to [0]\nset [xv v] to [0]\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 (#35e200)?> or <touching color (#834a00)?>> then\n change y by (1)\n if <<touching color (#35e200)?> or <touching color (#834a00)?>> then\n change y by (1)\n if <<touching color (#35e200)?> or <touching color (#834a00)?>> then\n change y by (1)\n if <<touching color (#35e200)?> or <touching color (#834a00)?>> then\n change y by (1)\n if <<touching color (#35e200)?> or <touching color (#834a00)?>> then\n change y by (1)\n if <<touching color (#35e200)?> or <touching color (#834a00)?>> 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 (#35e200)?> or <touching color (#834a00)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#35e200)?> or <touching color (#834a00)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen [r v] key pressed\ngo to x: (-213) y: (-40)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <[] = [0]> then\n broadcast (Game Over v)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [game over v]\nswitch costume to (costume2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Level line\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go to x: (242) y: (-3)\nend\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@Blades\n\nwhen flag clicked\nhide\ngo to x: (-55) y: (-145)\nforever\n repeat (20)\n turn right (5) degrees\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\ncreate clone of (_myself_ v)\nshow\n\nwhen I start as a clone\nshow\ngo to x: (52) y: (-145)\nforever\n repeat (20)\n turn left (5) degrees\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@laser\n\nwhen flag clicked\nhide\ngo to x: (-25) y: (-22)\nforever\n repeat (50)\n turn left (2) degrees\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (149) y: (-22)\nforever\n repeat (50)\n turn left (2) degrees\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen I start as a clone\nforever\n if <(backdrop [number v]) = [6]> then\n hide\n delete this clone\n end\nend\n\n@Rocks\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (33) y: (-109)\nhide\nforever\n wait (1) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop6 v]\nshow\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@icon\n\nwhen flag clicked\ngo to x: (224) y: (-169)\nset [ghost v] effect to (50)\n\n@Bouncy Thingummi\n\nwhen flag clicked\nhide\ngo to x: (73) y: (-80)\nforever\n next costume\n wait (1.5) seconds\nend\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n go to x: (-133) y: (-64)\n switch costume to (costume1 v)\n wait (1) seconds\n go to x: (46) y: (-18)\n switch costume to (costume2 v)\n wait (1) seconds\n go to x: (200) y: (21)\n switch costume to (costume3 v)\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n | >>>>>>>>>>>>>>>>>>>>> • <<<<<<<<<<<<<<<<<<<\nWelcome to....Earth Platformer! The 3rd platformer in the elemental series! (Yay!)\n~So I tried to make the graphics a little better than the previous games. Let me know what you think of them!\n~Arrow keys to move\n~Avoid lava\n~r to restart a level\n~You can walk on green & brown\n~This one is a little shorter than the others...\n>>>>>>>>>>>>>>>>>>>>> • <<<<<<<<<<<<<<<<<<<\n\n\n\n\n\n\n\nHint: Jump at the LAST POSSIBLE second!\n\n¯\(•◡•)/¯ |
Magenta - A Platformer (For SDS Monochromatic) | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nset [level v] to [0]\nrepeat until <(Level) > [10]>\n change [level v] by (1)\n broadcast (Laad v) and wait\n broadcast (GO!!! v) and wait\nend\nbroadcast (Game Clear v)\n\nwhen flag clicked\nforever\n play sound [The Show Must Be Go v] until done\nend\n\n@Doeblok\n\nwhen I receive [laad v]\nshow\nset size to (35) %\nset [ghost v] effect to (100)\ngo to x: (item (Level) of [spawn x v]) y: (item (Level) of [spawn y v])\nset [valsnelheid v] to [0]\n\ndefine sprongbesturing\nif <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching (platform v)?> then\n set [valsnelheid v] to (vertreksnelheid)\n end\n change y by (1)\nend\n\ndefine uitvoeren besturing\nif <key (right arrow v) pressed?> then\n point in direction (90)\n broadcast (rechts v)\n change x by (uitvoersnelheid)\n if <touching (platform v)?> then\n change x by ((0) - (uitvoersnelheid))\n end\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n broadcast (links v)\n change x by ((0) - (uitvoersnelheid))\n if <touching (platform v)?> then\n change x by (uitvoersnelheid)\n end\nend\n\ndefine nabootsen zwaartekracht\nchange y by (valsnelheid)\nif <touching (platform v)?> then\n if <(valsnelheid) < [0]> then\n set [omdraaistap v] to [1]\n else\n set [omdraaistap v] to [-1]\n end\n repeat until <not <touching (platform v)?>>\n change y by (omdraaistap)\n end\n set [valsnelheid v] to [0]\nelse\n change [valsnelheid v] by (zwaartekracht)\nend\n\nwhen I receive [go!!! v]\nset [vertreksnelheid v] to [12]\nset [uitvoersnelheid v] to [5]\nset [zwaartekracht v] to [-1]\nforever\n hit Dark Magenta?\n nabootsen zwaartekracht\n uitvoeren besturing\n sprongbesturing\nend\n\nwhen I receive [finish! v]\nstop [other scripts in sprite v]\n\nwhen [r v] key pressed\nchange y by (-1)\nif <touching (platform v)?> then\n go to x: (item (Level) of [spawn x v]) y: (item (Level) of [spawn y v])\nend\nchange y by (1)\n\nwhen I receive [game clear v]\nhide\n\nwhen flag clicked\nshow\n\ndefine hit Dark Magenta?\nif <touching (dark magenta v)?> then\n go to x: (item (Level) of [spawn x v]) y: (item (Level) of [spawn y v])\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set size to (35) %\n go to [front v] layer\n go to (doeblok v)\n point in direction ([direction v] of [doeblok v])\nend\n\nwhen I receive [game clear v]\nhide\n\nwhen flag clicked\nshow\n\n@Platform\n\nwhen I receive [game clear v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\n@Dark Magenta\n\nwhen I receive [game clear v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\n@Sprite2\n\nwhen I receive [go!!! v]\ngo to x: (item (Level) of [goal x v]) y: (item (Level) of [goal y v])\nwait until <touching (doeblok v)?>\nbroadcast (Finish! v)\n\nwhen I receive [game clear v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n set [timeswitch v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (TimeSwitch)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n | In the world of Magenta, everything is a shade of that color. Sometimes, magenta will help you. Sometimes, eh... not.\n\nThe Rules:\nUse the arrow keys to move\nTouch the light magenta ball to continue\nDon't touch dark magenta, it teleports you back to the start of the level |
Red a platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nshow\ngo to x: (-217) y: (-20)\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?> 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 (#ff3333)?> then\n change y by (1)\n end\n if <touching color (#ff3333)?> then\n change y by (1)\n end\n if <touching color (#ff3333)?> then\n change y by (1)\n end\n if <touching color (#ff3333)?> then\n change y by (1)\n end\n if <touching color (#ff3333)?> 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 [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 color (#ff3333)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#ff3333)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [275]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\n if <touching color (#ff8080)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n play sound [recording1 v] until done\nend\n\n | Use the arrow keys to move. Everything is red. Please share this with everybody you know. Scroll down to find out how to beat level 4. Part 3 is out! https://scratch.mit.edu/projects/297113788/\nPart 4 will be made after 115 loves or favourites or 7000 views.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTo beat level 4:\nHold right until you are by the wall. Keep holding right and wall jump once. You will go over the hole but keep on holding right. |
Parkour Platformer - (100% Pen) - Part 2 | @Stage\n\n@PEN\n\nwhen flag clicked\nhide\ncreate level\nget colors\nset [goal v] to [0]\nrepeat until <(goal) = [1]>\n physics [8] <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n set [camoffsetx v] to (((0.8) * (camOffsetX)) + ((0.2) * ((-3) * (velX))))\n set [camoffsety v] to (((0.8) * (camOffsetY)) + ((0.2) * ((-3) * (velY))))\n set [camx v] to ((playerX) + (camOffsetX))\n set [camy v] to ((playerY) + (camOffsetY))\n draw\n if <<(death) = [1]> or <(playerY) < [-500]>> then\n reset\n end\nend\n\ndefine create level\nset [playerx v] to [0]\nset [playery v] to [0]\nset [camoffsetx v] to [0]\nset [camoffsety v] to [0]\nset [slopemove v] to [0]\nset [onground v] to [0]\nset [walljump v] to [0]\ndelete all of [linetype v]\ndelete all of [linex0 v]\ndelete all of [linex1 v]\ndelete all of [liney0 v]\ndelete all of [liney1 v]\nadd line | type [0] (X0, Y0) [-1700] [-50] (X1, Y1) [200] [-50]\nadd line | type [0] (X0, Y0) [200] [-50] (X1, Y1) [300] [150]\nadd line | type [0] (X0, Y0) [-100] [-50] (X1, Y1) [-100] [50]\nadd line | type [0] (X0, Y0) [-100] [50] (X1, Y1) [-200] [50]\nadd line | type [0] (X0, Y0) [-200] [50] (X1, Y1) [-200] [-50]\nadd line | type [0] (X0, Y0) [-300] [-50] (X1, Y1) [-300] [100]\nadd line | type [0] (X0, Y0) [-300] [100] (X1, Y1) [-400] [100]\nadd line | type [0] (X0, Y0) [-400] [100] (X1, Y1) [-400] [-50]\nadd line | type [0] (X0, Y0) [-500] [-50] (X1, Y1) [-500] [200]\nadd line | type [0] (X0, Y0) [-500] [200] (X1, Y1) [-600] [200]\nadd line | type [0] (X0, Y0) [-600] [200] (X1, Y1) [-600] [-50]\nadd line | type [0] (X0, Y0) [-700] [-50] (X1, Y1) [-700] [100]\nadd line | type [0] (X0, Y0) [-700] [100] (X1, Y1) [-800] [100]\nadd line | type [0] (X0, Y0) [-800] [100] (X1, Y1) [-800] [-50]\nadd line | type [3] (X0, Y0) [-1000] [-50] (X1, Y1) [-1050] [0]\nadd line | type [3] (X0, Y0) [-1050] [0] (X1, Y1) [-1100] [-50]\nadd line | type [3] (X0, Y0) [-1200] [-50] (X1, Y1) [-1250] [50]\nadd line | type [3] (X0, Y0) [-1250] [50] (X1, Y1) [-1300] [-50]\nadd line | type [1] (X0, Y0) [-1400] [-50] (X1, Y1) [-1450] [-50]\nadd line | type [3] (X0, Y0) [-1450] [-50] (X1, Y1) [-1500] [150]\nadd line | type [3] (X0, Y0) [-1550] [-50] (X1, Y1) [-1500] [150]\nadd line | type [0] (X0, Y0) [-1700] [-50] (X1, Y1) [-1700] [-450]\nadd line | type [0] (X0, Y0) [-1800] [-50] (X1, Y1) [-1800] [-500]\nadd line | type [0] (X0, Y0) [-1800] [-500] (X1, Y1) [-800] [-500]\nadd line | type [3] (X0, Y0) [-1600] [-500] (X1, Y1) [-1500] [-450]\nadd line | type [3] (X0, Y0) [-1400] [-500] (X1, Y1) [-1500] [-450]\nadd line | type [3] (X0, Y0) [-1200] [-500] (X1, Y1) [-1100] [-450]\nadd line | type [3] (X0, Y0) [-1000] [-500] (X1, Y1) [-1100] [-450]\nadd line | type [1] (X0, Y0) [-800] [-500] (X1, Y1) [-700] [-500]\nadd line | type [0] (X0, Y0) [-700] [-300] (X1, Y1) [-700] [-500]\nadd line | type [1] (X0, Y0) [-700] [-300] (X1, Y1) [-600] [-300]\nadd line | type [0] (X0, Y0) [-600] [-100] (X1, Y1) [-600] [-300]\nadd line | type [0] (X0, Y0) [-600] [-100] (X1, Y1) [-300] [-100]\nadd line | type [1] (X0, Y0) [-300] [-100] (X1, Y1) [200] [-100]\nadd line | type [0] (X0, Y0) [200] [-100] (X1, Y1) [400] [-100]\nadd line | type [0] (X0, Y0) [300] [-50] (X1, Y1) [300] [300]\nadd line | type [0] (X0, Y0) [400] [-100] (X1, Y1) [400] [300]\nadd line | type [1] (X0, Y0) [300] [500] (X1, Y1) [300] [300]\nadd line | type [0] (X0, Y0) [400] [300] (X1, Y1) [600] [300]\nadd line | type [0] (X0, Y0) [600] [400] (X1, Y1) [700] [400]\nadd line | type [0] (X0, Y0) [700] [500] (X1, Y1) [800] [500]\nadd line | type [0] (X0, Y0) [800] [600] (X1, Y1) [900] [600]\nadd line | type [0] (X0, Y0) [900] [600] (X1, Y1) [900] [1000]\nadd line | type [3] (X0, Y0) [800] [650] (X1, Y1) [800] [1000]\nadd line | type [3] (X0, Y0) [800] [1150] (X1, Y1) [1100] [1150]\nadd line | type [0] (X0, Y0) [900] [1000] (X1, Y1) [950] [1000]\nadd line | type [3] (X0, Y0) [950] [1050] (X1, Y1) [1000] [1050]\nadd line | type [0] (X0, Y0) [1000] [1000] (X1, Y1) [1050] [1000]\nadd line | type [0] (X0, Y0) [1050] [1050] (X1, Y1) [1100] [1050]\nadd line | type [0] (X0, Y0) [1100] [1050] (X1, Y1) [1300] [1050]\nadd line | type [0] (X0, Y0) [1100] [1000] (X1, Y1) [1150] [1000]\nadd line | type [0] (X0, Y0) [1200] [1000] (X1, Y1) [1350] [1000]\nadd line | type [3] (X0, Y0) [1300] [1050] (X1, Y1) [1300] [1300]\nadd line | type [1] (X0, Y0) [1350] [1000] (X1, Y1) [1450] [1000]\nadd line | type [1] (X0, Y0) [1450] [1200] (X1, Y1) [1550] [1200]\nadd line | type [1] (X0, Y0) [1550] [1300] (X1, Y1) [1650] [1300]\nadd line | type [1] (X0, Y0) [1650] [1500] (X1, Y1) [1750] [1500]\nadd line | type [0] (X0, Y0) [1850] [1500] (X1, Y1) [1750] [1500]\nadd line | type [0] (X0, Y0) [1850] [1500] (X1, Y1) [1850] [0]\nadd line | type [0] (X0, Y0) [1950] [1750] (X1, Y1) [1950] [0]\nadd line | type [3] (X0, Y0) [1750] [0] (X1, Y1) [1950] [0]\nadd line | type [0] (X0, Y0) [1950] [1750] (X1, Y1) [2050] [1750]\nadd line | type [1] (X0, Y0) [2250] [1750] (X1, Y1) [2050] [1750]\nadd line | type [2] (X0, Y0) [2350] [1750] (X1, Y1) [2250] [1750]\nadd line | type [3] (X0, Y0) [1950] [2050] (X1, Y1) [3000] [2050]\n\ndefine physics (steps) <up> <left> <right>\nget physics platforms ((playerX) - (80)) ((playerX) + (80)) ((playerY) - (80)) ((playerY) + (80))\nset [death v] to [0]\nchange [walljump v] by (-1)\nrepeat (steps)\n change [onground v] by ((-1) / (steps))\n if <up> then\n if <(onground) > [0]> then\n set [vely v] to [22]\n set [onground v] to [0]\n set [slopemove v] to [0]\n else\n if <(walljump) > [0]> then\n if <<(walldir) = [right]> and <left>> then\n set [vely v] to [15]\n set [velx v] to [-12]\n else\n if <<(walldir) = [left]> and <right>> then\n set [vely v] to [15]\n set [velx v] to [12]\n end\n end\n end\n end\n end\n if <left> then\n change [velx v] by ((-3) / (steps))\n end\n if <right> then\n change [velx v] by ((3) / (steps))\n end\n if <(slopemove) > [0]> then\n set [vely v] to ((steps) * (slopemove))\n else\n change [vely v] by ((-1.5) / (steps))\n end\n if <(velY) > [65]> then\n set [vely v] to [65]\n else\n if <(velY) < [-65]> then\n set [vely v] to [-65]\n end\n end\n move Y ((velY) / (steps)) (playerY) ((playerX) - (10)) ((playerX) + (10)) ((playerY) - (10)) ((playerY) + (10))\n if <(death) = [1]> then\n set [goal v] to [0]\n stop [this script v]\n end\n if <(goal) = [1]> then\n stop [this script v]\n end\n if <not <(slopemove) = [0]>> then\n set [velx v] to ((steps) * (slopemove))\n end\n if <(velX) > [65]> then\n set [velx v] to [65]\n else\n if <(velX) < [-65]> then\n set [velx v] to [-65]\n end\n end\n move X ((velX) / (steps)) (playerX) ((playerX) - (10)) ((playerX) + (10)) ((playerY) - (10)) ((playerY) + (10))\n if <(death) = [1]> then\n set [goal v] to [0]\n stop [this script v]\n end\n if <(goal) = [1]> then\n stop [this script v]\n end\nend\nset [velx v] to ((0.8) * (velX))\nif <([abs v] of (velX) ) < [0.5]> then\n set [velx v] to [0]\nend\nset [vely v] to ((0.96) * (velY))\nif <([abs v] of (velY) ) < [0.5]> then\n set [vely v] to [0]\nend\n\ndefine draw\nget draw lines\npen up\nerase all\nset pen color to ((1) * (16777215))\nset pen size to (200)\ngo to x: (-250) y: (-90)\npen down\nset x to (250)\nset y to (90)\nset x to (-250)\nset y to (-90)\npen up\nset pen size to (6)\nset [_i0 v] to [0]\nrepeat (4)\n set pen color to (item ((_i0) + (1)) of [colors v])\n set [_i1 v] to [1]\n repeat ((length of [drawlines v]) / (5))\n if <(item (_i1) of [drawlines v]) = (_i0)> then\n go to x: (item ((_i1) + (1)) of [drawlines v]) y: (item ((_i1) + (2)) of [drawlines v])\n pen down\n go to x: (item ((_i1) + (3)) of [drawlines v]) y: (item ((_i1) + (4)) of [drawlines v])\n pen up\n end\n change [_i1 v] by (5)\n end\n change [_i0 v] by (1)\nend\ndraw player ((playerX) - (camX)) ((playerY) - (camY))\n\ndefine reset\nset [playerx v] to [0]\nset [playery v] to [0]\nset [velx v] to [0]\nset [vely v] to [0]\nset [camoffsetx v] to (camX)\nset [camoffsety v] to (camY)\nset [slopemove v] to [0]\nset [onground v] to [0]\nset [walljump v] to [0]\n\ndefine add line | type (type) (X0, Y0) (x0) (y0) (X1, Y1) (x1) (y1)\nadd (type) to [linetype v]\nadd (x0) to [linex0 v]\nadd (y0) to [liney0 v]\nadd (x1) to [linex1 v]\nadd (y1) to [liney1 v]\n\ndefine get draw lines\ndelete all of [drawlines v]\nset [_i0 v] to [1]\nrepeat (length of [linetype v])\n add draw line (item (_i0) of [linetype v]) ((item (_i0) of [linex0 v]) - (camX)) ((item (_i0) of [liney0 v]) - (camY)) ((item (_i0) of [linex1 v]) - (camX)) ((item (_i0) of [liney1 v]) - (camY))\n change [_i0 v] by (1)\nend\n\ndefine add draw line (type) (x0) (y0) (x1) (y1)\nif <(x0) < (x1)> then\n set [_x0 v] to (x0)\n set [_y0 v] to (y0)\n set [_x1 v] to (x1)\n set [_y1 v] to (y1)\nelse\n set [_x0 v] to (x1)\n set [_y0 v] to (y1)\n set [_x1 v] to (x0)\n set [_y1 v] to (y0)\nend\nif <<(_x1) < [-250]> or <(_x0) > [250]>> then\n stop [this script v]\nend\nif <(_y0) < (_y1)> then\n if <<(_y1) < [-190]> or <(_y0) > [190]>> then\n stop [this script v]\n end\nelse\n if <<(_y0) < [-190]> or <(_y1) > [190]>> then\n stop [this script v]\n end\nend\nif <(_x0) < [-250]> then\n set [_y0 v] to ((_y0) + (((_y1) - (_y0)) * (((-250) - (_x0)) / ((_x1) - (_x0)))))\n set [_x0 v] to [-250]\nend\nif <(_y0) < [-190]> then\n set [_x0 v] to ((_x0) + (((_x1) - (_x0)) * (((-190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y0 v] to [-190]\nelse\n if <(_y0) > [190]> then\n set [_x0 v] to ((_x0) + (((_x1) - (_x0)) * (((190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y0 v] to [190]\n end\nend\nif <(_x0) < [-250]> then\n stop [this script v]\nend\nif <(_x1) > [250]> then\n set [_y1 v] to ((_y0) + (((_y1) - (_y0)) * (((250) - (_x0)) / ((_x1) - (_x0)))))\n set [_x1 v] to [250]\nend\nif <(_y1) < [-190]> then\n set [_x1 v] to ((_x0) + (((_x1) - (_x0)) * (((-190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y1 v] to [-190]\nelse\n if <(_y1) > [190]> then\n set [_x1 v] to ((_x0) + (((_x1) - (_x0)) * (((190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y1 v] to [190]\n end\nend\nif <(_x1) > [250]> then\n stop [this script v]\nend\nadd (type) to [drawlines v]\nadd (_x0) to [drawlines v]\nadd (_y0) to [drawlines v]\nadd (_x1) to [drawlines v]\nadd (_y1) to [drawlines v]\n\ndefine get colors\ndelete all of [colors v]\nadd ((((65536) * (0)) + ((256) * (0))) + (0)) to [colors v]\nadd ((((65536) * (255)) + ((256) * (63))) + (247)) to [colors v]\nadd ((((65536) * (63)) + ((256) * (247))) + (63)) to [colors v]\nadd ((((65536) * (255)) + ((256) * (95))) + (63)) to [colors v]\nadd ((((65536) * (0)) + ((256) * (127))) + (255)) to [colors v]\n\ndefine draw player (x) (y)\nset pen size to (4)\nset pen color to (item (5) of [colors v])\nset pen color to (#ff0000)\ngo to x: ((x) - (8)) y: ((y) - (8))\npen down\nchange x by (16)\nchange y by (16)\nchange x by (-16)\nchange y by (-16)\npen up\n\ndefine get physics platforms (xmin) (xmax) (ymin) (ymax)\ndelete all of [physicsplats v]\nset [_i0 v] to [1]\nrepeat (length of [linetype v])\n set [_i1 v] to [1]\n if <(item (_i0) of [linex0 v]) < (item (_i0) of [linex1 v])> then\n if <<(item (_i0) of [linex1 v]) < (xmin)> or <(item (_i0) of [linex0 v]) > (xmax)>> then\n set [_i1 v] to [0]\n end\n else\n if <<(item (_i0) of [linex0 v]) < (xmin)> or <(item (_i0) of [linex1 v]) > (xmax)>> then\n set [_i1 v] to [0]\n end\n end\n if <(item (_i0) of [liney0 v]) < (item (_i0) of [liney1 v])> then\n if <<(item (_i0) of [liney1 v]) < (ymin)> or <(item (_i0) of [liney0 v]) > (ymax)>> then\n set [_i1 v] to [0]\n end\n else\n if <<(item (_i0) of [liney0 v]) < (ymin)> or <(item (_i0) of [liney1 v]) > (ymax)>> then\n set [_i1 v] to [0]\n end\n end\n if <(_i1) = [1]> then\n add (_i0) to [physicsplats v]\n end\n change [_i0 v] by (1)\nend\n\ndefine move Y (vel) (cy) (xmin) (xmax) (ymin) (ymax)\nset [slopemove v] to [0]\nif <(vel) = [0]> then\n stop [this script v]\nend\nset [_highid v] to [none]\nset [_hightype v] to [-1]\nset [_lowid v] to [none]\nset [_lowtype v] to [-1]\nif <(vel) > [0]> then\n set [_highpos v] to ((ymax) + (vel))\n set [_lowpos v] to (cy)\nelse\n set [_highpos v] to (cy)\n set [_lowpos v] to ((ymin) + (vel))\nend\nset [_i0 v] to [1]\nrepeat (length of [physicsplats v])\n set [_i1 v] to (item (_i0) of [physicsplats v])\n set [_i2 v] to [1]\n if <(item (_i1) of [linex0 v]) < (item (_i1) of [linex1 v])> then\n if <not <<(item (_i1) of [linex1 v]) > (xmin)> and <(item (_i1) of [linex0 v]) < (xmax)>>> then\n set [_i2 v] to [0]\n end\n else\n if <not <<(item (_i1) of [linex0 v]) > (xmin)> and <(item (_i1) of [linex1 v]) < (xmax)>>> then\n set [_i2 v] to [0]\n end\n end\n if <(_i2) = [1]> then\n platform collision (item (_i1) of [liney0 v]) (item (_i1) of [linex0 v]) (item (_i1) of [liney1 v]) (item (_i1) of [linex1 v]) (cy) (xmin) (xmax)\n end\n change [_i0 v] by (1)\nend\nif <(vel) > [0]> then\n change [playery v] by ((_highPos) - (ymax))\n set [_i0 v] to (_highType)\n set [_i1 v] to (_highID)\nelse\n change [playery v] by ((_lowPos) - (ymin))\n set [_i0 v] to (_lowType)\n set [_i1 v] to (_lowID)\nend\nif <(_i0) = [3]> then\n set [death v] to [1]\nelse\n if <(_i0) = [2]> then\n set [goal v] to [1]\n else\n if <(_i0) = [1]> then\n set [vely v] to ((-40) * ((velY) / ([abs v] of (velY) )))\n else\n if <(_i0) = [0]> then\n if <(vel) < [0]> then\n set [_i2 v] to [0]\n if <(item (_i1) of [liney0 v]) < (item (_i1) of [liney1 v])> then\n if <(item (_i1) of [liney1 v]) > (ymin)> then\n set [_i2 v] to [1]\n end\n else\n if <(item (_i1) of [liney0 v]) > (ymin)> then\n set [_i2 v] to [1]\n end\n end\n if <(_i2) = [1]> then\n set [_i2 v] to (((item (_i1) of [linex1 v]) - (item (_i1) of [linex0 v])) / ((item (_i1) of [liney1 v]) - (item (_i1) of [liney0 v])))\n if <([abs v] of (_i2) ) < [1]> then\n set [slopemove v] to ((_i2) * (vel))\n set [onground v] to [0]\n end\n end\n end\n if <(slopemove) = [0]> then\n set [vely v] to [0]\n if <(vel) < [0]> then\n set [onground v] to [4]\n end\n end\n end\n end\n end\nend\n\ndefine move X (vel) (cx) (xmin) (xmax) (ymin) (ymax)\nset [slopemove v] to [0]\nif <(vel) = [0]> then\n stop [this script v]\nend\nset [_highid v] to [none]\nset [_hightype v] to [-1]\nset [_lowid v] to [none]\nset [_lowtype v] to [-1]\nif <(vel) > [0]> then\n set [_highpos v] to ((xmax) + (vel))\n set [_lowpos v] to (cx)\nelse\n set [_highpos v] to (cx)\n set [_lowpos v] to ((xmin) + (vel))\nend\nset [_i0 v] to [1]\nrepeat (length of [physicsplats v])\n set [_i1 v] to (item (_i0) of [physicsplats v])\n set [_i2 v] to [1]\n if <(item (_i1) of [liney0 v]) < (item (_i1) of [liney1 v])> then\n if <not <<(item (_i1) of [liney1 v]) > (ymin)> and <(item (_i1) of [liney0 v]) < (ymax)>>> then\n set [_i2 v] to [0]\n end\n else\n if <not <<(item (_i1) of [liney0 v]) > (ymin)> and <(item (_i1) of [liney1 v]) < (ymax)>>> then\n set [_i2 v] to [0]\n end\n end\n if <(_i2) = [1]> then\n platform collision (item (_i1) of [linex0 v]) (item (_i1) of [liney0 v]) (item (_i1) of [linex1 v]) (item (_i1) of [liney1 v]) (cx) (ymin) (ymax)\n end\n change [_i0 v] by (1)\nend\nif <(vel) > [0]> then\n change [playerx v] by ((_highPos) - (xmax))\n set [_i0 v] to (_highType)\n set [_i1 v] to (_highID)\nelse\n change [playerx v] by ((_lowPos) - (xmin))\n set [_i0 v] to (_lowType)\n set [_i1 v] to (_lowID)\nend\nif <(_i0) = [3]> then\n set [death v] to [1]\nelse\n if <(_i0) = [2]> then\n set [goal v] to [1]\n else\n if <(_i0) = [1]> then\n set [velx v] to ((-40) * ((velX) / ([abs v] of (velX) )))\n else\n if <(_i0) = [0]> then\n set [_i2 v] to (((item (_i1) of [liney1 v]) - (item (_i1) of [liney0 v])) / ((item (_i1) of [linex1 v]) - (item (_i1) of [linex0 v])))\n if <<<(vel) > [0]> and <<(_i2) < [1]> and <(_i2) > [0]>>> or <<(vel) < [0]> and <<(_i2) > [-1]> and <(_i2) < [0]>>>> then\n set [slopemove v] to ([abs v] of ((_i2) * (vel)) )\n set [onground v] to [3]\n end\n if <(slopemove) = [0]> then\n set [velx v] to [0]\n if <(item (_i1) of [linex0 v]) = (item (_i1) of [linex1 v])> then\n if <(vel) > [0]> then\n set [walldir v] to [right]\n else\n set [walldir v] to [left]\n end\n set [walljump v] to [8]\n end\n end\n end\n end\n end\nend\n\ndefine platform collision (x0) (y0) (x1) (y1) (cx) (ymin) (ymax)\nset [_i2 v] to (item (_i1) of [linetype v])\nif <(y0) < (ymin)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymin) - (y0)) / ((y1) - (y0)))))\nelse\n if <(y0) > (ymax)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymax) - (y0)) / ((y1) - (y0)))))\n else\n set [_x0 v] to (x0)\n end\nend\nif <(_x0) > (cx)> then\n if <<(_x0) < (_highPos)> or <<(_i2) > (_highType)> and <(_x0) = (_highPos)>>> then\n set [_highid v] to (_i1)\n set [_hightype v] to (_i2)\n set [_highpos v] to (_x0)\n end\nelse\n if <(_x0) < (cx)> then\n if <<(_x0) > (_lowPos)> or <<(_i2) > (_lowType)> and <(_x0) = (_lowPos)>>> then\n set [_lowid v] to (_i1)\n set [_lowtype v] to (_i2)\n set [_lowpos v] to (_x0)\n end\n end\nend\nif <(y1) < (ymin)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymin) - (y0)) / ((y1) - (y0)))))\nelse\n if <(y1) > (ymax)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymax) - (y0)) / ((y1) - (y0)))))\n else\n set [_x0 v] to (x1)\n end\nend\nif <(_x0) > (cx)> then\n if <<(_x0) < (_highPos)> or <<(_i2) > (_highType)> and <(_x0) = (_highPos)>>> then\n set [_highid v] to (_i1)\n set [_hightype v] to (_i2)\n set [_highpos v] to (_x0)\n end\nelse\n if <(_x0) < (cx)> then\n if <<(_x0) > (_lowPos)> or <<(_i2) > (_lowType)> and <(_x0) = (_lowPos)>>> then\n set [_lowid v] to (_i1)\n set [_lowtype v] to (_i2)\n set [_lowpos v] to (_x0)\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nhide\n\n | Use arrow keys to move. To Wall Jump, Hold the up arrow and switch between the left and right keys.\nRed kills you.\nPink is bouncy.\nThe green line is the last part.\nEnjoy!\n |
Mr Lemon ( A Platformer) | @Stage\n\nwhen flag clicked\nwait (0.1) seconds\nstart sound [Electroman Adventures v]\nwait until <([costume # v] of [ground v]) = [9]>\nstop all sounds\nstart sound [dreamscape 009 v]\n\n@Character\n\nwhen flag clicked\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\ngo to [front v] layer\ngo to x: (-200) y: (-50)\nset rotation style [left-right v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n if <<(Speed Y) < [4]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n if <(Speed Y) < [-16]> then\n set [speed y v] to [-16]\n end\n change y by (Speed Y)\n Touch Ground <(Speed Y) > [0]>\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Walk (-90) (-5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Walk (90) (5)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Falling?) < [4]>> then\n set [speed y v] to [12]\n end\n if <touching (bad v)?> then\n go to x: (-200) y: (0)\n set [speed y v] to [0]\n set [falling? v] to [10]\n end\n if <touching (bouncy v)?> then\n set [speed y v] to [25]\n end\n if <touching (water v)?> then\n set [falling? v] to [0]\n end\n switch costume to (red square v)\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\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\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen flag clicked\nforever\n wait (3600) seconds\n change [☁ total hours played \(global\) v] by (1)\nend\n\nwhen flag clicked\nforever\n wait (60) seconds\n change [☁ global minutes played v] by (1)\nend\n\n@Ground\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nwait until <(costume [number v]) = [9]>\nbroadcast (fave v)\n\n@Goal\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n if <touching (character v)?> then\n broadcast (next level v)\n wait until <not <touching (character v)?>>\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\n@Bad\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bouncy\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Water\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (80)\n\nclear graphic effects\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nset [color v] effect to (0)\n\n@Sprite4\n\nwhen flag clicked\nshow\nwait (3) seconds\nhide\n\nwhen I receive [fave v]\nshow\n\n | use the arrow keys to move\n\nget to the red flag\nred is bad\nred is bouncy\nyou can swim in red paint\n\nthis was just made to be a joke game. |
TROLL platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [titerman v] until done\nend\n\n@untitled\n\nwhen flag clicked\nset [live v] to [5]\nswitch costume to (costume1 v)\nshow\nset [yv v] to [0]\ngo to x: (-229) y: (0)\nset [xv v] to [0]\nset [stop v] to [0]\nswitch costume to (untitled v)\nset [ghost v] effect to (0)\nforever\n if <(stop) = [0]> then\n if <<(level) = [3]> or <(level) = [5]>> then\n if <<<[-179] > (y position)> or <<<touching (角色7 v)?> or <<touching (角色8 v)?> or <touching (角色4 v)?>>> or <touching (32543363_60x60 v)?>>> or <touching (角色3 v)?>> then\n set [yv v] to [0]\n set [xv v] to [0]\n change [live v] by (-1)\n start sound [Oops v]\n wait (1) seconds\n set [ghost v] effect to (0)\n set [stop 2 v] to [0]\n switch costume to (untitled v)\n set x to (-229)\n set y to (0)\n broadcast (wwww v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1.2)\n end\n set [xv v] to ((xv) * (0.7))\n change x by (xv)\n if <<touching (角色1 v)?> or <<touching (角色2 v)?> or <touching (角色5 v)?>>> then\n change y by (1)\n if <<touching (角色1 v)?> or <<touching (角色2 v)?> or <touching (角色5 v)?>>> then\n change y by (1)\n if <<touching (角色1 v)?> or <<touching (角色2 v)?> or <touching (角色5 v)?>>> then\n change y by (1)\n if <<touching (角色1 v)?> or <<touching (角色2 v)?> or <touching (角色5 v)?>>> then\n change y by (1)\n if <<touching (角色1 v)?> or <<touching (角色2 v)?> or <touching (角色5 v)?>>> then\n change y by (1)\n if <<touching (角色1 v)?> or <<touching (角色2 v)?> or <touching (角色5 v)?>>> then\n change x by ((xv) * (-1))\n change y by (-5)\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 (角色1 v)?> or <<touching (角色2 v)?> or <touching (角色5 v)?>>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<touching (角色1 v)?> or <<touching (角色2 v)?> or <touching (角色5 v)?>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n else\n if <<<[-179] > (y position)> or <<<touching (角色7 v)?> or <touching (角色4 v)?>> or <touching (32543363_60x60 v)?>>> or <touching (角色3 v)?>> then\n set [yv v] to [0]\n set [xv v] to [0]\n change [live v] by (-1)\n start sound [Oops v]\n wait (1) seconds\n set [ghost v] effect to (0)\n set [stop 2 v] to [0]\n switch costume to (untitled v)\n set x to (-229)\n set y to (0)\n broadcast (wwww v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1.2)\n end\n set [xv v] to ((xv) * (0.7))\n change x by (xv)\n if <<touching (角色1 v)?> or > then\n change y by (1)\n if <<touching (角色1 v)?> or > then\n change y by (1)\n if <<touching (角色1 v)?> or > then\n change y by (1)\n if <<touching (角色1 v)?> or > then\n change y by (1)\n if <<touching (角色1 v)?> or > then\n change y by (1)\n if <<touching (角色1 v)?> or > then\n change x by ((xv) * (-1))\n change y by (-5)\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 (角色1 v)?> or > then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<touching (角色1 v)?> or > then\n set [yv v] to [12]\n end\n end\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(stop 2) = [0]> then\n if <(stop) = [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(stop 2) = [0]> then\n switch costume to (untitled v)\n end\n wait (0.1) seconds\n if <(stop 2) = [0]> then\n switch costume to (untitled2 v)\n end\n wait (0.1) seconds\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(stop 2) = [0]> then\n switch costume to (untitled v)\n end\n wait (0.1) seconds\n if <(stop 2) = [0]> then\n switch costume to (untitled2 v)\n end\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(live) = [0]> then\n set [live v] to [5]\n set [level v] to [0]\n broadcast (end v)\n start sound [Lose v]\n wait (0.1) seconds\n set [level v] to [1]\n set [stop v] to [1]\n wait until <key (space v) pressed?>\n set [stop v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(stop) = [0]> then\n if <(x position) > [230]> then\n broadcast (Next v)\n change x by (-1000)\n change [level v] by (1)\n change [live v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(stop) = [0]> then\n if <<(level) = [5]> or <(level) = [1]>> then\n if <<(x position) > [-25]> and <[-120] < (y position)>> then\n broadcast (go v)\n stop [this script v]\n end\n end\n if <<(level) = [5]> or <(level) = [2]>> then\n if <(x position) > [90]> then\n broadcast (go v)\n stop [this script v]\n end\n end\n end\nend\n\ngo to x: (100) y: (-134)\n\nwhen flag clicked\nset [stop 2 v] to [0]\nforever\n if <<<[-179] > (y position)> or <<<<touching (角色7 v)?> or <touching (角色8 v)?>> or <touching (角色4 v)?>> or <touching (32543363_60x60 v)?>>> or <touching (角色3 v)?>> then\n set [stop 2 v] to [1]\n wait (0.1) seconds\n switch costume to (造型1 v)\n set [ghost v] effect to (50)\n repeat (20)\n change y by (3)\n end\n end\nend\n\nif <<(x position) > [-25]> and <[-120] < (y position)>> then\n broadcast (go v)\nend\n\nwhen I receive [wwww v]\nforever\n if <(stop) = [0]> then\n if <<(level) = [5]> or <(level) = [1]>> then\n if <<(x position) > [-25]> and <[-120] < (y position)>> then\n broadcast (go v)\n stop [this script v]\n end\n end\n if <<(level) = [5]> or <(level) = [2]>> then\n if <(x position) > [90]> then\n broadcast (go v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [next v]\nforever\n if <(stop) = [0]> then\n if <<(level) = [5]> or <(level) = [1]>> then\n if <<(x position) > [-25]> and <[-120] < (y position)>> then\n broadcast (go v)\n stop [this script v]\n end\n end\n if <(level) = [2]> then\n if <(x position) > [90]> then\n broadcast (go v)\n stop [this script v]\n end\n end\n end\nend\n\n@角色1\n\nwhen I receive [end v]\nswitch costume to (造型1 v)\n\nmove (10) steps\n\nwhen flag clicked\nswitch costume to (造型1 v)\ngo to x: (0) y: (0)\nforever\n \nend\n\nwhen I receive [next v]\nnext costume\n\n@角色2\n\nwhen I receive [wwww v]\nif <(level) = [4]> then\n go to x: (100) y: (-126)\n create clone of (_myself_ v)\n repeat (6)\n move (-27) steps\n create clone of (_myself_ v)\n end\nend\nif <(level) = [5]> then\n go to x: (30) y: (-127)\n create clone of (_myself_ v)\n change y by (30)\n create clone of (_myself_ v)\n change y by (30)\n create clone of (_myself_ v)\nend\n\nwhen I receive [go it v]\ndelete this clone\n\nbroadcast (go it v)\n\nwhen I receive [next v]\ndelete this clone\n\nwait (0.1) seconds\n\nset [level v] to [4]\n\nwhen I start as a clone\nshow\nforever\n if < or <(level) = [2]>> then\n if <touching (untitled v)?> then\n delete this clone\n end\n else\n if <(level) = [4]> then\n switch costume to (造型3 v)\n if <[30] > (distance to [untitled v])> then\n repeat (5)\n change y by (5)\n end\n repeat (5)\n change y by (3)\n end\n repeat (3)\n change y by (1)\n end\n wait (0.1) seconds\n repeat (3)\n change y by (-1)\n end\n repeat (5)\n change y by (-3)\n end\n repeat (5)\n change y by (-5)\n end\n repeat until <touching (_edge_ v)?>\n change y by (-8)\n end\n change y by (-8)\n delete this clone\n end\n else\n switch costume to (造型2 v)\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\nswitch costume to (造型1 v)\nforever\n if <(level) = [1]> then\n go to x: (74) y: (-161)\n create clone of (_myself_ v)\n wait until <not <(level) = [1]>>\n end\n if <(level) = [2]> then\n go to x: (-112) y: (-161)\n create clone of (_myself_ v)\n wait until <not <(level) = [2]>>\n end\n if <(level) = [3]> then\n go to x: (-22) y: (-95)\n create clone of (_myself_ v)\n wait until <not <(level) = [3]>>\n end\n if <(level) = [4]> then\n go to x: (100) y: (-126)\n create clone of (_myself_ v)\n repeat (6)\n move (-27) steps\n create clone of (_myself_ v)\n end\n wait until <not <(level) = [4]>>\n end\n if <(level) = [5]> then\n go to x: (30) y: (-127)\n create clone of (_myself_ v)\n change y by (30)\n create clone of (_myself_ v)\n change y by (30)\n create clone of (_myself_ v)\n wait until <not <(level) = [5]>>\n end\nend\n\nwhen I receive [end v]\ndelete this clone\n\n@角色3\n\nwait until <not <(level) = [1]>>\n\nwhen I receive [wwww v]\nif <(level) = [3]> then\n broadcast (clone v)\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nbroadcast (wwww v)\n\nwhen I receive [clone v]\nwait (0.5) seconds\ncreate clone of (_myself_ v)\n\ngo to x: (67) y: (-126)\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <<(level) = [2]> or <(level) = [4]>> then\n if <[35] > (distance to [untitled v])> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n end\n if <(level) = [3]> then\n set [ghost v] effect to (0)\n point in direction (0)\n go to x: (68) y: (-94)\n wait (1) seconds\n repeat (8)\n switch costume to (造型2 v)\n wait (0.1) seconds\n switch costume to (造型3 v)\n wait (0.1) seconds\n switch costume to (造型4 v)\n wait (0.1) seconds\n switch costume to (造型3 v)\n wait (0.1) seconds\n end\n switch costume to (造型1 v)\n wait (0.5) seconds\n set [x v] to (x position)\n set [y v] to (y position)\n broadcast (shut v)\n glide (0.3) secs to x: (68) y: (-126)\n repeat (8)\n switch costume to (造型2 v)\n wait (0.1) seconds\n switch costume to (造型3 v)\n wait (0.1) seconds\n switch costume to (造型4 v)\n wait (0.1) seconds\n switch costume to (造型3 v)\n wait (0.1) seconds\n end\n switch costume to (造型1 v)\n wait (0.5) seconds\n set [x v] to (x position)\n set [y v] to (y position)\n broadcast (shut v)\n glide (0.3) secs to x: (68) y: (-94)\n repeat (8)\n switch costume to (造型2 v)\n wait (0.1) seconds\n switch costume to (造型3 v)\n wait (0.1) seconds\n switch costume to (造型4 v)\n wait (0.1) seconds\n switch costume to (造型3 v)\n wait (0.1) seconds\n end\n switch costume to (造型1 v)\n glide (0.3) secs to x: (68) y: (-126)\n set [x v] to (x position)\n set [y v] to (y position)\n broadcast (shut v)\n broadcast (go it v)\n delete this clone\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\npoint in direction (90)\nhide\nswitch costume to (造型1 v)\nforever\n if <(level) = [1]> then\n go to x: (-130) y: (-139)\n create clone of (_myself_ v)\n wait until <not <(level) = [1]>>\n end\n if <(level) = [2]> then\n go to x: (3) y: (-139)\n create clone of (_myself_ v)\n go to x: (-18) y: (-139)\n create clone of (_myself_ v)\n wait until <not <(level) = [2]>>\n end\n if <(level) = [3]> then\n go to x: (67) y: (-94)\n create clone of (_myself_ v)\n wait until <not <(level) = [3]>>\n end\n if <(level) = [4]> then\n go to x: (-33) y: (33)\n create clone of (_myself_ v)\n wait until <not <(level) = [4]>>\n end\nend\n\nwhen I receive [end v]\ndelete this clone\n\n@角色4\n\nwhen I receive [go v]\nrepeat until <touching (_edge_ v)?>\n change y by (15)\nend\nif <(level) = [5]> then\n broadcast (boss v)\nend\ndelete this clone\n\nwhen I receive [wwww v]\nif <(level) = [1]> then\n create clone of (_myself_ v)\n delete this clone\nend\nif <(level) = [5]> then\n create clone of (_myself_ v)\n delete this clone\nend\n\nwait (1) seconds\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <(level) = [1]> then\n go to x: (-3) y: (-139)\nend\nif <(level) = [4]> then\n go to x: (-177) y: (-139)\nend\nif <(level) = [5]> then\n go to x: (-3) y: (-139)\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\nswitch costume to (造型1 v)\nforever\n if <(level) = [1]> then\n switch costume to (造型1 v)\n go to x: (-3) y: (-139)\n create clone of (_myself_ v)\n wait until <not <(level) = [1]>>\n end\n if <(level) = [4]> then\n switch costume to (造型2 v)\n go to x: (-177) y: (-139)\n create clone of (_myself_ v)\n wait until <not <(level) = [4]>>\n end\n if <(level) = [5]> then\n switch costume to (造型1 v)\n go to x: (-3) y: (-139)\n create clone of (_myself_ v)\n wait until <not <(level) = [5]>>\n end\nend\n\nwhen I receive [end v]\ndelete this clone\n\n@角色5\n\nif <(level) = [2]> then\n go to x: (-112) y: (-161)\n create clone of (_myself_ v)\n wait until <not <(level) = [2]>>\nend\n\nwhen I receive [wwww v]\nset [ghost v] effect to (100)\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n if <[30] > (distance to [untitled v])> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\nswitch costume to (造型1 v)\nforever\n if <(level) = [1]> then\n go to x: (50) y: (-100)\n create clone of (_myself_ v)\n wait until <not <(level) = [1]>>\n end\nend\n\nwhen I receive [end v]\ndelete this clone\n\n@32543363_60x60\n\nwhen I receive [go v]\nif <[100] > (y position)> then\n if <[88] < ([x position v] of [untitled v])> then\n if <<(level) = [2]> or <(level) = [5]>> then\n show\n start sound [Horse v]\n repeat (10)\n change [color v] effect by (15)\n start sound [Horse v]\n change y by (13)\n end\n repeat until <touching (_edge_ v)?>\n change [color v] effect by (15)\n start sound [Horse v]\n change y by (13)\n end\n end\n end\nend\nhide\n\nwhen flag clicked\ngo to x: (130) y: (-202222)\nhide\n\nwhen I receive [next v]\nwait (0.1) seconds\ngo to x: (130) y: (-202222)\nhide\n\nwhen I receive [end v]\nwait (0.1) seconds\ngo to x: (130) y: (-202222)\nhide\n\nwhen I receive [wwww v]\nwait (0.1) seconds\ngo to x: (130) y: (-202222)\nhide\n\n@角色6\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (造型1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (70)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nswitch costume to (造型2 v)\n\nchange y by (10)\n\nwhen flag clicked\n\nwhen I receive [end v]\nset [ghost v] effect to (0)\nswitch costume to (造型3 v)\nforever\n if <key (space v) pressed?> then\n set [ghost v] effect to (70)\n switch costume to (造型1 v)\n end\nend\n\n@角色7\n\nwhen flag clicked\nset size to (180) %\nhide\n\nwhen I start as a clone\ngo to x: (x) y: (y)\npoint in direction (-90)\nshow\nstart sound [Pew v]\nrepeat (18)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [end v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [wwww v]\ndelete this clone\n\nwhen I receive [shut v]\ncreate clone of (_myself_ v)\n\n@角色8\n\nwhen I start as a clone\nset size to (100) %\nshow\nif <(level) = [5]> then\n go to x: (-3) y: (-139)\nend\n\nwhen I start as a clone\nforever\n change [color v] effect by (4)\nend\n\nwhen I receive [boss v]\nset size to (100) %\nif <(level) = [5]> then\n wait (1.5) seconds\n repeat until <touching (_edge_ v)?>\n change x by (-5)\n end\n wait (1) seconds\n wait until <(distance to [untitled v]) < [50]>\n repeat until <touching (角色2 v)?>\n change x by (5)\n end\n if <[3] > ([costume # v] of [untitled v])> then\n if <(stop) = [0]> then\n wait until <<[-100] < ([y position v] of [untitled v])> and <[-15] < ([x position v] of [untitled v])>>\n repeat (10)\n change y by (5)\n end\n repeat (10)\n change y by (3)\n end\n repeat (5)\n change y by (1)\n end\n if <(stop) = [0]> then\n if <(stop) = [0]> then\n broadcast (go it v)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (-1)\n end\n repeat (10)\n change y by (-3)\n end\n repeat (10)\n change y by (-5)\n end\n repeat (100)\n change size by (3)\n change y by (0.2)\n end\n wait (0.5) seconds\n glide (0.5) secs to (untitled v)\n end\n end\n end\nend\n\nrepeat until <touching (角色2 v)?>\n\ngo to x: (7) y: (-139)\nset size to (100) %\n\nwhen I receive [wwww v]\nif <(level) = [5]> then\n create clone of (_myself_ v)\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <(level) = [1]> then\n go to x: (-3) y: (-139)\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\nswitch costume to (造型1 v)\nset size to (100) %\nforever\n if <(level) = [5]> then\n go to x: (-3) y: (-139)\n create clone of (_myself_ v)\n wait until <not <(level) = [5]>>\n end\nend\n\nwhen I receive [end v]\ndelete this clone\n\nif <(stop) = [0]> then\n\n@角色9\n\nwhen flag clicked\nhide\ngo to x: (0) y: (20)\nwait (1) seconds\nforever\n wait until <(level) = [3]>\n show\n wait (5) seconds\n hide\n wait until <not <(level) = [3]>>\nend\n\n | arrow key to muve or wasd\nif your live is 0 you will start again\nthere is lot of traps '~'\n\nAND THIS IS POSSIBLE TO WIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n |
Bleak - A Platformer | @Stage\n\nwhen flag clicked\nclear graphic effects\nset [brightness v] effect to (0)\nswitch backdrop to (title v)\n\nrepeat (10000)\n\nwait (1) seconds\n\n@Char\n\nwhen backdrop switches to [title v]\nstop all sounds\nrepeat until <(level) = [1]>\n play sound [Garden v] until done\nend\n\nwhen backdrop switches to [end v]\nstop all sounds\n\nwhen backdrop switches to [l1 v]\nstop all sounds\nrepeat until <(level) = [2]>\n play sound [Emotional Piano v] until done\nend\n\nwhen backdrop switches to [end v]\nrepeat until <(level) = [3]>\n play sound [Odesong v] until done\nend\n\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x testvar v] by (-0.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x testvar v] by (0.5)\nend\nset [x testvar v] to ((x testvar) * (0.9))\nchange x by (x testvar)\nif <touching color (#272727)?> then\n change y by (-1)\n if <touching color (#272727)?> then\n change y by (0.5)\n if <touching color (#272727)?> then\n change y by (0.5)\n if <touching color (#272727)?> then\n change y by (0.5)\n if <touching color (#272727)?> then\n change y by (0.5)\n if <touching color (#272727)?> then\n change y by (0.5)\n if <touching color (#272727)?> then\n change y by (0.5)\n if <touching color (#272727)?> then\n change y by (0.5)\n if <touching color (#272727)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x testvar) > [0]> then\n set [x testvar v] to [-5]\n else\n set [x testvar v] to [5]\n end\n set [y testvar v] to [3]\n else\n set [x testvar v] to ((x testvar) * (-1.3))\n change x by (x testvar)\n set [x testvar v] to [0]\n change x by ((x testvar) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen backdrop switches to [end v]\nset [level v] to [2]\nchange [end v] by (1)\nhide\nstop [other scripts in sprite v]\n\nwhen [t v] key pressed\nset size to (100) %\n\nwhen [m v] key pressed\nswitch backdrop to (next backdrop v)\n\nset [y testvar v] to ((y testvar) * (-0.25))\nchange y by (y testvar)\nif <touching color (#272727)?> then\n change y by (y testvar)\n if <touching color (#272727)?> then\n change y by (y testvar)\n if <touching color (#272727)?> then\n change y by (y testvar)\n end\n end\nend\n\nchange [y testvar v] by (-0.5)\nchange y by (y testvar)\nif <touching color (#272727)?> then\nend\nchange y by (-1)\nif <<touching color (#272727)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y testvar v] to [7]\n change y by (1)\nend\nchange y by (1)\n\nwhen backdrop switches to [l1 v]\nset [level v] to [1]\nset [end v] to [0]\nset size to (100) %\ngo to x: (-200) y: (-80)\nswitch costume to (costume1 v)\nshow\nset [yv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [xv v] by (-0.9)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [xv v] by (0.9)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#272727)?> then\n change y by (-2)\n if <touching color (#272727)?> then\n change y by (1)\n if <touching color (#272727)?> then\n change y by (1)\n if <touching color (#272727)?> then\n change y by (1)\n if <touching color (#272727)?> then\n change y by (1)\n if <touching color (#272727)?> then\n change y by (1)\n if <touching color (#272727)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\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)\n end\n change y by (-3)\n if <touching color (#272727)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [7]\n change y by (1)\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1)\n if <touching color (#272727)?> then\n change y by (1)\n if <touching color (#272727)?> then\n change y by (-1)\n end\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1)\n if <touching color (#272727)?> then\n change y by (1)\n if <touching color (#272727)?> then\n change y by (-1)\n end\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#272727)?>> then\n change y by (-1)\n if <not <touching color (#272727)?>> then\n change y by (-1)\n if <not <touching color (#272727)?>> then\n change y by (-1)\n if <not <touching color (#272727)?>> then\n change y by (-1)\n if <not <touching color (#272727)?>> then\n change y by (-1)\n if <not <touching color (#272727)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#272727)?> then\n change y by (-2)\n if <touching color (#272727)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n if <(x position) > [235]> then\n next backdrop\n go to x: (-200) y: (-80)\n wait (0.05) seconds\n end\n if <<touching color (#5a5a5a)?> or <(y position) < [-175]>> then\n go to x: (-200) y: (-80)\n set [xv v] to [0]\n end\n if <touching color (#ffffff)?> then\n set size to (100) %\n end\n if <touching color (#000000)?> then\n if <(size) = [100]> then\n set size to (200) %\n change y by (10)\n end\n end\n if <touching color (#a6a6a6)?> then\n set [xv v] to ((25) * ((xv) / ([ceiling v] of ([abs v] of (xv) ) )))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n end\nend\n\nswitch backdrop to (previous backdrop v)\n\nwhen backdrop switches to [l12 v]\nrepeat until <(end) = [1]>\n wait until <[50] < (x position)>\n broadcast (olol v)\n wait until <not <[50] < (x position)>>\nend\n\nwhen [n v] key pressed\n\nwhen [y v] key pressed\nset size to (200) %\nchange y by (10)\n\nwhen flag clicked\nhide\nset [level v] to [0]\n\nhide\n\n@Title\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset size to (0) %\nrepeat (50)\n turn right ((360) / ((50) / (5))) degrees\n change size by (2)\nend\nwait (0.5) seconds\nswitch costume to (costume1 v)\nbroadcast (message1 v)\n\nwhen backdrop switches to [l1 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [message1 v]\nshow\n\nwhen this sprite clicked\nhide\nswitch backdrop to (l1 v)\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [l12 v]\nshow\n\nwhen backdrop switches to [end v]\nhide\n\nwhen I receive [olol v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nwait (0.8) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (50)\n\n@Sprite3\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nhide\nswitch backdrop to (end+ v)\n\nwhen backdrop switches to [end v]\nshow\n\n@Sprite4\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nshow\n\n | Just a simple platformer\nMade for Monochromatic SDS\nWhite makes you small\nBlack makes you big\nHere is Bleak II - https://scratch.mit.edu/projects/289691817/\n |
Unstable (A Tricky Platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [soundscrate-solemn-state-sc1 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y spawn v] to [1]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#87bc7d)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching color (#ff00eb)?> then\n set [y v] to [16]\nend\n\nif <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\nelse\n set [x v] to [0]\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen [r v] key pressed\nset [y spawn v] to [1]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\nwhen flag clicked\nforever\n if <(x position) > [234]> then\n switch backdrop to (next backdrop v)\n go to x: (-218) y: (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-171]> then\n go to x: (-218) y: (1)\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-218) y: (1)\n\n@Play Button\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\n\n | You take for granted that the ground is stable and solid, but it will not be for long. Take care...\nUnstable: A Tricky Platformer\n\nInstructions:\n--Use your arrow keys to move--\n--Press the R key to restart any level--\n--Move from dot to dot and don't fall or hit into the strange substance taking over the land...-- |
Out of Time (A Speed Platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [Vapor Highway - KnightKit12 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop18 v]\nstop [all v]\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y spawn v] to [-1]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (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]\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\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching color (#fff400)?> then\n set [y v] to [16]\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen [r v] key pressed\nset [y spawn v] to [-1]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <(x position) > [234]> then\n switch backdrop to (next backdrop v)\n go to x: (-218) y: (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-171]> then\n go to x: (-218) y: (-1)\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n@Play Button\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Timer\n\nwhen backdrop switches to [backdrop3 v]\nshow\nswitch costume to (costume1 v)\nforever\n wait (1) seconds\n next costume\n if <(costume [number v]) = [121]> then\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Out of Time\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch costume to (costume3 v)\nwait (1) seconds\nswitch costume to (costume4 v)\n\n | Out of Time (A Speed Platformer)\nby CopperStar15\nFRONT PAGED ON 9/25/2019 thanks, @Angelstar3!!\n\nATTENTION:\nAs soon as you start this platformer, you will be in a race against time to reach the end. Go go go, don't touch the red, and after that, all I have to say is GOOD LUCK!\n\nInstructions:\n--Arrow keys to move--\n--R key to restart any level--\n--Don't touch red--\n--GO GO GO-- |
Ice Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Ice Cavern - The Legend of Zelda - Ocarina of Time Music Extended v] until done\nend\n\nwhen flag clicked\nwait (.01) seconds\nwait until <([costume name v] of [ground v]) = [BOSS]>\nswitch backdrop to (backdrop2 v)\nstop [other scripts in sprite v]\nrepeat until <([backdrop name v] of [_stage_ v]) = [End]>\n play sound [04 - Ice Fight - Red vs Blue Revelation Soundtrack \(By Jeff Williams\) v] until done\nend\n\nwhen I receive [fused shadow v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nwait until <([costume name v] of [ground v]) = [End]>\nstop [all v]\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [time v]\nset [time v] to [0]\nreset timer\nrepeat until <([costume # v] of [ground v]) = [11]>\n set [time v] to (timer)\nend\n\nwhen I receive [world record? v]\nshow variable [☁ world record v]\nshow variable [time v]\nif <(☁ World Record) > (Time)> then\n set [☁ world record v] to (Time)\nend\n\nwhen [p v] key pressed\nset [☁ world record v] to (☁ World Record)\n\nwhen [z v] key pressed\nhide variable [time v]\nhide variable [☁ world record v]\n\n@Platformer Script\n\nwhen I receive [teleport v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nbroadcast (heal v)\nbroadcast (teleport v)\n\nwhen flag clicked\nwait (.1) seconds\nforever\n go to [front v] layer\n if <key (right arrow v) pressed?> then\n switch costume to (rest_side_1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (rest_side_2 v)\n end\n if <touching color (#59d2ed)?> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (next v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\npoint in direction (90)\nset [y spawn v] to [-80]\nset [x spawn v] to [-212]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (25) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n if on edge, bounce\n change [y v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d 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 (#cdf1f9)?> then\n change y by (1)\n if <touching color (#cdf1f9)?> then\n change y by (1)\n if <touching color (#cdf1f9)?> then\n change y by (1)\n if <touching color (#cdf1f9)?> then\n change y by (1)\n if <touching color (#cdf1f9)?> then\n change y by (1)\n if <touching color (#cdf1f9)?> then\n change y by (1)\n if <touching color (#cdf1f9)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n 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 (#cdf1f9)?> 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 (#cdf1f9)?> and <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#beeef9)?> then\n go to x: (X Spawn) y: (Y Spawn)\n set [deaths v] to ((Deaths) + (1))\n end\n if <touching color (#003fff)?> then\n set [y v] to [16]\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (X Spawn) y: (Y Spawn)\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [the end v]\nhide\n\nwhen [z v] key pressed\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen flag clicked\nforever\n if <touching color (#c2edff)?> then\n broadcast (BL;\) v)\n end\nend\n\n@ground\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (level1 v)\n\nwhen [z v] key pressed\nhide\n\nwhen I receive [bl;\) v]\nswitch costume to (boss v)\n\n@BOSS\n\nwhen flag clicked\nwait (.01) seconds\nhide variable [boss hp: v]\nset [boss hp: v] to [500]\ngo to x: (0) y: (0)\nhide\nwait until <([costume name v] of [ground v]) = [BOSS]>\nshow\nbroadcast (bossy boss v)\nshow variable [boss hp: v]\nbroadcast (do projectile thing v)\nforever\n if <touching (platformer script v)?> then\n repeat (4)\n next costume\n wait (0.1) seconds\n end\n change [boss hp: v] by (-10)\n if <(Boss hp:) < [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [whirl v] effect by (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n end\n hide\n broadcast (next v)\n hide variable [boss hp: v]\n broadcast (heal v)\n broadcast (fused shadow v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen I receive [spike ground v]\nsay [Here come my Ground Spikes!] for (2) seconds\n\nwhen [o v] key pressed\nset [boss hp: v] to [10]\n\n@Ground Spikes\n\nwhen I receive [bossy boss v]\nshow\nforever\n wait (pick random (10) to (20)) seconds\n broadcast (Spike Ground v)\n wait (5) seconds\n repeat (10)\n change y by (10)\n end\n wait (2) seconds\n repeat (10)\n change y by (-10)\n end\n wait (pick random (15) to (30)) seconds\nend\n\nwhen [z v] key pressed\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [fused shadow v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (13) y: (-160)\n\n@border\n\nwhen flag clicked\nshow\n\nwhen [z v] key pressed\nhide\n\n@projectile\n\nwhen flag clicked\nset size to (50) %\ngo to x: (0) y: (10)\nhide\n\nwhen I receive [heal v]\nset size to (50) %\ngo to x: (0) y: (10)\nhide\n\nwhen I receive [heal v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nshow\nforever\n point towards (platformer script v)\n repeat until <touching color (#cdf1f9)?>\n move (10) steps\n end\n delete this clone\nend\n\nwhen I receive [bossy boss v]\nforever\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [hide the shadow v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume name v] of [ground v]) = [End]>\nshow\nbroadcast (the end v)\nwait (.01) seconds\nbroadcast (world record? v)\nwait (.01) seconds\nstop [all v]\n\nwhen [z v] key pressed\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen [z v] key pressed\nset [ghost v] effect to (0)\n\n | Arrow keys to move or WASD (Space can jump also). I made this because I heard the song Ice Fight while doing homework, and thought 'Hey, that would make a good boss theme.' So I made it the boss theme.\nI may add more levels in the future. If you find any bugs, please tell me in the comments. I will try to fix them ASAP. |
orange--a platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Xylo2 v] until done\nend\n\n@Hit Box\n\ndefine Platform (jump height) (gravity) (friction) (runing speed)\nif <key (d v) pressed?> then\n change [x velocity v] by (runing speed)\nend\nif <key (a v) pressed?> then\n change [x velocity v] by ((runing speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by ((X Velocity) * (1))\nif then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not >>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching color (#ce6f24)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching color (#ce6f24)?> then\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by (Y Velocity)\nif <touching color (#ce6f24)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <touching color (#ce6f24)?> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff7b4c)?> then\n go to x: (-181) y: (-96)\n next backdrop\n play sound [Coin v] until done\n set [xv v] to [0]\n set [yv v] to [0]\n set [slope v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ce5124)?> then\n go to x: (-181) y: (-96)\n start sound [Alien Creak2 v]\n set [xv v] to [0]\n set [yv v] to [0]\n set [slope v] to [0]\n end\nend\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop1 v)\ngo to x: (-181) y: (-96)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [slope v] to [0]\nforever\n Platform [12] [-1] [0.7] [2]\nend\n\n@Sprite1\n\n@thumnail\n\nwhen flag clicked\nhide\nbroadcast (message1 v)\n\ngo to x: (-6) y: (23)\ngo to [front v] layer\nshow\n\n@Sprite2\n\n | use arrow keys to move\navoid dark orange\n\nfor some, this doesn't work\n |
Blue: a platformer | @Stage\n\nwhen flag clicked\nforever\n set volume to (10) %\n play sound [Alan Walker - Fade \[NCS Release\] v] until done\nend\n\n@Blue guy\n\nwhen flag clicked\nhide\nshow\ngo to x: (-170) y: (-130)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nwait (0.5) seconds\nforever\n if <(Loading) = [off]> then\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 (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 ((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 [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (next level peeps v)?> then\n wait (1) seconds\n set [loading v] to [on]\n if <(Level) = [2]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [3]> then\n go to x: (-160) y: (80)\n end\n if <(Level) = [4]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [5]> then\n go to x: (-160) y: (-125)\n end\n if <(Level) = [6]> then\n go to x: (-169) y: (85)\n end\n if <(Level) = [7]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [8]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [9]> then\n go to x: (-178) y: (40)\n end\n if <(Level) = [10]> then\n go to x: (-166) y: (72)\n end\n set [loading v] to [off]\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\nwhen flag clicked\nset [invincibility v] to [off]\nforever\n if <<touching (bad v)?> and <(Invincibility) = [off]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n if <(Level) = [2]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [3]> then\n go to x: (-160) y: (80)\n end\n if <(Level) = [4]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [5]> then\n go to x: (-160) y: (-125)\n end\n if <(Level) = [6]> then\n go to x: (-169) y: (85)\n end\n if <(Level) = [7]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [8]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [9]> then\n go to x: (-178) y: (40)\n end\n if <(Level) = [2]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [3]> then\n go to x: (-160) y: (80)\n end\n if <(Level) = [4]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [5]> then\n go to x: (-160) y: (-125)\n end\n if <(Level) = [6]> then\n go to x: (-169) y: (85)\n end\n if <(Level) = [7]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [8]> then\n go to x: (-170) y: (-130)\n end\n if <(Level) = [9]> then\n go to x: (-178) y: (40)\n end\n if <(Level) = [10]> then\n go to x: (-166) y: (72)\n end\n end\nend\n\nwhen [m v] key pressed\nif then\n next costume\nend\n\nwhen flag clicked\nforever\n if then\n if <key (z v) pressed?> then\n set [invincibility v] to [on]\n show variable [invincibility v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if then\n if <key (x v) pressed?> then\n set [invincibility v] to [off]\n show variable [invincibility v]\n end\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(Loading) = [on]> then\n hide\n end\n if <(Loading) = [off]> then\n show\n end\nend\n\n@NEXT LEVEL PEEPS\n\nwhen flag clicked\nset [loading v] to [off]\ngo to x: (160) y: (-130)\nswitch costume to (1 v)\nset [level v] to [1]\nforever\n switch costume to (Level)\n if <touching (blue guy v)?> then\n set [loading v] to [on]\n change [level v] by (1)\n wait until <not <touching (blue guy v)?>>\n next costume\n if <(Level) = [1]> then\n go to x: (160) y: (-130)\n end\n if <(Level) = [2]> then\n go to x: (155) y: (75)\n end\n if <(Level) = [3]> then\n go to x: (155) y: (75)\n end\n if <(Level) = [4]> then\n go to x: (160) y: (-130)\n end\n if <(Level) = [5]> then\n go to x: (160) y: (-130)\n end\n if <(Level) = [6]> then\n go to x: (80) y: (-130)\n end\n if <(Level) = [7]> then\n go to x: (145) y: (-130)\n end\n if <(Level) = [8]> then\n go to x: (156) y: (50)\n end\n if <(Level) = [9]> then\n go to x: (156) y: (55)\n end\n if <(Level) = [10]> then\n go to x: (-27) y: (-23)\n end\n end\nend\n\n@Loading\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(Loading) = [on]> then\n show\n go to [front v] layer\n end\n if <(Loading) = [off]> then\n go to [back v] layer\n hide\n end\nend\n\n@Bad\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Level)\n if <(Loading) = [on]> then\n hide\n end\n if <(Loading) = [off]> then\n show\n end\nend\n\n | All levels are possible.\nArrow keys to move.\nYou can move in the air.\nIt sometimes loads to level 8 and sometimes not.\n\n\n |
Aqua - a Monochromatic Platformer | @Stage\n\nwhen I receive [start v]\nif <(turbo mode?) = [true]> then\n set volume to (0) %\nend\nif <(turbo mode?) = [false]> then\n set volume to (100) %\n set [ghost v] effect to (100)\n wait (.5) seconds\n start sound [Connect v]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (5) seconds\n start sound [Disconnect v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Intro Done v)\nend\n\n@White Line (Intro)\n\nwhen I receive [start v]\nif <(turbo mode?) = [true]> then\n set volume to (0) %\nend\nif <(turbo mode?) = [false]> then\n set volume to (100) %\n wait (1.5) seconds\n repeat (21)\n play sound [Buzz Whir v] until done\n end\nend\n\nwhen I receive [start v]\nerase all\nwait (1.5) seconds\ngo to x: (-45) y: (-150)\npen down\nset pen color to (#ffffff)\nset pen size to (45)\nerase all\nrepeat (25)\n change y by (6)\n change x by (6.5)\nend\nrepeat (9)\n change y by (6)\n change x by (-6.5)\nend\nrepeat (19)\n change y by (-6)\n change x by (-6.5)\nend\nrepeat (8)\n change y by (6)\n change x by (-6.5)\nend\nrepeat (25)\n change y by (6)\n change x by (6.5)\nend\n\nwhen I receive [turbo mode v]\nhide\n\n@Player\n\nwhen flag clicked\nset size to (100) %\nforever\n if <(x position) > [240]> then\n broadcast (Next Level v)\n go to x: (-177) y: (-80)\n end\nend\n\ndefine Touch Ground/Level <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\nwhen flag clicked\nset size to (50) %\nset rotation style [left-right v]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Walk [-90] [-10]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Walk [90] [10]\n end\nend\n\ndefine Walk (direction ) (speed)\npoint in direction (direction )\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling?) < [3]>> then\n set [speed y v] to [12]\n end\nend\n\nwhen flag clicked\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jumpkey) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jumpkey v] to [1]\n end\nelse\n set [jumpkey v] to [0]\nend\n\nwhen I receive [hurt v]\ngo to x: (-177) y: (-80)\n\nwhen [r v] key pressed\nbroadcast (Hurt v)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-177) y: (-80)\n end\n if <touching (spikes v)?> then\n go to x: (-177) y: (-80)\n end\nend\n\nwhen [n v] key pressed\nbroadcast (Next Level v)\n\nwhen [p v] key pressed\nchange [level v] by (-1)\n\nwhen flag clicked\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [falling? v] by (-1)\nelse\n change [falling? v] by (-2)\nend\n\nwhen flag clicked\ngo to x: (-177) y: (-80)\nset [speed y v] to [0]\nforever\n change y by (speed y)\n change [speed y v] by (-1)\n if <touching (ground v)?> then\n set [speed y v] to [0]\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground/Level <>\nend\n\nwhen flag clicked\nTouch Ground/Level <(speed y) > [0]>\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [turbo mode v]\nhide\n\n@Ground\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (1 v)\n end\n if <(Level) = [2]> then\n switch costume to (2 v)\n end\n if <(Level) = [3]> then\n switch costume to (3 v)\n end\n if <(Level) = [4]> then\n switch costume to (4 v)\n end\n if <(Level) = [5]> then\n switch costume to (5 v)\n end\n if <(Level) = [6]> then\n switch costume to (6 v)\n end\n if <(Level) = [7]> then\n switch costume to (7 v)\n end\n if <(Level) = [8]> then\n switch costume to (8 v)\n end\n if <(Level) = [9]> then\n switch costume to (9 v)\n end\n if <(Level) = [10]> then\n switch costume to (finish v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\nwhen I receive [turbo mode v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <touching (player v)?> then\n broadcast (Hurt v)\nend\n\nwhen I receive [intro done v]\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 go to x: (68) y: (-119)\n switch costume to (lvl 3 lava v)\n show\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n switch costume to (level 5 lava v)\n go to x: (56.5) y: (-100)\n show\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n switch costume to (lvl 7&8 lava v)\n go to x: (145) y: (-120)\n show\n end\n if <(Level) = [8]> then\n switch costume to (lvl 7&8 lava v)\n go to x: (112) y: (-95)\n show\n end\n if <(Level) = [9]> then\n switch costume to (lvl 9 lava v)\n go to x: (117) y: (-59)\n show\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen I receive [turbo mode v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nset size to (100) %\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n go to x: (114) y: (-99)\n show\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n set size to (200) %\n go to x: (153) y: (-35)\n show\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n set size to (100) %\n go to x: (40) y: (-85)\n show\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen I receive [turbo mode v]\nhide\n\n@Music\n\nwhen I receive [song #5 v]\nrepeat until <(Song #) < [5]>\n play sound [F-777 - A Lost World v] until done\nend\n\nwhen I receive [song #4 v]\nrepeat until <<(Song #) < [4]> or <(Song #) = [5]>>\n play sound [F-777 - Airborne Robots v] until done\nend\n\nwhen I receive [song #3 v]\nrepeat until <<(Song #) < [3]> or <(Song #) > [3]>>\n play sound [F-777 - Let's Stomp v] until done\nend\n\nwhen I receive [song #2 v]\nrepeat until <<(Song #) = [1]> or <(Song #) > [2]>>\n play sound [F-777 - Bow Wow v] until done\nend\n\nwhen I receive [song #1 v]\nrepeat until <(Song #) > [1]>\n play sound [Foxsky - Kirby Smash v] until done\nend\n\nwhen [k v] key pressed\nchange [song # v] by (1)\nif <(Song #) = [2]> then\n stop all sounds\n broadcast (song #2 v)\nend\nif <(Song #) = [3]> then\n stop all sounds\n broadcast (song #3 v)\nend\nif <(Song #) = [4]> then\n stop all sounds\n broadcast (song #4 v)\nend\nif <(Song #) = [5]> then\n stop all sounds\n broadcast (song #5 v)\nend\nif <(Song #) = [6]> then\n set [song # v] to [1]\n stop all sounds\n broadcast (song #1 v)\nend\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nend\nif <(costume [number v]) = [1]> then\n set volume to (100) %\nend\n\nwhen I receive [intro done v]\nif <(turbo mode?) = [true]> then\n set volume to (0) %\nend\nif <(turbo mode?) = [false]> then\n set volume to (100) %\n show\n go to [front v] layer\n set size to (50) %\n switch costume to (music1 v)\n set [song # v] to [1]\n set volume to (100) %\n stop all sounds\n broadcast (song #1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [turbo mode v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (aqua-a platformer v)\nshow\ngo to [front v] layer\nwait (2) seconds\nnext costume\nwait (2) seconds\nchange [ghost v] effect by (100)\nbroadcast (START v)\n\nwhen I receive [turbo mode v]\nhide\n\n@Credits\n\nwhen I receive [intro done v]\nswitch costume to (credits button v)\nforever\n if <(Level) = [10]> then\n go to x: (-128) y: (-6)\n show\n else\n hide\n end\n if <(costume [name v]) = [Credits]> then\n go to x: (0) y: (0)\n end\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n wait until <not <touching (mouse-pointer v)?>>\n change [brightness v] effect by (-10)\n end\nend\n\nwhen this sprite clicked\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nswitch costume to (credits v)\n\nwhen flag clicked\nhide\n\nwhen [o v] key pressed\nswitch costume to (credits button v)\n\nwhen I receive [turbo mode v]\nhide\n\n@Restart Button\n\nwhen I receive [intro done v]\nswitch costume to (credits button v)\nforever\n if <(Level) = [10]> then\n go to x: (136) y: (-126)\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n wait until <not <touching (mouse-pointer v)?>>\n change [brightness v] effect by (-10)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nset [level v] to [1]\nhide\nwait (0.00001) seconds\nbroadcast (Hurt v)\n\n@Turbo Mode Detector\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n Turbo mode detector\nend\n\ndefine Turbo mode detector\nreset timer\nrepeat (10)\n move (0) steps\nend\nif <(timer) > [0.1]> then\n set [turbo mode? v] to [false]\nelse\n set [turbo mode? v] to [true]\n switch costume to (turbo mode v)\n broadcast (turbo mode v)\nend\n\n | Aqua\n a Monochromatic Platformer \n by @StervingDuckHead ft. @UnstripedZebra\n\n========================================\nInstructions\n♦️Use arrow keys or WASD to move player\n♦️Don't touch lava or spikes\n♦️Click K to change music\n♦️Click music icon to mute and unmute\n♦️Click R to restart\n♦️Click N to skip level\n♦️Click P to go back a level\n♦️There are 10 levels and they are all very easy\n♦️Click O to exit Credits\n♦️Once you reach the end click the restart button to play again!\n\nReport any bugs you find to me \n( @StervingDuckHead ) or to my brother \n( @UnstripedZebra ) |
DOTS (Platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [Aurora - KnightKit12 \(copy\) v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y spawn v] to [1]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching color (#9f55ff)?> then\n set [y v] to [11]\nend\n\nif <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\nelse\n set [x v] to [0]\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen [r v] key pressed\nset [y spawn v] to [1]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <(x position) > [234]> then\n switch backdrop to (next backdrop v)\n go to x: (-218) y: (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-171]> then\n go to x: (-218) y: (1)\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-218) y: (1)\n\n@Play Game Button\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change size by (-2)\n end\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n | DOTS (Platformer)\nFRONT PAGED ON 3/18/2019 thanks, @119th_Element!\nInstructions:\n--Use your arrow keys to move--\n--Press the R key to restart any level--\n--Jump from dot to dot and don't hit the red dots or fall.--\n--Have fun!-- |
Ice- an elemental platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Vexento - Empty v] until done\nend\n\nwhen I receive [next_level_ v]\nnext backdrop\n\nwhen backdrop switches to [backdrop14 v]\nwait (1) seconds\nswitch backdrop to (backdrop15 v)\n\n@ice cube\n\nwhen flag clicked\nforever\n if <touching color (#0093d0)?> then\n set [xv v] to [20]\n set [yv v] to [22]\n end\nend\n\nwhen flag clicked\ngo to x: (-213) y: (-38)\nhide\nswitch costume to (costume1 v)\nwait (1.5) seconds\nshow\n\nwhen flag clicked\nwait (1.5) seconds\nforever\n if <touching (level line v)?> then\n broadcast (next_level_ v)\n go to x: (-213) y: (-38)\n end\n if <touching color (#ff8200)?> then\n go to x: (-213) y: (-38)\n end\nend\n\nwhen flag clicked\ngo to x: (-213) y: (-38)\nswitch backdrop to (level1 v)\ngo to [front v] layer\nset [yv v] to [0]\nset [xv v] to [0]\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 (#bcfcff)?> or <touching color (#72ff74)?>> then\n change y by (1)\n if <<touching color (#bcfcff)?> or <touching color (#72ff74)?>> then\n change y by (1)\n if <<touching color (#bcfcff)?> or <touching color (#72ff74)?>> then\n change y by (1)\n if <<touching color (#bcfcff)?> or <touching color (#72ff74)?>> then\n change y by (1)\n if <<touching color (#bcfcff)?> or <touching color (#72ff74)?>> then\n change y by (1)\n if <<touching color (#bcfcff)?> or <touching color (#72ff74)?>> 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 (#bcfcff)?> or <touching color (#72ff74)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#bcfcff)?> or <touching color (#72ff74)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-213) y: (-38)\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Level line\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go to x: (242) y: (-3)\nend\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@lasers\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (12) y: (7)\nhide\nforever\n wait (0.4) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Cool thingummi\n\nwhen flag clicked\ngo to x: (32) y: (28)\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [grow v]\nrepeat (17)\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-186) y: (-50)\nhide\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume1 v)\nwait (0.1) seconds\nbroadcast (Grow v)\nhide\n\n@wheelie thingy\n\nwhen flag clicked\ngo to x: (58) y: (-31)\nhide\nforever\n repeat (50)\n turn right (2) degrees\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Lava Falls!!!!!!!!!!!!HAHAHAHAHA\n\nwhen flag clicked\ngo to x: (5) y: (10)\nhide\nforever\n glide (1) secs to x: (5) y: (351)\n wait (0.1) seconds\n glide (1) secs to x: (5) y: (10)\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@fireball\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange y by (-10)\nset size to (100) %\nset [brightness v] effect to (-5)\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (12)\n change [brightness v] effect by (-5)\n change size by (-8)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-3) y: (-185)\nhide\nforever\n repeat (40)\n switch costume to (costume1 v)\n change y by (5)\n end\n wait (0.1) seconds\n repeat (40)\n switch costume to (costume2 v)\n change y by (-5)\n end\n switch costume to (costume1 v)\n wait (0.4) seconds\nend\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nforever\n hide\n delete this clone\nend\n\n@stuffs\n\nwhen flag clicked\ngo to x: (-7) y: (-147)\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@icon\n\nwhen flag clicked\ngo to x: (216) y: (-163)\nset [ghost v] effect to (50)\n\n | Ice Platformer is finished\nThis will be the LAST platformer in the elemental series\nDouble click the flag\nAs usual, arrow keys to move (The game will provide any other instructions\nPress "r" to restart a level\nLava/Fire will melt you\n\n\n\n\n\n\n\n\n\n(¬‿¬) ♡ & ☆ |
Magenta 2 - The Search for More Color (A Platformer) | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nswitch backdrop to (achtergrond1 v)\nset [level v] to [0]\nrepeat until <(Level) > [10]>\n change [level v] by (1)\n broadcast (Laad v) and wait\n broadcast (GO!!! v) and wait\nend\nbroadcast (Game Clear v)\n\nwhen flag clicked\nforever\n play sound [The Show Must Be Go v] until done\nend\n\n@Doeblok\n\nwhen I receive [laad v]\nshow\nset size to (35) %\nset [ghost v] effect to (100)\ngo to x: (item (Level) of [spawn x v]) y: (item (Level) of [spawn y v])\nset [valsnelheid v] to [0]\n\ndefine sprongbesturing\nif <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching (platform / grass v)?> then\n start sound [Jump v]\n set [valsnelheid v] to (vertreksnelheid)\n end\n change y by (1)\nend\n\ndefine uitvoeren besturing\nif <key (right arrow v) pressed?> then\n point in direction (90)\n broadcast (rechts v)\n change x by (uitvoersnelheid)\n if <touching (platform / grass v)?> then\n change x by ((0) - (uitvoersnelheid))\n end\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n broadcast (links v)\n change x by ((0) - (uitvoersnelheid))\n if <touching (platform / grass v)?> then\n change x by (uitvoersnelheid)\n end\nend\n\ndefine nabootsen zwaartekracht\nchange y by (valsnelheid)\nif <touching (platform / grass v)?> then\n if <(valsnelheid) < [0]> then\n set [omdraaistap v] to [1]\n else\n set [omdraaistap v] to [-1]\n end\n repeat until <not <touching (platform / grass v)?>>\n change y by (omdraaistap)\n end\n set [valsnelheid v] to [0]\nelse\n if <touching (dark magenta / lava v)?> then\n go to x: (item (Level) of [spawn x v]) y: (item (Level) of [spawn y v])\n else\n change y by (-1)\n if <touching (bouncy stuff v)?> then\n repeat until <not <touching (bouncy stuff v)?>>\n change y by ((0) - (valsnelheid))\n change [valsnelheid v] by ((0) - (zwaartekracht))\n end\n start sound [Boing v]\n change [valsnelheid v] by (((0) - (valsnelheid)) * (2))\n else\n change [valsnelheid v] by (zwaartekracht)\n end\n change y by (1)\n end\nend\n\nwhen I receive [go!!! v]\nset [vertreksnelheid v] to [12]\nset [uitvoersnelheid v] to [5]\nset [zwaartekracht v] to [-1]\nforever\n nabootsen zwaartekracht\n uitvoeren besturing\n sprongbesturing\nend\n\nwhen I receive [finish! v]\nstop [other scripts in sprite v]\n\nwhen [r v] key pressed\nchange y by (-1)\nif <touching (platform / grass v)?> then\n go to x: (item (Level) of [spawn x v]) y: (item (Level) of [spawn y v])\nend\nchange y by (1)\n\nwhen I receive [game clear v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite1\n\nwhen flag clicked\nforever\n set size to (35) %\n go to [front v] layer\n go to (doeblok v)\n point in direction ([direction v] of [doeblok v])\nend\n\nwhen I receive [game clear v]\nhide\n\nwhen flag clicked\nshow\n\n@Platform / Grass\n\nwhen I receive [game clear v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\n@Dark Magenta / Lava\n\nwhen I receive [game clear v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\n@Sprite2\n\nwhen I receive [go!!! v]\ngo to x: (item (Level) of [goal x v]) y: (item (Level) of [goal y v])\nif <(Level) = [9]> then\n switch costume to (uiterlijk2 v)\nelse\n switch costume to (uiterlijk1 v)\nend\nwait until <touching (doeblok v)?>\nbroadcast (Finish! v)\n\nwhen I receive [game clear v]\nhide\n\nwhen flag clicked\nshow\n\nbroadcast (Laad v) and wait\nbroadcast (GO!!! v)\n\n@Bouncy stuff\n\nwhen I receive [game clear v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n set [timeswitch v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (TimeSwitch)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n | TOP REMIXED! THANK YOU ALL!\n\nHaven't played the first game? Play it here:\nhttps://scratch.mit.edu/projects/287878598/\n\nSo, the first Magenta is now my most loved project, it even reached the What the Community is Loving row today! So here's the sequel. You are once again playing as Magenta Block, this time to find a world with more colors then just one. Enjoy! |
Red Platformer | @Stage\n\nwhen flag clicked\nset [color v] effect to (0)\nforever\n repeat (10)\n change [color v] effect by (-0.5)\n end\n repeat (10)\n change [color v] effect by (0.5)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Song v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <touching color (#ff6c6c)?> then\n change [yv v] by (22)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (0)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\nwait (3) seconds\ngo to x: (-220) y: (0)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d 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 (#b92c2c)?> then\n change y by (1)\n if <touching color (#b92c2c)?> then\n change y by (1)\n if <touching color (#b92c2c)?> then\n change y by (1)\n if <touching color (#b92c2c)?> then\n change y by (1)\n end\n if <touching color (#b92c2c)?> then\n change y by (1)\n if <touching color (#b92c2c)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#b92c2c)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#b92c2c)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (Next Level v)\n go to x: (-220) y: (0)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\n@Eyes\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n else\n switch costume to (straight v)\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n else\n switch costume to (straight v)\n end\n end\nend\n\ngo to [front v] layer\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Cloud\n\nwhen flag clicked\nset [ghost v] effect to (25)\ngo to (random position v)\nset size to (100) %\nset x to (-240)\nswitch costume to (pick random (1) to (3))\nforever\n change x by (5)\n if <(x position) > [240]> then\n repeat (10)\n change size by (-10)\n end\n go to (random position v)\n set x to (-240)\n switch costume to (pick random (1) to (3))\n repeat (10)\n change size by (10)\n end\n end\nend\n\n@Particles\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (70)\nset size to (pick random (80) to (115)) %\nforever\n glide (pick random (2) to (4)) secs to (random position v)\nend\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (70)\ngo to x: (0) y: (100)\nrepeat (40)\n create clone of (_myself_ v)\nend\nforever\n glide (pick random (2) to (4)) secs to (random position v)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | I made this for the monochromatic studio. Arrow keys to move.\nLove & Favorite. |
ScratchCat(A Platformer) | @Stage\n\n@hit box\n\nwhen flag clicked\nset rotation style [left-right v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\nforever\n set [direction v] to (direction)\nend\n\nwhen flag clicked\nshow\ngo to x: (-205) y: (-146)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (_edge_ v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> 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 [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-208) y: (-77)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n if <(x position) > [235]> then\n broadcast (nextlevel v)\n go to x: (-208) y: (-77)\n next backdrop\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n play sound [Mii theme NINTENDO \(trap remix\) v] until done\nend\n\n@Cat\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n point in direction (direction)\nend\n\nwhen flag clicked\nforever\n go to (hit box v)\nend\n\n | 100% possible\nfirst 3 levels by @joshuaDeuel\n\n\n |
Blue-Gray Sky ~ a pen platformer | @Stage\n\nwhen flag clicked\nset volume to (100) %\nbroadcast (mobile v)\nrepeat until <(\[G\] level) = [9]>\n play sound [Magic Forest v] until done\nend\n\nwhen [m v] key pressed\nif <not <(\[G\] level) = [9]>> then\n set volume to ((100) - (volume)) %\nend\n\nwhen I receive [end v]\nrepeat (50)\n change volume by (-2)\nend\n\nrepeat until <(\[G\] level) = [9]>\nend\n\n@Pen Platformer Engine - made by -ShadowOfTheFuture-\n\ndefine Draw line (x1) (y1) (x2) (y2) size (s) collision? (c)\nif <<(x1) = (x2)> and <not <(c) = [0]>>> then\n Draw line (x1) (y1) ((x2) + (0.001)) (y2) size (s) collision? (c)\n stop [this script v]\nend\nif <<(y1) = (y2)> and <not <(c) = [0]>>> then\n Draw line (x1) (y1) (x2) ((y2) + (0.001)) size (s) collision? (c)\n stop [this script v]\nend\nset pen size to (s)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\nif <not <(c) = [0]>> then\n add (x1) to [\[g\] list v]\n add (y1) to [\[g\] list v]\n add (x2) to [\[g\] list v]\n add (y2) to [\[g\] list v]\n add (c) to [\[g\] list v]\nend\n\nwhen flag clicked\ndelete all of [\[g\] background v]\ndelete all of [\[g\] timer v]\nadd [0] to [\[g\] timer v]\nadd [0] to [\[g\] timer v]\nset [\[g\] fade v] to [1]\nset [\[g\] level v] to [1]\nReset\nforever\n erase all\n delete all of [\[g\] list v]\n if <(\[G\]\[P\] ded ;-;) = [0]> then\n Player\n end\n if <not <[\[g\]\[p\] particles v] contains [-10000]?>> then\n replace item (2) of [\[g\] timer v] with (timer)\n end\n if <(timer) > ((item (2) of [\[g\] timer v]) + (0.5))> then\n Reset\n end\n set pen color to ((((150) * (65536)) + ((180) * (256))) + (210))\n Draw line [-240] [0] [240] [0] size [360] collision? [0]\n Background\n set pen color to ((5268600) + ())\n Levels\n broadcast (level # v)\n set pen color to ((((50) * (65536)) + ((75) * (256))) + (100))\n if <(\[G\]\[P\] ded ;-;) = [0]> then\n Check\n else\n Particles\n end\n if <<(item (5) of [\[g\]\[p\] pos v]) > [-4]> and <<<mouse down?> and <(mouse y) > [50]>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n replace item (4) of [\[g\]\[p\] pos v] with [9.5]\n replace item (5) of [\[g\]\[p\] pos v] with [-4]\n end\n if <(\[G\]\[P\] ded ;-;) = [-1]> then\n if <(\[G\] fade) < [250]> then\n change [\[g\] fade v] by (10)\n else\n change [\[g\] level v] by (1)\n Reset\n end\n else\n if <[5] < (\[G\] fade)> then\n change [\[g\] fade v] by (-10)\n else\n set [\[g\] fade v] to [1]\n end\n end\n Fade overlay\n if <(\[G\] level) = [9]> then\n stop [other scripts in sprite v]\n broadcast (end v)\n stop [this script v]\n end\nend\n\ndefine Check\nset [\[g\] i v] to [0]\nset [\[g\]\[c\] collision? v] to [0]\nrepeat ((length of [\[g\] list v]) / (5))\n set [\[g\]\[c\] m v] to (((item ((\[G\] i) + (4)) of [\[g\] list v]) - (item ((\[G\] i) + (2)) of [\[g\] list v])) / ((item ((\[G\] i) + (3)) of [\[g\] list v]) - (item ((\[G\] i) + (1)) of [\[g\] list v])))\n set [\[g\]\[c\] b v] to ((item ((\[G\] i) + (2)) of [\[g\] list v]) - ((\[G\]\[C\] m) * (item ((\[G\] i) + (1)) of [\[g\] list v])))\n Get distance (item (1) of [\[g\]\[p\] pos v]) (item (2) of [\[g\]\[p\] pos v]) to ((((item (2) of [\[g\]\[p\] pos v]) + ((item (1) of [\[g\]\[p\] pos v]) / (\[G\]\[C\] m))) - (\[G\]\[C\] b)) / ((\[G\]\[C\] m) + ((1) / (\[G\]\[C\] m)))) (((\[G\]\[C\] m) * ((((item (2) of [\[g\]\[p\] pos v]) + ((item (1) of [\[g\]\[p\] pos v]) / (\[G\]\[C\] m))) - (\[G\]\[C\] b)) / ((\[G\]\[C\] m) + ((1) / (\[G\]\[C\] m))))) + (\[G\]\[C\] b))\n Test\n if <(\[G\]\[C\] dist) < [6]> then\n set [\[g\]\[c\] collision? v] to [1]\n end\n if <(\[G\]\[C\] collision?) = [1]> then\n if <(item ((\[G\] i) + (5)) of [\[g\] list v]) = [1]> then\n if <<not <([abs v] of (\[G\]\[C\] m) ) < [2]>> or <(item (2) of [\[g\]\[p\] pos v]) < (((\[G\]\[C\] m) * (item (1) of [\[g\]\[p\] pos v])) + (\[G\]\[C\] b))>> then\n replace item (1) of [\[g\]\[p\] pos v] with ((item (1) of [\[g\]\[p\] pos v]) - (item (3) of [\[g\]\[p\] pos v]))\n replace item (3) of [\[g\]\[p\] pos v] with [0]\n end\n if <([abs v] of (\[G\]\[C\] m) ) < [10]> then\n replace item (2) of [\[g\]\[p\] pos v] with (((item (2) of [\[g\]\[p\] pos v]) + ([abs v] of ((\[G\]\[C\] m) * (item (3) of [\[g\]\[p\] pos v])) )) - (item (4) of [\[g\]\[p\] pos v]))\n replace item (4) of [\[g\]\[p\] pos v] with [0]\n if <not <(item (2) of [\[g\]\[p\] pos v]) < (((\[G\]\[C\] m) * (item (1) of [\[g\]\[p\] pos v])) + (\[G\]\[C\] b))>> then\n replace item (5) of [\[g\]\[p\] pos v] with [0]\n end\n end\n end\n if <(item ((\[G\] i) + (5)) of [\[g\] list v]) = [2]> then\n Die\n stop [this script v]\n end\n if <(item ((\[G\] i) + (5)) of [\[g\] list v]) = [3]> then\n Yay\n stop [this script v]\n end\n end\n set [\[g\]\[c\] collision? v] to [0]\n change [\[g\] i v] by (5)\nend\nDraw line (item (1) of [\[g\]\[p\] pos v]) (item (2) of [\[g\]\[p\] pos v]) (item (1) of [\[g\]\[p\] pos v]) (item (2) of [\[g\]\[p\] pos v]) size [12] collision? [0]\n\nreplace item (4) of [\[g\]\[p\] pos v] with ((9.5) * <<<<<mouse down?> and <(mouse y) > [50]>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and > and <not <(item (2) of [\[g\]\[p\] pos v]) < (((\[G\]\[C\] m) * (item (1) of [\[g\]\[p\] pos v])) + (\[G\]\[C\] b))>>>)\n\nset pen color to (((65536) + (257)) * (100))\n\nDraw line (item (1) of [\[g\]\[p\] pos v]) (item (2) of [\[g\]\[p\] pos v]) ((((item (2) of [\[g\]\[p\] pos v]) + ((item (1) of [\[g\]\[p\] pos v]) / (\[G\]\[C\] m))) - (\[G\]\[C\] b)) / ((\[G\]\[C\] m) + ((1) / (\[G\]\[C\] m)))) (((\[G\]\[C\] m) * ((((item (2) of [\[g\]\[p\] pos v]) + ((item (1) of [\[g\]\[p\] pos v]) / (\[G\]\[C\] m))) - (\[G\]\[C\] b)) / ((\[G\]\[C\] m) + ((1) / (\[G\]\[C\] m))))) + (\[G\]\[C\] b)) size [2] collision? [0]\n\nset pen color to (() + ())\n\ndefine Get distance (x1) (y1) to (x2) (y2)\nset [\[g\]\[c\] dist v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine Test\nif <((item ((\[G\] i) + (4)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (3)) of [\[g\] list v]))) < ((item (2) of [\[g\]\[p\] pos v]) + ((item (1) of [\[g\]\[p\] pos v]) / (\[G\]\[C\] m)))> then\n if <((item ((\[G\] i) + (2)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (1)) of [\[g\] list v]))) < ((item ((\[G\] i) + (4)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (3)) of [\[g\] list v])))> then\n Get distance (item ((\[G\] i) + (3)) of [\[g\] list v]) (item ((\[G\] i) + (4)) of [\[g\] list v]) to (item (1) of [\[g\]\[p\] pos v]) (item (2) of [\[g\]\[p\] pos v])\n end\nend\nif <((item ((\[G\] i) + (4)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (3)) of [\[g\] list v]))) > ((item (2) of [\[g\]\[p\] pos v]) + ((item (1) of [\[g\]\[p\] pos v]) / (\[G\]\[C\] m)))> then\n if <((item ((\[G\] i) + (2)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (1)) of [\[g\] list v]))) > ((item ((\[G\] i) + (4)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (3)) of [\[g\] list v])))> then\n Get distance (item ((\[G\] i) + (3)) of [\[g\] list v]) (item ((\[G\] i) + (4)) of [\[g\] list v]) to (item (1) of [\[g\]\[p\] pos v]) (item (2) of [\[g\]\[p\] pos v])\n end\nend\nif <((item ((\[G\] i) + (2)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (1)) of [\[g\] list v]))) < ((item (2) of [\[g\]\[p\] pos v]) + ((item (1) of [\[g\]\[p\] pos v]) / (\[G\]\[C\] m)))> then\n if <((item ((\[G\] i) + (4)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (3)) of [\[g\] list v]))) < ((item ((\[G\] i) + (2)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (1)) of [\[g\] list v])))> then\n Get distance (item ((\[G\] i) + (1)) of [\[g\] list v]) (item ((\[G\] i) + (2)) of [\[g\] list v]) to (item (1) of [\[g\]\[p\] pos v]) (item (2) of [\[g\]\[p\] pos v])\n end\nend\nif <((item ((\[G\] i) + (2)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (1)) of [\[g\] list v]))) > ((item (2) of [\[g\]\[p\] pos v]) + ((item (1) of [\[g\]\[p\] pos v]) / (\[G\]\[C\] m)))> then\n if <((item ((\[G\] i) + (4)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (3)) of [\[g\] list v]))) > ((item ((\[G\] i) + (2)) of [\[g\] list v]) - (((-1) / (\[G\]\[C\] m)) * (item ((\[G\] i) + (1)) of [\[g\] list v])))> then\n Get distance (item ((\[G\] i) + (1)) of [\[g\] list v]) (item ((\[G\] i) + (2)) of [\[g\] list v]) to (item (1) of [\[g\]\[p\] pos v]) (item (2) of [\[g\]\[p\] pos v])\n end\nend\n\ndefine Player\nreplace item (3) of [\[g\]\[p\] pos v] with ((0.7) * (((1.7) * (<<<mouse down?> and <(mouse x) > [150]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> - <<<<mouse down?> and <(mouse x) < [-150]>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>)) + (item (3) of [\[g\]\[p\] pos v])))\nreplace item (4) of [\[g\]\[p\] pos v] with ((0.96) * ((item (4) of [\[g\]\[p\] pos v]) - (1)))\nreplace item (1) of [\[g\]\[p\] pos v] with ((item (3) of [\[g\]\[p\] pos v]) + (item (1) of [\[g\]\[p\] pos v]))\nreplace item (2) of [\[g\]\[p\] pos v] with ((item (4) of [\[g\]\[p\] pos v]) + (item (2) of [\[g\]\[p\] pos v]))\nreplace item (5) of [\[g\]\[p\] pos v] with ((item (5) of [\[g\]\[p\] pos v]) - (1))\nif <<key (r v) pressed?> or <<mouse down?> and <[-100] > (mouse y)>>> then\n Reset\nend\nif <(item (2) of [\[g\]\[p\] pos v]) < [-180]> then\n Die\nend\nreplace item (2) of [\[g\] timer v] with (timer)\n\ndefine Reset\ndelete all of [\[g\]\[p\] particles v]\ndelete all of [\[g\]\[p\] pos v]\nadd [-200] to [\[g\]\[p\] pos v]\nadd [-100] to [\[g\]\[p\] pos v]\nadd [0] to [\[g\]\[p\] pos v]\nadd [0] to [\[g\]\[p\] pos v]\nadd [0] to [\[g\]\[p\] pos v]\nset [\[g\]\[p\] ded ;-; v] to [0]\n\ndefine Die\nset [\[g\]\[p\] ded ;-; v] to [1]\nif <(item (2) of [\[g\]\[p\] pos v]) < [-180]> then\n replace item (2) of [\[g\]\[p\] pos v] with [-180]\nend\nAdd particles (item (1) of [\[g\]\[p\] pos v]) (item (2) of [\[g\]\[p\] pos v]) ((2) + ([abs v] of ((item (4) of [\[g\]\[p\] pos v]) / (2)) ))\n\nReset\n\nDraw line [-130] [-155] [-128] [-145] size [2] collision? [2]\nDraw line [-126] [-155] [-128] [-145] size [2] collision? [2]\nDraw line [-125] [-155] [-123] [-145] size [2] collision? [2]\nDraw line [-121] [-155] [-123] [-145] size [2] collision? [2]\n\ndefine Spikes (x) (y) (#) direction (dir)\nset pen color to ((16777216) + (0))\nDraw line ((x) + (2)) ((y) + ((dir) * (10))) ((x) + (((#) * (5)) - (3))) ((y) + ((dir) * (10))) size [2] collision? [2]\nDraw line ((x) + (((#) * (5)) - (1))) (y) ((x) + (((#) * (5)) - (3))) ((y) + ((dir) * (10))) size [2] collision? [2]\nDraw line (x) (y) ((x) + (2)) ((y) + ((dir) * (10))) size [2] collision? [2]\ngo to x: (x) y: (y)\nset pen color to ((5268600) + ())\nrepeat (#)\n Draw line (x position) (y position) ((x position) + (2)) ((y position) + ((dir) * (10))) size [2] collision? [0]\n Draw line (x position) (y position) ((x position) + (2)) ((y position) - ((dir) * (10))) size [2] collision? [0]\n change x by (1)\nend\n\ndefine Background\nset pen color to ((((140) * (65536)) + ((170) * (256))) + (200))\nset [\[g\] i v] to [0]\nrepeat ((length of [\[g\] background v]) / (2))\n Draw line (item ((\[G\] i) + (1)) of [\[g\] background v]) [180] ((item ((\[G\] i) + (1)) of [\[g\] background v]) + (-50)) [-180] size (item ((\[G\] i) + (2)) of [\[g\] background v]) collision? [0]\n if <[-300] > (item ((\[G\] i) + (1)) of [\[g\] background v])> then\n replace item ((\[G\] i) + (1)) of [\[g\] background v] with [null]\n replace item ((\[G\] i) + (2)) of [\[g\] background v] with [null]\n else\n replace item ((\[G\] i) + (1)) of [\[g\] background v] with ((-5) + (item ((\[G\] i) + (1)) of [\[g\] background v]))\n end\n change [\[g\] i v] by (2)\nend\nset [\[g\] i v] to (length of [\[g\] background v])\nrepeat (length of [\[g\] background v])\n if <(item (\[G\] i) of [\[g\] background v]) = [null]> then\n delete (\[G\] i) of [\[g\] background v]\n end\n change [\[g\] i v] by (-1)\nend\nif <(timer) > (item (1) of [\[g\] timer v])> then\n add [300] to [\[g\] background v]\n add (pick random (20) to (80)) to [\[g\] background v]\n replace item (1) of [\[g\] timer v] with ((timer) + (pick random (1.5) to (3)))\nend\n\ndefine Particles\nset pen size to (4)\nset [\[g\] i v] to [0]\nrepeat ((length of [\[g\]\[p\] particles v]) / (4))\n go to x: (item ((\[G\] i) + (1)) of [\[g\]\[p\] particles v]) y: (item ((\[G\] i) + (2)) of [\[g\]\[p\] particles v])\n pen down\n pen up\n if <(item ((\[G\] i) + (2)) of [\[g\]\[p\] particles v]) < [-180]> then\n if <(item ((\[G\] i) + (4)) of [\[g\]\[p\] particles v]) < [-3]> then\n replace item ((\[G\] i) + (4)) of [\[g\]\[p\] particles v] with ((item ((\[G\] i) + (4)) of [\[g\]\[p\] particles v]) * (-0.25))\n replace item ((\[G\] i) + (2)) of [\[g\]\[p\] particles v] with ((-180) + (item ((\[G\] i) + (4)) of [\[g\]\[p\] particles v]))\n else\n replace item ((\[G\] i) + (1)) of [\[g\]\[p\] particles v] with [0]\n replace item ((\[G\] i) + (2)) of [\[g\]\[p\] particles v] with [-10000]\n replace item ((\[G\] i) + (3)) of [\[g\]\[p\] particles v] with [0]\n replace item ((\[G\] i) + (4)) of [\[g\]\[p\] particles v] with [0]\n end\n else\n replace item ((\[G\] i) + (1)) of [\[g\]\[p\] particles v] with ((item ((\[G\] i) + (1)) of [\[g\]\[p\] particles v]) + (item ((\[G\] i) + (3)) of [\[g\]\[p\] particles v]))\n replace item ((\[G\] i) + (2)) of [\[g\]\[p\] particles v] with ((item ((\[G\] i) + (2)) of [\[g\]\[p\] particles v]) + (item ((\[G\] i) + (4)) of [\[g\]\[p\] particles v]))\n replace item ((\[G\] i) + (3)) of [\[g\]\[p\] particles v] with ((0.96) * (item ((\[G\] i) + (3)) of [\[g\]\[p\] particles v]))\n replace item ((\[G\] i) + (4)) of [\[g\]\[p\] particles v] with ((-0.5) + (item ((\[G\] i) + (4)) of [\[g\]\[p\] particles v]))\n end\n change [\[g\] i v] by (4)\nend\n\ndefine Add particles (x) (y) (vel)\nrepeat (6)\n set [\[g\]\[p\] particle v] to ((5) * (pick random (5) to (31)))\n add (x) to [\[g\]\[p\] particles v]\n add (y) to [\[g\]\[p\] particles v]\n add ((vel) * ([cos v] of (\[G\]\[P\] particle) )) to [\[g\]\[p\] particles v]\n add ((vel) * ([sin v] of (\[G\]\[P\] particle) )) to [\[g\]\[p\] particles v]\nend\n\nif <(\[G\]\[P\] ded ;-;) = [0]> then\nend\n\ndefine Levels\nif <(\[G\] level) = [1]> then\n [L] 1\nend\nif <(\[G\] level) = [2]> then\n [L] 2\nend\nif <(\[G\] level) = [3]> then\n [L] 3\nend\nif <(\[G\] level) = [4]> then\n [L] 4\nend\nif <(\[G\] level) = [5]> then\n [L] 5\nend\nif <(\[G\] level) = [6]> then\n [L] 6\nend\nif <(\[G\] level) = [7]> then\n [L] 7\nend\nif <(\[G\] level) = [8]> then\n [L] 8\nend\n\ndefine [L] 1\nDraw line [-220] [-150] [-170] [-150] size [2] collision? [1]\nDraw line [-220] [-150] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-180] size [2] collision? [1]\nDraw line [-150] [-155] [-170] [-150] size [2] collision? [1]\nDraw line [-150] [-155] [-50] [-155] size [2] collision? [1]\nDraw line [-52] [-160] [-50] [-155] size [2] collision? [1]\nDraw line [-52] [-160] [-50] [-170] size [2] collision? [1]\nDraw line [-52] [-180] [-50] [-170] size [2] collision? [1]\nDraw line [0] [-160] [10] [-160] size [2] collision? [1]\nDraw line [0] [-160] [0] [-180] size [2] collision? [1]\nDraw line [10] [-160] [10] [-180] size [2] collision? [1]\nDraw line [60] [-160] [70] [-160] size [2] collision? [1]\nDraw line [60] [-160] [60] [-180] size [2] collision? [1]\nDraw line [70] [-160] [70] [-180] size [2] collision? [1]\nDraw line [120] [-155] [150] [-155] size [2] collision? [1]\nDraw line [170] [-150] [150] [-155] size [2] collision? [1]\nDraw line [170] [-150] [220] [-150] size [2] collision? [1]\nDraw line [120] [-155] [122] [-160] size [2] collision? [1]\nDraw line [120] [-170] [122] [-160] size [2] collision? [1]\nDraw line [120] [-170] [122] [-180] size [2] collision? [1]\nDraw line [220] [-150] [218] [-158] size [2] collision? [1]\nDraw line [220] [-168] [218] [-158] size [2] collision? [1]\nDraw line [220] [-168] [218] [-180] size [2] collision? [1]\nSpikes [-130] [-155] [4] direction [1]\nDoor [200] [-150] [1]\n\ndefine Door (x) (y) (dir)\nDraw line ((x) + ((10) * (dir))) ((y) + (20)) ((x) + ((10) * (dir))) (y) size [2] collision? [3]\nDraw line (x) (y) (x) ((y) + (20)) size [2] collision? [0]\nDraw line (x) ((y) + (20)) ((x) + ((10) * (dir))) ((y) + (20)) size [2] collision? [0]\n\ndefine Fade overlay\nset pen color to ((((150) * (65536)) + ((180) * (256))) + (((\[G\] fade) * (16777216)) + (210)))\nDraw line [-240] [0] [240] [0] size [360] collision? [0]\n\ndefine Yay\nset [\[g\]\[p\] ded ;-; v] to [-1]\n\nDraw line ((x) + ((10) * (dir))) ((y) + (20)) ((x) + ((10) * (dir))) (y) size [2] collision? [2]\n\ndefine [L] 2\nDraw line [-220] [-150] [-150] [-150] size [2] collision? [1]\nDraw line [-220] [-150] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-180] size [2] collision? [1]\nDraw line [-150] [-150] [-110] [-140] size [2] collision? [1]\nDraw line [-50] [-140] [-110] [-140] size [2] collision? [1]\nDraw line [-50] [-140] [-52] [-150] size [2] collision? [1]\nDraw line [-49] [-165] [-52] [-150] size [2] collision? [1]\nDraw line [-49] [-165] [-52] [-180] size [2] collision? [1]\nSpikes [-110] [-140] [4] direction [1]\nDraw line [0] [-135] [10] [-135] size [2] collision? [1]\nDraw line [0] [-135] [0] [-180] size [2] collision? [1]\nDraw line [10] [-135] [10] [-180] size [2] collision? [1]\nDraw line [60] [-130] [70] [-130] size [2] collision? [1]\nDraw line [60] [-130] [60] [-180] size [2] collision? [1]\nDraw line [70] [-130] [70] [-180] size [2] collision? [1]\nDraw line [180] [-100] [250] [-100] size [2] collision? [1]\nDraw line [180] [-100] [170] [-125] size [2] collision? [1]\nDraw line [120] [-125] [170] [-125] size [2] collision? [1]\nSpikes [150] [-125] [4] direction [1]\nDraw line [120] [-125] [122] [-135] size [2] collision? [1]\nDraw line [122] [-135] [124] [-155] size [2] collision? [1]\nDraw line [122] [-170] [123] [-155] size [2] collision? [1]\nDraw line [122] [-170] [123] [-180] size [2] collision? [1]\nDraw line [250] [-100] [250] [-180] size [2] collision? [1]\nDraw line [120] [-75] [130] [-75] size [2] collision? [1]\nDraw line [120] [-75] [125] [-80] size [2] collision? [0]\nDraw line [130] [-75] [125] [-80] size [2] collision? [0]\nDraw line [60] [-70] [70] [-70] size [2] collision? [1]\nDraw line [60] [-70] [60] [-75] size [2] collision? [1]\nDraw line [70] [-70] [70] [-75] size [2] collision? [1]\nDraw line [65] [-80] [60] [-75] size [2] collision? [0]\nDraw line [65] [-80] [70] [-75] size [2] collision? [0]\nDraw line [0] [-65] [10] [-65] size [2] collision? [1]\nDraw line [0] [-65] [0] [-75] size [2] collision? [1]\nDraw line [10] [-65] [10] [-75] size [2] collision? [1]\nDraw line [5] [-80] [0] [-75] size [2] collision? [0]\nDraw line [5] [-80] [10] [-75] size [2] collision? [0]\nDraw line [-80] [-60] [-50] [-60] size [2] collision? [1]\nDraw line [-80] [-80] [-50] [-80] size [2] collision? [0]\nDraw line [-50] [-60] [-50] [-80] size [2] collision? [0]\nDraw line [-80] [-60] [-85] [-70] size [2] collision? [0]\nDraw line [-80] [-80] [-85] [-70] size [2] collision? [0]\nDoor [-70] [-60] [-1]\n\ndefine [L] 3\nDraw line [-220] [-150] [-120] [-150] size [2] collision? [1]\nDraw line [-220] [-150] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-180] size [2] collision? [1]\nDraw line [-120] [-150] [-122] [-158] size [2] collision? [1]\nDraw line [-120] [-168] [-122] [-158] size [2] collision? [1]\nDraw line [-120] [-168] [-122] [-180] size [2] collision? [1]\nDraw line [-120] [-165] [-105] [-155] size [2] collision? [1]\nDraw line [-120] [-165] [-110] [-175] size [2] collision? [1]\nDraw line [-90] [-180] [-110] [-175] size [2] collision? [1]\nDraw line [-85] [-165] [-105] [-155] size [2] collision? [1]\nDraw line [-85] [-165] [-90] [-180] size [2] collision? [1]\nSpikes [-135] [-150] [3] direction [1]\nSpikes [-15] [-140] [3] direction [1]\nDraw line [-30] [-140] [20] [-140] size [2] collision? [1]\nDraw line [-30] [-140] [-28] [-150] size [2] collision? [1]\nDraw line [-30] [-163] [-28] [-150] size [2] collision? [1]\nDraw line [-30] [-163] [-28] [-180] size [2] collision? [1]\nDraw line [30] [-130] [20] [-140] size [2] collision? [1]\nDraw line [30] [-110] [100] [-110] size [2] collision? [1]\nDraw line [30] [-130] [30] [-110] size [2] collision? [1]\nSpikes [30] [-80] [14] direction [-1]\nDraw line [30] [-80] [100] [-80] size [2] collision? [0]\nDraw line [30] [-60] [100] [-60] size [2] collision? [1]\nDraw line [30] [-60] [30] [-80] size [2] collision? [1]\nDraw line [100] [-60] [100] [-80] size [2] collision? [1]\nDraw line [-30] [-85] [-20] [-85] size [2] collision? [1]\nDraw line [-30] [-85] [-25] [-90] size [2] collision? [0]\nDraw line [-20] [-85] [-25] [-90] size [2] collision? [0]\nDraw line [160] [-65] [250] [-65] size [2] collision? [1]\nDraw line [98] [-120] [100] [-110] size [2] collision? [1]\nDraw line [98] [-120] [97] [-140] size [2] collision? [1]\nDraw line [99] [-160] [97] [-140] size [2] collision? [1]\nDraw line [99] [-160] [97] [-180] size [2] collision? [1]\nDraw line [160] [-65] [162] [-80] size [2] collision? [1]\nDraw line [163] [-110] [162] [-80] size [2] collision? [1]\nDraw line [163] [-110] [161] [-130] size [2] collision? [1]\nDraw line [162] [-155] [161] [-130] size [2] collision? [1]\nDraw line [162] [-155] [160] [-180] size [2] collision? [1]\nDraw line [250] [-65] [250] [-180] size [2] collision? [1]\nSpikes [175] [-65] [3] direction [1]\nDoor [200] [-65] [1]\n\ndefine [L] 4\nDraw line [-220] [-150] [20] [-150] size [2] collision? [1]\nDraw line [-220] [-150] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-180] size [2] collision? [1]\nSpikes [-160] [-150] [7] direction [1]\nSpikes [-80] [-150] [7] direction [1]\nDraw line [20] [-150] [18] [-158] size [2] collision? [1]\nDraw line [20] [-168] [18] [-158] size [2] collision? [1]\nDraw line [20] [-168] [18] [-180] size [2] collision? [1]\nDraw line [70] [-135] [80] [-135] size [2] collision? [1]\nDraw line [70] [-135] [70] [-180] size [2] collision? [1]\nDraw line [80] [-135] [80] [-180] size [2] collision? [1]\nDraw line [130] [-110] [220] [-110] size [2] collision? [1]\nDraw line [130] [-110] [132] [-120] size [2] collision? [0]\nDraw line [133] [-140] [132] [-120] size [2] collision? [1]\nDraw line [133] [-140] [131] [-155] size [2] collision? [1]\nDraw line [133] [-180] [131] [-155] size [2] collision? [1]\nDraw line [218] [-130] [220] [-110] size [2] collision? [1]\nDraw line [218] [-130] [220] [-155] size [2] collision? [1]\nDraw line [218] [-180] [220] [-155] size [2] collision? [1]\nSpikes [180] [-110] [8] direction [1]\nDraw line [70] [-85] [75] [-90] size [2] collision? [0]\nDraw line [80] [-85] [75] [-90] size [2] collision? [0]\nDraw line [70] [-85] [80] [-85] size [2] collision? [1]\nDraw line [-220] [-70] [20] [-70] size [2] collision? [1]\nDraw line [20] [-70] [20] [-85] size [2] collision? [1]\nDraw line [-220] [-70] [-220] [-85] size [2] collision? [1]\nDraw line [-160] [-90] [-220] [-85] size [2] collision? [0]\nDraw line [-160] [-90] [-100] [-85] size [2] collision? [0]\nDraw line [-40] [-90] [-100] [-85] size [2] collision? [0]\nDraw line [-40] [-90] [20] [-85] size [2] collision? [0]\nSpikes [-160] [-70] [7] direction [1]\nSpikes [-80] [-70] [7] direction [1]\nDraw line [-220] [10] [0] [10] size [2] collision? [1]\nDraw line [20] [10] [20] [-5] size [2] collision? [1]\nDraw line [-220] [10] [-220] [-5] size [2] collision? [1]\nDraw line [-160] [-10] [-220] [-5] size [2] collision? [0]\nDraw line [-160] [-10] [-100] [-5] size [2] collision? [1]\nDraw line [-40] [-10] [-100] [-5] size [2] collision? [1]\nDraw line [-40] [-10] [20] [-5] size [2] collision? [1]\nSpikes [-160] [10] [7] direction [1]\nSpikes [-80] [10] [7] direction [1]\nDraw line [-200] [-35] [-210] [-35] size [2] collision? [1]\nDraw line [-200] [-35] [-205] [-40] size [2] collision? [0]\nDraw line [-210] [-35] [-205] [-40] size [2] collision? [0]\nDraw line [20] [10] [0] [10] size [2] collision? [0]\nDoor [-190] [10] [-1]\n\ngo to x: (x) y: (y)\nrepeat (#)\n Draw line (x position) (y position) ((x position) + (2)) ((y position) + ((dir) * (10))) size [2] collision? [2]\n Draw line (x position) (y position) ((x position) + (2)) ((y position) - ((dir) * (10))) size [2] collision? [2]\n change x by (1)\nend\n\ndefine [L] 5\nDraw line [-220] [-150] [-120] [-150] size [2] collision? [1]\nDraw line [-220] [-150] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-180] size [2] collision? [1]\nDraw line [-120] [-150] [-122] [-158] size [2] collision? [1]\nDraw line [-120] [-168] [-122] [-158] size [2] collision? [1]\nDraw line [-120] [-168] [-122] [-180] size [2] collision? [1]\nDraw line [120] [-150] [220] [-150] size [2] collision? [1]\nDraw line [120] [-150] [122] [-158] size [2] collision? [1]\nDraw line [120] [-168] [122] [-158] size [2] collision? [1]\nDraw line [120] [-168] [122] [-180] size [2] collision? [1]\nDraw line [220] [-150] [218] [-158] size [2] collision? [1]\nDraw line [220] [-168] [218] [-158] size [2] collision? [1]\nDraw line [220] [-168] [218] [-180] size [2] collision? [1]\nDraw line [-5] [-140] [5] [-140] size [2] collision? [1]\nDraw line [-5] [-140] [-5] [-180] size [2] collision? [1]\nDraw line [5] [-140] [5] [-180] size [2] collision? [1]\nDraw line [-65] [-145] [-55] [-145] size [2] collision? [1]\nDraw line [-65] [-145] [-65] [-180] size [2] collision? [1]\nDraw line [-55] [-145] [-55] [-180] size [2] collision? [1]\nDraw line [65] [-145] [55] [-145] size [2] collision? [1]\nDraw line [65] [-145] [65] [-180] size [2] collision? [1]\nDraw line [55] [-145] [55] [-180] size [2] collision? [1]\nDraw line [220] [-60] [120] [-60] size [2] collision? [1]\nDraw line [220] [-60] [222] [-70] size [2] collision? [1]\nDraw line [220] [-80] [222] [-70] size [2] collision? [0]\nDraw line [220] [-80] [170] [-85] size [2] collision? [0]\nDraw line [120] [-60] [118] [-70] size [2] collision? [1]\nDraw line [120] [-80] [118] [-70] size [2] collision? [0]\nDraw line [120] [-80] [170] [-85] size [2] collision? [0]\nDraw line [-220] [-60] [-120] [-60] size [2] collision? [1]\nDraw line [-220] [-60] [-222] [-70] size [2] collision? [1]\nDraw line [-220] [-80] [-222] [-70] size [2] collision? [0]\nDraw line [-220] [-80] [-170] [-85] size [2] collision? [0]\nDraw line [-120] [-60] [-118] [-70] size [2] collision? [1]\nDraw line [-120] [-80] [-118] [-70] size [2] collision? [0]\nDraw line [-120] [-80] [-170] [-85] size [2] collision? [0]\nSpikes [-180] [-60] [4] direction [1]\nSpikes [160] [-60] [4] direction [1]\nSpikes [-180] [-150] [4] direction [1]\nSpikes [160] [-150] [4] direction [1]\nDraw line [-65] [-60] [-55] [-60] size [2] collision? [1]\nDraw line [-65] [-60] [-65] [-85] size [2] collision? [0]\nDraw line [-55] [-60] [-55] [-85] size [2] collision? [0]\nDraw line [-60] [-90] [-55] [-85] size [2] collision? [0]\nDraw line [-60] [-90] [-65] [-85] size [2] collision? [0]\nDraw line [65] [-60] [55] [-60] size [2] collision? [1]\nDraw line [65] [-60] [65] [-85] size [2] collision? [0]\nDraw line [55] [-60] [55] [-85] size [2] collision? [0]\nDraw line [60] [-90] [55] [-85] size [2] collision? [0]\nDraw line [60] [-90] [65] [-85] size [2] collision? [0]\nDraw line [-5] [-60] [5] [-60] size [2] collision? [1]\nDraw line [5] [-60] [5] [-90] size [2] collision? [0]\nDraw line [-5] [-60] [-5] [-90] size [2] collision? [0]\nDraw line [5] [-90] [0] [-95] size [2] collision? [0]\nDraw line [-5] [-90] [0] [-95] size [2] collision? [0]\nset pen color to ((16777216) + (0))\nDraw line [230] [-120] [260] [-80] size [2] collision? [1]\nset pen color to ((5268600) + ())\nDoor [-200] [-60] [-1]\n\ndefine [L] 6\nDraw line [-220] [-150] [-120] [-150] size [2] collision? [1]\nDraw line [-220] [-150] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-180] size [2] collision? [1]\nDraw line [-50] [-120] [-110] [-120] size [2] collision? [1]\nDraw line [-120] [-150] [-110] [-120] size [2] collision? [1]\nSpikes [-140] [-150] [4] direction [1]\nDraw line [-50] [-120] [-52] [-135] size [2] collision? [1]\nDraw line [-50] [-155] [-52] [-135] size [2] collision? [1]\nDraw line [-50] [-155] [-52] [-180] size [2] collision? [1]\nDraw line [-220] [-80] [-160] [-80] size [2] collision? [1]\nDraw line [-220] [-80] [-190] [-90] size [2] collision? [1]\nDraw line [-160] [-80] [-190] [-90] size [2] collision? [1]\nset pen color to ((16777216) + (0))\nDraw line [-112] [-90] [-110] [-90] size [2] collision? [1]\nDraw line [-60] [-70] [-50] [-70] size [2] collision? [1]\nset pen color to ((5268600) + ())\nDraw line [0] [-130] [10] [-130] size [2] collision? [1]\nDraw line [0] [-130] [0] [-180] size [2] collision? [0]\nDraw line [10] [-130] [10] [-180] size [2] collision? [0]\nDraw line [0] [-70] [10] [-70] size [2] collision? [1]\nDraw line [0] [-80] [10] [-80] size [2] collision? [0]\nDraw line [0] [-70] [0] [-80] size [2] collision? [0]\nDraw line [10] [-70] [10] [-80] size [2] collision? [0]\nSpikes [0.5] [-80] [2] direction [-1]\nDraw line [60] [-130] [70] [-130] size [2] collision? [1]\nDraw line [60] [-130] [60] [-180] size [2] collision? [0]\nDraw line [70] [-130] [70] [-180] size [2] collision? [0]\nDraw line [60] [-70] [70] [-70] size [2] collision? [1]\nDraw line [60] [-80] [70] [-80] size [2] collision? [0]\nDraw line [60] [-70] [60] [-80] size [2] collision? [0]\nDraw line [70] [-70] [70] [-80] size [2] collision? [0]\nSpikes [60.5] [-80] [2] direction [-1]\nDraw line [120] [-130] [130] [-130] size [2] collision? [0]\nDraw line [120] [-130] [120] [-180] size [2] collision? [0]\nDraw line [130] [-130] [130] [-180] size [2] collision? [0]\nDraw line [120] [-70] [130] [-70] size [2] collision? [1]\nDraw line [120] [-80] [130] [-80] size [2] collision? [0]\nDraw line [120] [-70] [120] [-80] size [2] collision? [0]\nDraw line [130] [-70] [130] [-80] size [2] collision? [0]\nSpikes [120.5] [-80] [2] direction [-1]\nDraw line [180] [-120] [240] [-120] size [2] collision? [1]\nDraw line [180] [-120] [182] [-130] size [2] collision? [0]\nDraw line [183] [-150] [182] [-130] size [2] collision? [0]\nDraw line [183] [-150] [181] [-165] size [2] collision? [0]\nDraw line [183] [-150] [181] [-165] size [2] collision? [0]\nDraw line [182] [-180] [181] [-165] size [2] collision? [0]\nDoor [220] [-120] [1]\n\ndefine [L] 7\nDraw line [-220] [-150] [-120] [-150] size [2] collision? [1]\nDraw line [-220] [-150] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-180] size [2] collision? [1]\nDraw line [-120] [-150] [-122] [-160] size [2] collision? [1]\nDraw line [-120] [-175] [-122] [-160] size [2] collision? [1]\nDraw line [-120] [-175] [-118] [-180] size [2] collision? [1]\nDraw line [-120] [-170] [-100] [-180] size [2] collision? [0]\nSpikes [-140] [-150] [4] direction [1]\nDraw line [-120] [-170] [-115] [-160] size [2] collision? [1]\nDraw line [-105] [-155] [-115] [-160] size [2] collision? [1]\nDraw line [-105] [-155] [-60] [-170] size [2] collision? [1]\nDraw line [-55] [-180] [-60] [-170] size [2] collision? [1]\nDraw line [0] [-160] [10] [-160] size [2] collision? [1]\nDraw line [0] [-180] [0] [-160] size [2] collision? [1]\nDraw line [10] [-180] [10] [-160] size [2] collision? [1]\nDraw line [0] [-105] [5] [-110] size [2] collision? [0]\nDraw line [10] [-105] [5] [-110] size [2] collision? [0]\nDoor [10] [-105] [-1]\nDraw line [70] [-160] [80] [-160] size [2] collision? [1]\nDraw line [70] [-180] [70] [-160] size [2] collision? [1]\nDraw line [80] [-180] [80] [-160] size [2] collision? [1]\nDraw line [80] [-105] [75] [-110] size [2] collision? [0]\nDraw line [70] [-105] [75] [-110] size [2] collision? [0]\nDraw line [70] [-105] [70] [-85] size [2] collision? [0]\nDraw line [80] [-105] [80] [-85] size [2] collision? [0]\nDraw line [70] [-85] [80] [-85] size [2] collision? [1]\nDraw line [80] [-165] [85] [-180] size [2] collision? [0]\nDraw line [80] [-165] [100] [-155] size [2] collision? [1]\nDraw line [140] [-155] [100] [-155] size [2] collision? [1]\nDraw line [140] [-155] [150] [-160] size [2] collision? [1]\nDraw line [145] [-175] [150] [-160] size [2] collision? [0]\nDraw line [145] [-175] [110] [-180] size [2] collision? [0]\nDraw line [148] [-168] [150] [-180] size [2] collision? [0]\nDraw line [148] [-168] [160] [-160] size [2] collision? [1]\nDraw line [180] [-180] [160] [-160] size [2] collision? [1]\nSpikes [110] [-155] [4] direction [1]\nDraw line [210] [-180] [215] [-150] size [2] collision? [1]\nDraw line [212] [-140] [215] [-150] size [2] collision? [1]\nDraw line [225] [-130] [260] [-130] size [2] collision? [1]\nDraw line [225] [-130] [205] [-135] size [2] collision? [1]\nDraw line [212] [-140] [205] [-135] size [2] collision? [1]\nset pen color to ((16777216) + (0))\nDraw line [205] [-100] [180] [-100] size [2] collision? [1]\nDraw line [140] [-90] [130] [-90] size [2] collision? [1]\nset pen color to ((5268600) + ())\n\ndefine [L] 8\nbroadcast (message1 v)\nDraw line [-220] [-150] [-120] [-150] size [2] collision? [1]\nDraw line [-220] [-150] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-158] size [2] collision? [1]\nDraw line [-220] [-168] [-218] [-180] size [2] collision? [1]\nDraw line [-120] [-150] [-122] [-160] size [2] collision? [1]\nDraw line [-120] [-175] [-122] [-160] size [2] collision? [1]\nDraw line [-120] [-175] [-122] [-180] size [2] collision? [1]\nDraw line [180] [-150] [240] [-150] size [2] collision? [1]\nDraw line [180] [-150] [182] [-158] size [2] collision? [1]\nDraw line [180] [-168] [182] [-158] size [2] collision? [1]\nDraw line [180] [-168] [182] [-180] size [2] collision? [1]\nDoor [210] [-150] [1]\n\nLevels\n\nstop [other scripts in sprite v]\nset pen color to ((((150) * (65536)) + ((180) * (256))) + (210))\nDraw line [-240] [0] [240] [0] size [360] collision? [0]\nBackground\nset pen color to ((5268600) + ())\nDraw line [-100] [-100] [240] [-100] size [8] collision? []\nDraw line [-100] [-100] [-95] [-120] size [8] collision? []\nDraw line [-100] [-145] [-95] [-120] size [8] collision? []\nDraw line [-100] [-145] [-95] [-180] size [8] collision? []\nset pen color to ((((50) * (65536)) + ((75) * (256))) + (100))\nDraw line [-50] [-76] [-50] [-76] size [40] collision? []\n\n@Pen Text Engine - -ShadowOfTheFuture-\n\ndefine None\nset pen color to ((((a) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b)))\nset pen size to ((s) * (bold))\nset [\[pte\] letter v] to [1]\nrepeat (length of (string))\n set [\[pte\] i v] to [1]\n repeat until <<(letter (\[PTE\] i) of (\[PTE\] chars)) = (letter (\[PTE\] letter) of (string))> or <(\[PTE\] i) > (length of (\[PTE\] chars))>>\n change [\[pte\] i v] by (1)\n end\n if <(\[PTE\] i) > (length of (\[PTE\] chars))> then\n set [\[pte\] i v] to [0]\n end\n if <not <(\[PTE\] i) = [0]>> then\n set [\[pte\] j v] to [0]\n repeat ([ceiling v] of ((length of (item (\[PTE\] i) of [letter_data v])) / (5)) )\n set [\[pte\] p1 v] to (join (letter ((\[PTE\] j) + (1)) of (item (\[PTE\] i) of [letter_data v])) (letter ((\[PTE\] j) + (2)) of (item (\[PTE\] i) of [letter_data v])))\n set [\[pte\] p2 v] to (join (letter ((\[PTE\] j) + (3)) of (item (\[PTE\] i) of [letter_data v])) (letter ((\[PTE\] j) + (4)) of (item (\[PTE\] i) of [letter_data v])))\n go to x: ((((s) * (((\[PTE\] p1) - (1)) mod (5))) + (x)) + (((\[PTE\] letter) - (1)) * ((s) * ((sp) * (6))))) y: ((((s) * (-2)) * ([floor v] of (((\[PTE\] p1) - (1)) / (5)) )) + (y))\n pen down\n go to x: ((((s) * (((\[PTE\] p2) - (1)) mod (5))) + (x)) + (((\[PTE\] letter) - (1)) * ((s) * ((sp) * (6))))) y: ((((s) * (-2)) * ([floor v] of (((\[PTE\] p2) - (1)) / (5)) )) + (y))\n pen up\n change [\[pte\] j v] by (5)\n end\n end\n change [\[pte\] letter v] by (1)\nend\n\ndefine PTE - Add list\nset [\[pte\] chars v] to [abcdefghijklmnopqrstuvwxyz1234567890.,?!:;'"/\-_\(\)=+|<>\[\]]\ndelete (all) of [letter_data v]\nadd [0321 0325 1214] to [letter_data v]\nadd [0121 0104 0410 1014 1114 1420 2024 2124] to [letter_data v]\nadd [0205 0211 1122 2225] to [letter_data v]\nadd [0121 0104 0415 1524 2421] to [letter_data v]\nadd [0121 0105 1114 2125] to [letter_data v]\nadd [0121 0105 1114] to [letter_data v]\nadd [0211 0205 1122 2225 1525 1415] to [letter_data v]\nadd [0121 0525 1115] to [letter_data v]\nadd [0204 0323 2224] to [letter_data v]\nadd [0205 0419 1923 2322 2216] to [letter_data v]\nadd [0121 0511 1119 1925] to [letter_data v]\nadd [0121 2125] to [letter_data v]\nadd [0121 0118 1805 0525] to [letter_data v]\nadd [0121 0125 0525] to [letter_data v]\nadd [0206 0621 0205 0520 2024 2124] to [letter_data v]\nadd [0121 0104 0410 1014 1114] to [letter_data v]\nadd [0206 0621 0205 0515 1523 2125] to [letter_data v]\nadd [0121 0104 0410 1014 1114 1325] to [letter_data v]\nadd [0205 0206 0612 1214 1420 2024 2421] to [letter_data v]\nadd [0105 0323] to [letter_data v]\nadd [0116 1622 2224 2420 2005] to [letter_data v]\nadd [0123 0523] to [letter_data v]\nadd [0122 2208 0824 2405] to [letter_data v]\nadd [0125 0521] to [letter_data v]\nadd [0113 1305 1323] to [letter_data v]\nadd [0105 0521 2125] to [letter_data v]\nadd [0703 0323 2224] to [letter_data v]\nadd [0602 0204 0410 1021 2125] to [letter_data v]\nadd [0602 0204 0410 1014 1420 2024 2422 2216] to [letter_data v]\nadd [0311 1115 0924] to [letter_data v]\nadd [0401 0111 1114 1420 2024 2421] to [letter_data v]\nadd [1214 1420 2024 2422 2216 1604] to [letter_data v]\nadd [0105 0523] to [letter_data v]\nadd [1214 1420 2024 2422 2216 1612 0204 0206 0410 0612 1410] to [letter_data v]\nadd [1214 0204 0206 0410 0612 2210] to [letter_data v]\nadd [0206 0204 0410 0616 1020 1622 2224 2420 1016] to [letter_data v]\nadd [2323] to [letter_data v]\nadd [2223 2318] to [letter_data v]\nadd [0602 0204 0410 1018 2323] to [letter_data v]\nadd [0318 2323] to [letter_data v]\nadd [1313 2323] to [letter_data v]\nadd [1313 2223 2318] to [letter_data v]\nadd [0308] to [letter_data v]\nadd [0207 0409] to [letter_data v]\nadd [0422] to [letter_data v]\nadd [0224] to [letter_data v]\nadd [1214] to [letter_data v]\nadd [2125] to [letter_data v]\nadd [0408 0818 1824] to [letter_data v]\nadd [0208 0818 1822] to [letter_data v]\nadd [1214 1719] to [letter_data v]\nadd [0818 1115] to [letter_data v]\nadd [0323] to [letter_data v]\nadd [1210 1220] to [letter_data v]\nadd [0614 1416] to [letter_data v]\nadd [0403 0323 2324] to [letter_data v]\nadd [0203 0323 2223] to [letter_data v]\n\nwhen flag clicked\nPTE - Add list\nhide\n\nwhen I receive [message1 v]\nif <<(\[G\]\[P\] ded ;-;) = [0]> and <(\[G\] fade) < [5]>> then\n Write [no. you won't make it across.] at x, y: (-220) (100) color (RGBA): (100) (125) (150) (0) size: (1.5) boldness: (1.5) spacing: (1.1)\n Write [just don't even try.] at x, y: (-220) (50) color (RGBA): (100) (125) (150) (0) size: (1.5) boldness: (1.5) spacing: (1.1)\nend\n\ndefine Beat Level 8\nreplace item (1) of [\[g\]\[p\] pos v] with [200]\nreplace item (2) of [\[g\]\[p\] pos v] with [-100]\n\nwhen I receive [end v]\nwait (1) seconds\nWrite [what?] at x, y: (-220) (140) color (RGBA): (100) (125) (150) (0) size: (1.5) boldness: (1.5) spacing: (1.1)\nwait (2) seconds\nWrite [nonono! you aren't supposed to see this!] at x, y: (-220) (90) color (RGBA): (100) (125) (150) (0) size: (1.5) boldness: (1.5) spacing: (1.1)\nwait (1) seconds\nWrite [go away! this game isn't finished yet!] at x, y: (-220) (70) color (RGBA): (100) (125) (150) (0) size: (1.5) boldness: (1.5) spacing: (1.1)\nwait (3) seconds\nWrite [do you know how embarrassing it is to have] at x, y: (-220) (50) color (RGBA): (100) (125) (150) (0) size: (1.5) boldness: (1.5) spacing: (1.1)\nWrite [people play your unfinished, glitchy games?] at x, y: (-220) (30) color (RGBA): (100) (125) (150) (0) size: (1.5) boldness: (1.5) spacing: (1.1)\nwait (3) seconds\nWrite [oh, fine. you win, okay?! you win!] at x, y: (-220) (-20) color (RGBA): (100) (125) (150) (0) size: (1.5) boldness: (1.5) spacing: (1.1)\nwait (2) seconds\nWrite [happy now?!] at x, y: (-220) (-40) color (RGBA): (100) (125) (150) (0) size: (1.5) boldness: (1.5) spacing: (1.1)\nwait (3) seconds\nWrite [oh, and thanks for playing. i guess.] at x, y: (-220) (-90) color (RGBA): (100) (125) (150) (0) size: (1.5) boldness: (1.5) spacing: (1.1)\n\nWrite [blue-gray sky] at x, y: (-204) (100) color (RGBA): (100) (125) (150) (0) size: (5) boldness: (1.5) spacing: (1.1)\nWrite [blue-gray sky] at x, y: (-202) (100) color (RGBA): (75) (90) (105) (0) size: (5) boldness: (1.5) spacing: (1.1)\nWrite [blue-gray sky] at x, y: (-200) (100) color (RGBA): (50) (66) (75) (0) size: (5) boldness: (1.5) spacing: (1.1)\n\nwhen I receive [level # v]\nif <<(\[G\]\[P\] ded ;-;) = [0]> and <(\[G\] fade) < [5]>> then\n Write (\[G\] level) at x, y: (-220) (150) color (RGBA): (100) (125) (150) (0) size: (3) boldness: (1.5) spacing: (1)\nend\n\n | |
Red; a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nbroadcast (Start! v)\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) < [8]> then\n play sound [Theme song \(first levels\) v] until done\n else\n if <(backdrop [number v]) > [11]> then\n play sound [Theme song \(last levels\) v] until done\n else\n play sound [Theme song \(layer levels\) v] until done\n end\n end\nend\n\nwhen [timer v] > (0.4)\nswitch backdrop to (thumbnail v)\n\n@Red guy\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen I receive [start! v]\nshow\nforever\n go to x: (-200) y: (-50)\n repeat until <<<<touching (_edge_ v)?> and <(x position) > [0]>> and <(backdrop [number v]) < [13]>> and <(Boss defeated?) = [true]>>\n if <<<<touching color (#804040)?> and <(backdrop [number v]) < [8]>> or <touching color (#7d7d7d)?>> and <not <touching color (#ffffff)?>>> then\n broadcast (Start! v)\n stop [this script v]\n end\n if <<<<touching (_edge_ v)?> and <(x position) < [0]>> and <not <(backdrop [number v]) = [2]>>> and <(Boss defeated?) = [true]>> then\n switch backdrop to (previous backdrop v)\n go to x: (200) y: (-90)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching color (#7f0000)?> or <<touching color (#7f4040)?> or <touching color (#ffffff)?>>>> then\n repeat (10)\n change y by (10)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (10)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-10)\n end\n end\n end\n if <not <<touching color (#7f0000)?> or <touching color (#7f4040)?>>> then\n change y by (-10)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (10)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-10)\n end\n end\n next backdrop\nend\n\n@BOSS\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-65)\nswitch costume to (boss v)\nset [boss defeated? v] to [true]\nhide variable [boss hp v]\nwait until <(backdrop [number v]) = [11]>\nset [boss defeated? v] to [false]\nset [boss hp v] to [3]\nshow variable [boss hp v]\nshow\nrepeat until <(Boss HP) = [0]>\n if <(x position) > ([x position v] of [red guy v])> then\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [red guy v])> then\n point in direction (90)\n end\n move (5) steps\n if <touching (red guy v)?> then\n change [boss hp v] by (-1)\n switch costume to (boss \(wounded\) v)\n wait until <not <touching (red guy v)?>>\n switch costume to (boss v)\n end\nend\nswitch costume to (boss \(exploding!\) v)\nset [boss defeated? v] to [true]\nwait until <not <(backdrop [number v]) = [11]>>\nhide\nhide variable [boss hp v]\n\nwhen backdrop switches to [thumbnail v]\nhide\ngo to x: (0) y: (-65)\nset [boss defeated? v] to [true]\nhide variable [boss hp v]\n\nwhen I receive [start! v]\nif <(backdrop [number v]) = [11]> then\n stop [other scripts in sprite v]\n go to x: (0) y: (-65)\n switch costume to (boss v)\n set [boss defeated? v] to [false]\n set [boss hp v] to [3]\n show variable [boss hp v]\n show\n repeat until <(Boss HP) = [0]>\n if <(x position) > ([x position v] of [red guy v])> then\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [red guy v])> then\n point in direction (90)\n end\n move (5) steps\n if <touching (red guy v)?> then\n change [boss hp v] by (-1)\n switch costume to (boss \(wounded\) v)\n wait until <not <touching (red guy v)?>>\n switch costume to (boss v)\n end\n end\n switch costume to (boss \(exploding!\) v)\n set [boss defeated? v] to [true]\n wait until <not <(backdrop [number v]) = [11]>>\n hide\n hide variable [boss hp v]\nend\n\n | HEY GUYS! CHECK THIS OUT! https://scratch.mit.edu/studios/5798149/ This is a series I am very proud of, but hardly anyone has seen Please check it out!\nArrows or WASD to move.\nThe rest is explained (except how to beat the boss - that you'll have to figure out for yourself)\nALL LEVELS ARE 100% POSSIBLE!!! NO LAG!!!\nMar. 4 2019: WOW!!! THIS GAME EXPLODED TODAY!!! (not literally lol)\nMar. 18 2019: I open up my Chromebook, and guess what I see? 53 MESSAGES! A NEW RECORD! Thanks, guys!\nPLEASE DO NOT ADVERTISE!!! |
Cute Cube Adventure 2 (Platformer Series) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop2 v)\n\nwhen [s v] key pressed\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nforever\n play sound [Glacier - KnightKit12 v] until done\nend\n\n@Cute Cube\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y spawn v] to [1]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (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]\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\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching color (#ff00b9)?> then\n set [y v] to [16]\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen [r v] key pressed\nset [y spawn v] to [1]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <(x position) > [234]> then\n switch backdrop to (next backdrop v)\n go to x: (-218) y: (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-171]> then\n go to x: (-218) y: (1)\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@Play Game Button\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (4)\n change size by (3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (4)\n change size by (-3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\n@Moving Platform 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Moving Platform 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Moving Platform 3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Moving Platform 4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\n@Moving Platform 5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\n@Moving Platform 6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop17 v]\nshow\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n@Moving Platform 7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop17 v]\nshow\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n@Moving Platform 8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\n\nwhen flag clicked\nforever\n turn left (3) degrees\nend\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Moving Platform 9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\n\nwhen flag clicked\nforever\n turn left (3) degrees\nend\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Moving Platform 10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\n\nwhen flag clicked\nforever\n turn right (2) degrees\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@Moving Platform 11\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\n\nwhen flag clicked\nforever\n turn left (3) degrees\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@Moving Platform 12\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop19 v]\nshow\n\nwhen flag clicked\nforever\n turn left (3) degrees\nend\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\n@Moving Platform 13\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop19 v]\nshow\n\nwhen flag clicked\nforever\n turn left (3) degrees\nend\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\n | Cute Cube Adventure 2 (Platformer Series)\nFRONT PAGED ON 3/15/2019 thanks, @ArtsyStrawberry!\nPlay part 1 here!! https://scratch.mit.edu/projects/278923025/\nPlay part 3 here! https://scratch.mit.edu/projects/291836076/\nSetting:\nWelcome everyone to Cute Cube Adventure 2, the second part in the Cute Cube platformer series!! \nToday, Cute Cube wants to jump around on buildings. Strange, but it's fun for Cute Cube!\n \nInstructions:\n--Use your arrow keys to move--\n--Press the R key to restart any level--\n--Press the S key to skip any level--\n--Dodge the obstacles to help Cute Cube have a fun time in the city of Cube Land!--\n--Have fun!!-- |
Green - A Green Platformer | @Stage\n\n@Intro\n\nwhen flag clicked\nswitch backdrop to (intro v)\nwait (2) seconds\nshow\ngo to x: (10) y: (0)\nstart sound [Dubstep v]\nrepeat (5)\n repeat (20)\n change [pixelate v] effect by (25)\n end\n repeat (20)\n change [pixelate v] effect by (-25)\n end\nend\nhide\nswitch backdrop to (backdrop1 v)\n\n@Ground/Green Levels\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (0) y: (-30)\nshow\n\nwhen I receive [next green level! v]\nnext costume\n\nwhen flag clicked\nforever\n if <key (g v) pressed?> then\n next costume\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n broadcast (The End v)\n wait (5) seconds\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (b v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait (1) seconds\n end\nend\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n wait (1) seconds\n end\nend\n\n@Player\n\nwhen backdrop switches to [backdrop1 v]\nshow\npoint in direction (90)\ngo to x: (-188) y: (13)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> 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 start sound [Jump v]\n set [xv v] to [-15]\n else\n set [xv v] to [15]\n end\n set [yv v] to [15]\n else\n set [yv 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) * (1))\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen backdrop switches to [backdrop1 v]\nforever\n play sound [Main Theme Music2 v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (green! v)?> then\n start sound [Toy Zing v]\n broadcast (Next Green Level! v)\n go to x: (-205) y: (-150)\n set size to (20) %\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#005401)?> then\n start sound [Pew v]\n go to x: (-205) y: (-150)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#48ba00)?> then\n change [yv v] by (15)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#51d300)?> then\n change [yv v] by (-15)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00b62e)?> then\n change [xv v] by (15)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#266300)?> then\n set size to (10) %\n end\n if <touching color (#4ecb00)?> then\n set size to (20) %\n repeat (10)\n change y by (1)\n end\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-205) y: (-150)\n set size to (20) %\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-205) y: (-150)\n set size to (20) %\n wait (1) seconds\n end\nend\n\nwhen I receive [the end v]\nhide\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-205) y: (-150)\n set size to (20) %\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (g v) pressed?> then\n go to x: (-205) y: (-150)\n set size to (20) %\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n go to x: (-205) y: (-150)\n set size to (20) %\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (b v) pressed?> then\n go to x: (-205) y: (-150)\n set size to (20) %\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange y by (5)\nshow\nswitch costume to (costume3 v)\nchange x by (-10)\nrepeat (50)\n change [ghost v] effect by (2)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [next green level! v]\nclear graphic effects\n\n@Green Info!\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (35) y: (25)\nhide\nforever\n if <touching (player v)?> then\n repeat (10)\n change [ghost v] effect by (5)\n end\n else\n repeat (10)\n change [ghost v] effect by (-5)\n end\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen I receive [next green level! v]\nnext costume\n\nwhen flag clicked\nforever\n if <key (g v) pressed?> then\n next costume\n wait (1) seconds\n end\nend\n\nwhen I receive [the end v]\nhide\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (b v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait (1) seconds\n end\nend\n\n@Green!\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (230) y: (-150)\nforever\n Up_Down\nend\n\ndefine Up_Down\nrepeat (5)\n change x by (0)\n wait (0.02) seconds\n change y by (-1)\nend\nrepeat (5)\n change x by (0)\n wait (0.02) seconds\n change y by (1)\nend\n\ndefine Ghost\nrepeat (5)\n change [ghost v] effect by (5)\nend\nwait (0.02) seconds\nrepeat (5)\n change [ghost v] effect by (-5)\nend\n\nwhen backdrop switches to [backdrop1 v]\nforever\n Ghost\n wait (0.02) seconds\nend\n\nwhen I receive [the end v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n wait (.01) seconds\nend\n\n | ~~~Green! - A Green Platformer~~~\n\n- Arrow Keys To Move\n- Wall Jumps and Wall Slides Are Included!\n- Includes Jump Pads, Shrinking Things, and Speed \n- N To Skip A Level\n- B To Go Back A Level\n- R To Restart Level (Might Be Needed)\n- 20 Levels!\n- Cool Intro, Outro and Thumbnail!\n- Awesome Player\n- Includes Now A Cool Green Trail!\n ~~~ Have Fun! ~~~ |
Golden Platformer | @Stage\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (0.5) seconds\nshow\ngo to x: (-186) y: (-79)\nset [xv v] to [0]\nset [yv v] to [0]\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 set rotation style [left-right v]\n change [xv v] by (-1)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching color (#a6981e)?> then\n change y by (1)\n if <touching color (#a6981e)?> then\n change y by (1)\n if <touching color (#a6981e)?> then\n change y by (1)\n if <touching color (#a6981e)?> then\n change y by (1)\n if <touching color (#a6981e)?> then\n change y by (1)\n if <touching color (#a6981e)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <key (right 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 (#a6981e)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#a6981e)?> 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 (#fff27f)?> then\n go to x: (-186) y: (-79)\n change [restarts v] by (1)\n end\n if <touching color (#ffe600)?> then\n broadcast (next lvl v)\n go to x: (-186) y: (-79)\n end\n if <touching color (#ff9400)?> then\n go to x: (160) y: (-86)\n wait (0.2) seconds\n move (30) steps\n end\n if <touching color (#ffff00)?> then\n broadcast (stats board v)\n hide\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume6 v)\n wait (0.2) seconds\n switch costume to (costume4 v)\n wait (0.2) seconds\n switch costume to (costume5 v)\n wait (0.2) seconds\n switch costume to (costume4 v)\n wait (0.2) seconds\n else\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [next lvl v]\nnext backdrop\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <<key (space v) pressed?> and <(backdrop [number v]) = [7]>> then\n go to x: (-39) y: (-65)\n show\n wait until <not <(backdrop [number v]) = [7]>>\n hide\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n | Use Arrow Keys to move. Light yellow is bad. Enjoy!\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// //////////////////////////////////////////////////////////\n///// /// //////////////////////////////////////////////////////////\n////// / //////////// //////////////////////////////\n///////// ///////////// /// /////////////////////////\n/////////// //////////// ////// ///////////////////////\n/////////// ////////////// /// //////////////////////////\n/////////// /////////////////// ////////////////////////////////\n/////////// ///////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
Winter (platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (tausta1 v)\nwait until <(level) = [23]>\nswitch backdrop to (tausta3 v)\n\nwhen flag clicked\nforever\n play sound [Xylo2 v] until done\nend\n\nplay sound [Dubstep v] until done\n\n@Crystal\n\nwhen flag clicked\nshow\ngo to x: (210) y: (-100)\nwait until <(level) = [12]>\ngo to x: (200) y: (85)\nwait until <(level) = [13]>\ngo to x: (210) y: (-100)\nwait until <(level) = [23]>\nhide\n\n@player\n\nwhen I start as a clone\nrepeat (40)\n change [color v] effect by (23)\n change [ghost v] effect by (5)\n change size by (-2.5)\n turn right (23) degrees\n wait (0.05) seconds\nend\nwait (0.1) seconds\ndelete this clone\n\ndefine Move\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif then\n change y by (-2)\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 y by (-5)\n change x by ((-1) * (xv))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n start sound [Jump v]\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\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 change y by (2)\nend\nchange y by (-3)\nif <<touching (water v)?> or <touching (ground v)?>> then\n if <(yv) = [-3]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [mode v] to [jump]\n set [yv v] to [8]\n turn right (90) degrees\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]> then\n change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nif <<(y position) < [-170]> or <touching (death v)?>> then\n broadcast (lose v)\n start sound [Lose v]\n repeat (95)\n change [ghost v] effect by (1)\n end\n go to x: (-200) y: (-111)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <touching (spoing v)?> then\n set [yv v] to [12]\n start sound [Bounce v]\nend\nchange y by (2)\nchange y by (yv)\nif <(y position) > [170]> then\n set y to (170)\nend\nif <touching (ground v)?> then\n change y by (-2)\n if <touching (ground v)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\nend\nif <touching (crystal v)?> then\n go to x: (-230) y: (-118)\n change [level v] by (1)\nend\nif <touching (ulottuvuus portti v)?> then\n go to (ulottuvuus portti2 v)\nend\nif <key (space v) pressed?> then\n set size to (50) %\nelse\n set size to (100) %\nend\nif <touching (water v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yv v] by (-0.5)\n else\n change [yv v] by (1)\n end\nend\nif <touching (x move super v)?> then\n set [xv v] to [40]\nend\n\nwhen flag clicked\nset [deaths v] to [0]\ngo to x: (-230) y: (0)\nset [level v] to [1]\nshow\nrepeat until <(level) = [11]>\n Move\nend\nrepeat until <(level) = [13]>\n move 2\nend\nforever\n Move\nend\n\ndefine move 2\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching (ground v)?> then\n change y by (-2)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n start sound [Jump v]\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to [0]\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 (ground v)?> or <touching (water v)?>> then\n if <(yv) = [-3]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [mode v] to [jump]\n if <not <touching (water v)?>> then\n set [yv v] to [8]\n else\n set [yv v] to [6]\n end\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]> then\n change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nif <<(y position) < [-170]> or <touching (death v)?>> then\n broadcast (lose v)\n start sound [Lose v]\n change [deaths v] by (1)\n go to x: (-200) y: (-111)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <touching (spoing v)?> then\n set [yv v] to [12]\n start sound [Bounce v]\nend\nchange y by (2)\nchange y by (yv)\nif <(y position) > [160]> then\n set y to (160)\nend\nif <touching (ground v)?> then\n change y by (-2)\n if <touching (ground v)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\nend\nif <touching (crystal v)?> then\n go to x: (-220) y: (-72)\n change [level v] by (1)\nend\nif <touching (water v)?> then\n set [yv v] to [-3]\nend\n\nwhen flag clicked\nwait (1) seconds\nrepeat until <(costume [number v]) = [3]>\n if <not <<touching (water v)?> or <touching (ground v)?>>> then\n repeat (10)\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\n end\nend\n\ndefine move 3\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching (ground v)?> then\n change y by (-2)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n start sound [Jump v]\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to [0]\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 (ground v)?> or <touching (water v)?>> then\n if <(yv) = [-3]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [mode v] to [jump]\n set [yv v] to [8]\n end\nend\nif <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n if <not <touching (water v)?>> then\n set [mode v] to [fall]\n end\nend\nchange y by (3)\nif <(yv) > [-15]> then\n change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nif <<(y position) < [-170]> or <touching (death v)?>> then\n broadcast (lose v)\n start sound [Lose v]\n change [deaths v] by (1)\n go to x: (-200) y: (-111)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <touching (spoing v)?> then\n set [yv v] to [12]\n start sound [Bounce v]\nend\nchange y by (2)\nchange y by (yv)\nif <(y position) > [160]> then\n set y to (160)\nend\nif <touching (ground v)?> then\n change y by (-2)\n if <touching (ground v)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\nend\nif <touching (crystal v)?> then\n go to x: (-220) y: (-72)\n change [level v] by (1)\nend\nif <touching (water v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yv v] by (-0.5)\n else\n change [yv v] by (1)\n end\nend\nif <touching (ulottuvuus portti v)?> then\n go to (ulottuvuus portti2 v)\nend\nif <touching (water v)?> then\n set [mode v] to [swim]\nend\nif <touching (x move super v)?> then\n set [xv v] to [40]\nend\nif <<(costume [number v]) = [3]> and <key (space v) pressed?>> then\n turn right (90) degrees\n wait until <not <key (space v) pressed?>>\n change x by (10)\n turn left (90) degrees\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n set [swim time left v] to [16]\n if <touching (water v)?> then\n show variable [swim time left v]\n repeat until <not <touching (water v)?>>\n wait (1) seconds\n change [swim time left v] by (-1)\n if <(swim time left) = [0]> then\n go to x: (-195) y: (-100)\n change [deaths v] by (1)\n set [swim time left v] to [20]\n end\n end\n else\n hide variable [swim time left v]\n end\nend\n\nwhen flag clicked\nset [nuotti v] to [0]\nforever\n repeat (90)\n change [nuotti v] by (1)\n wait (0.1) seconds\n end\n repeat (90)\n change [nuotti v] by (-1)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (asuste2 v)\nwait until <(level) = [10]>\nswitch costume to (asuste1 v)\nwait until <(level) = [20]>\nswitch costume to (asuste3 v)\nwait until <(level) = [23]>\nsay (join [deaths ] (Deaths)) for (2) seconds\nsay (join [time ] (Time)) for (2) seconds\n\nstop [other scripts in sprite v]\n\nwhen I receive [lose v]\n\nwhen I receive [dearh v]\nchange [deaths v] by (1)\ngo to x: (-200) y: (-111)\nset [xv v] to [0]\nset [yv v] to [0]\n\nmove 3\n\nif <touching (water v)?> then\n\n@ground\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nset [level v] to [22]\n\n@death\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (38) y: (28)\nwait until <<(costume [name v]) = [10]> or <(costume [number v]) = [10]>>\nwait (10) seconds\nhide\nwait until <<(costume [name v]) = [11]> or <(costume [number v]) = [11]>>\nshow\nwait until <(level) = [21]>\nrepeat until <(level) = [22]>\n repeat until <touching (_edge_ v)?>\n change x by (5)\n end\n if on edge, bounce\n point in direction (90)\n repeat until <touching (_edge_ v)?>\n change x by (-5)\n end\n if on edge, bounce\n point in direction (90)\nend\ngo to x: (35) y: (28)\n\n@spoing\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@ulottuvuus portti\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\nshow\nwait until <(level) = [10]>\nhide\nwait until <(level) = [15]>\nhide\nshow\nwait until <(level) = [16]>\nhide\nwait until <(level) = [19]>\nshow\nwait until <(level) = [20]>\nhide\n\n@ulottuvuus portti2\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\nshow\nwait until <(level) = [10]>\nhide\nwait until <(level) = [15]>\nshow\nwait until <(level) = [16]>\nhide\nwait until <(level) = [19]>\nshow\nwait until <(level) = [20]>\nhide\n\n@water\n\nwhen flag clicked\nshow\ngo [backward v] (1) layers\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@x move super\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@snow\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.01) to (0.2)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (-220) to (220)) y: (y position)\nshow\nglide (pick random (5) to (10)) secs to x: (x position) y: (-170)\ndelete this clone\n\n@valo\n\nwhen I start as a clone\nshow\ngo to (player v)\npoint in direction (pick random (-180) to (180))\ngo to [back v] layer\nrepeat until <<(distance to [player v]) > [75]> or <touching (_edge_ v)?>>\n set [color v] effect to (Color)\n move (-5) steps\n set [ghost v] effect to (distance to [player v])\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen backdrop switches to [tausta3 v]\nshow\nforever\n hide\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\n | Welcome the winter platformer.\nArrow keys or a,w,s,d to move.\nYou can wall jump. \nIf you want to be smaller press space.\nMore instructions are in game.\nMy best time is 115 and deaths 1 \nWhat about you?\n(Sorry, because I'm not so good in english.)\nIn level 16 is a bug. :( |
ORANGE ~A PLATFORMER ~ | @Stage\n\nwhen I receive [start v]\nforever\n play sound [472452_8-Bit-Amb v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (START v)\n\nwhen I receive [start v]\nshow\ngo to x: (-175) y: (-95)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n turn right (15) degrees\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n turn left (15) degrees\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#ff7100)?> or <touching (sprite3 v)?>> then\n change y by (1)\n if <<touching color (#ff7100)?> or <touching (sprite3 v)?>> then\n change y by (1)\n if <<touching color (#ff7100)?> or <touching (sprite3 v)?>> then\n change y by (1)\n if <<touching color (#ff7100)?> or <touching (sprite3 v)?>> then\n change y by (1)\n if <<touching color (#ff7100)?> or <touching (sprite3 v)?>> then\n change y by (1)\n if <<touching color (#ff7100)?> or <touching (sprite3 v)?>> 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 (#ff7100)?> or <touching (sprite3 v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#ff7100)?> or <touching (sprite3 v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <<touching (_edge_ v)?> and <<key (right arrow v) pressed?> and <(x position) > [220]>>> then\n next backdrop\n go to x: (-175) y: (-95)\n end\n if <touching color (#ffc200)?> then\n go to x: (-175) y: (-95)\n end\nend\n\n@Sprite2\n\nwhen I receive [start v]\nhide\nforever\n if <<(backdrop [number v]) = [11]> or <(backdrop [number v]) = [12]>> then\n go to x: (pick random (-200) to (200)) y: (150)\n create clone of (_myself_ v)\n wait (0.5) seconds\n else\n if <(backdrop [number v]) = [16]> then\n go to x: (pick random (-200) to (200)) y: (150)\n create clone of (_myself_ v)\n wait (0.25) seconds\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(backdrop [number v]) = [17]> then\n repeat until <touching (_edge_ v)?>\n change y by (-20)\n end\n delete this clone\nelse\n repeat until <touching (_edge_ v)?>\n change y by (-10)\n end\n delete this clone\nend\n\n@Sprite3\n\nwhen I receive [start v]\nforever\n if <(backdrop [number v]) = [13]> then\n show\n else\n hide\n end\nend\n\n | Arrow keys to move. This is a Monochromatic platformer. There are 12 levels (definitely not any secret ones after that...).\nUpdate: The very "difficault" level is now actually difficult.\n(note: me not kno how to spel) |
The Derpy Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nset [stop sounds v] to [False]\n\nwhen backdrop switches to [story v]\nrepeat (4)\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n switch backdrop to (next backdrop v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen backdrop switches to [level 1 v]\nrepeat until <(backdrop [name v]) = [Story5]>\n play sound [Prelude v] until done\nend\n\nwhen backdrop switches to [story5 v]\nwait (5) seconds\nswitch backdrop to (story6 v)\n\nwhen backdrop switches to [story5 v]\nstop all sounds\n\nwhen backdrop switches to [level 12 v]\nrepeat until <(backdrop [name v]) = [Story7]>\n play sound [Prelude v] until done\nend\n\nwhen backdrop switches to [story6 v]\nwait (7) seconds\nswitch backdrop to (level 12 v)\n\nwhen backdrop switches to [story7 v]\nstop all sounds\n\nwhen I receive [next story v]\nswitch backdrop to (story8 v)\n\nwhen I receive [next story2 v]\nswitch backdrop to (story9 v)\n\nwhen I receive [next story3 v]\nswitch backdrop to (story10 v)\n\nwhen I receive [next story4 v]\nswitch backdrop to (guide v)\n\nwhen backdrop switches to [boss level v]\nrepeat until <(Stop sounds) = [True]>\n play sound [Vs squashini v] until done\nend\n\nwhen I receive [the end story v]\nwait (3) seconds\nset [stop sounds v] to [True]\nstop all sounds\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait (2) seconds\nswitch backdrop to (story11 v)\nset [brightness v] effect to (0)\n\nwhen backdrop switches to [story11 v]\nset [brightness v] effect to (0)\nrepeat (6)\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n switch backdrop to (next backdrop v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@Loading\n\nwhen flag clicked\ngo to x: (-12) y: (-27)\nswitch costume to (costume1 v)\nset size to (100) %\nshow\npoint in direction (90)\nwait (2) seconds\nwait (0) seconds\nswitch costume to (costume2 v)\nwait (0) seconds\nswitch costume to (costume3 v)\nwait (0) seconds\nswitch costume to (costume4 v)\nwait (0) seconds\nswitch costume to (costume5 v)\nwait (0) seconds\nswitch costume to (costume6 v)\nwait (0) seconds\nswitch costume to (costume7 v)\nwait (0) seconds\nswitch costume to (costume8 v)\nwait (0) seconds\nswitch costume to (costume9 v)\nrepeat (20)\n change x by (-20)\n change y by (30)\n turn right (70) degrees\nend\nwait (3) seconds\nhide\nswitch backdrop to (story v)\n\n@Broken\n\nwhen flag clicked\ngo to x: (1) y: (143)\nswitch costume to (costume1 v)\nset size to (100) %\nshow\npoint in direction (90)\nwait (2) seconds\nwait (0) seconds\nswitch costume to (costume2 v)\nwait (0) seconds\nswitch costume to (costume3 v)\nwait (0) seconds\nswitch costume to (costume4 v)\nwait (0) seconds\nswitch costume to (costume5 v)\nwait (0) seconds\nswitch costume to (costume6 v)\nwait (0) seconds\nswitch costume to (costume7 v)\nwait (0) seconds\nswitch costume to (costume8 v)\nwait (0) seconds\nswitch costume to (costume9 v)\nwait (0.2) seconds\nrepeat (8)\n change y by (-30)\nend\nwait (3) seconds\nhide\n\n@Player\n\nwhen I receive [start v]\nwait (0.05) seconds\nshow\nset size to (80) %\nset [x-vel v] to [0]\nset [y-vel v] to [0]\ngo to (spawnpoint v)\nforever\n if <key (right arrow v) pressed?> then\n change [x-vel v] by (1.5)\n point in direction (90)\n next costume\n end\n if <key (left arrow v) pressed?> then\n change [x-vel v] by (-1.5)\n point in direction (-90)\n next costume\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (costume1 v)\n end\n set [x-vel v] to ((X-vel) * (0.75))\n change x by (X-vel)\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 x by ((X-vel) * (-1))\n set [x-vel v] to ((X-vel) * (-1))\n change y by (-6)\n end\n end\n end\n end\n end\n end\n end\n change [y-vel v] by (-1)\n change y by (Y-vel)\n if <touching color (#000000)?> then\n change y by ((Y-vel) * (-1))\n set [y-vel v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y-vel v] to [10]\n end\n end\n change y by (1)\n if <key (r v) pressed?> then\n go to (spawnpoint v)\n end\n if <<(backdrop [name v]) = [Story5]> or <(backdrop [name v]) = [Story6]>> then\n go to (spawnpoint v)\n wait until <(backdrop [name v]) = [Level 12]>\n end\n if <(backdrop [name v]) = [Story7]> then\n go to (spawnpoint v)\n wait until <(backdrop [name v]) = [Boss Level]>\n end\n if <touching color (#a67a00)?> then\n set [y-vel v] to [3]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (next stage v)?> then\n switch backdrop to (next backdrop v)\n wait (0.0000001) seconds\n go to (spawnpoint v)\n end\n if <<(y position) < [-175]> or <<touching color (#ff6868)?> or <<touching (laser v)?> or <<touching (archer v)?> or <<touching (laser2 v)?> or <<<touching (guard v)?> or <touching (guard2 v)?>> or <<touching (bazooka boi v)?> or <<touching (rocket v)?> or <<<touching (rocket explode v)?> or <touching (executioner v)?>> or <<touching (hammer boi v)?> or <<touching (wave v)?> or <<<touching (axe boomerang v)?> or <touching (mage v)?>> or <<touching (lazer v)?> or <<<touching (heat seeking bullet v)?> or <touching (cannon ball v)?>> or <<touching (cannon v)?> or <<<touching (enemy2 v)?> or <touching (crusher2 v)?>> or <<<touching (crusher3 v)?> or <touching (spin thing v)?>> or <<<<touching (spin thing2 v)?> or <touching (the boss v)?>> or <touching (boss right hand v)?>> or <<<touching (boss left hand v)?> or <touching (card v)?>> or <<<<<<<<<<touching (card2 v)?> or <touching (boss lazer v)?>> or <touching (fist explosion8 v)?>> or <touching (fist explosion v)?>> or <touching (fist explosion2 v)?>> or <touching (fist explosion3 v)?>> or <touching (fist explosion4 v)?>> or <touching (fist explosion5 v)?>> or <touching (fist explosion6 v)?>> or <touching (fist explosion7 v)?>>>>>>>>>>>>>>>>>>>>> then\n create clone of (death v)\n wait (0.01) seconds\n start sound [Crunch v]\n go to (spawnpoint v)\n end\n if <<touching (fist explosion8 v)?> or <<touching (boss lazer v)?> or <<touching (boss heat seeking bullet v)?> or <<touching (boss wave v)?> or <<touching ( boss wave2 v)?> or <<touching (falling thing v)?> or <<touching (falling thing2 v)?> or <<touching (cool move v)?> or <<touching (hand laser v)?> or <<touching (focus laser v)?> or <<touching (focus laser2 v)?> or <touching (focus laser3 v)?>>>>>>>>>>>> then\n create clone of (death v)\n wait (0.01) seconds\n start sound [Crunch v]\n go to (spawnpoint v)\n end\n if <<touching (arrow v)?> or <touching (rocket v)?>> then\n create clone of (death v)\n wait (0.03) seconds\n start sound [Crunch v]\n go to (spawnpoint v)\n end\nend\n\nwhen backdrop switches to [story5 v]\nhide\n\nwhen backdrop switches to [level 12 v]\nset size to (50) %\nshow\ngo to (spawnpoint v)\n\nwhen backdrop switches to [story7 v]\nhide\n\nwhen backdrop switches to [boss level v]\nwait (0.05) seconds\nset size to (60) %\nshow\ngo to (spawnpoint v)\n\nwhen flag clicked\nhide\n\nwhen I receive [the end story v]\nwait (2.5) seconds\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (start v)\nswitch backdrop to (level 1 v)\nhide\n\nwhen backdrop switches to [start v]\nshow\ngo to x: (-13) y: (35)\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n glide (0.5) secs to x: (-13) y: (37)\n glide (0.5) secs to x: (-13) y: (32)\nend\n\nwhen flag clicked\nhide\nset size to (90) %\nset [ghost v] effect to (100)\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n end\nend\n\n@Spawnpoint\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-222) y: (143)\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-212) y: (-68)\n\nwhen backdrop switches to [story5 v]\nhide\n\nwhen backdrop switches to [level 12 v]\nswitch costume to (costume2 v)\ngo to x: (-212) y: (-68)\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [level 1 v]\ngo to [back v] layer\ngo [backward v] (99999999) layers\ngo to x: (-212) y: (-68)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [level 18 v]\ngo to x: (-154) y: (-108)\n\nwhen backdrop switches to [level 20 v]\ngo to x: (-221) y: (156)\n\nwhen backdrop switches to [level 21 v]\ngo to x: (-220) y: (-75)\n\nwhen backdrop switches to [story7 v]\nhide\n\nwhen backdrop switches to [boss level v]\nshow\ngo to x: (0) y: (-120)\n\nwhen I receive [you win!!! v]\nhide\n\n@Next Stage\n\nwhen backdrop switches to [level 2 v]\ngo to x: (202) y: (-0)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (210) y: (-71)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (210) y: (-71)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (210) y: (145)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (210) y: (-71)\n\nwhen backdrop switches to [level 11 v]\ngo to x: (113) y: (-74)\n\nwhen backdrop switches to [story5 v]\nhide\n\nwhen backdrop switches to [level 12 v]\nshow\nset size to (30) %\ngo to x: (202) y: (-71)\n\nwhen backdrop switches to [level 15 v]\ngo to x: (217) y: (93)\n\nwhen backdrop switches to [level 16 v]\ngo to x: (217) y: (157)\n\nwhen backdrop switches to [level 18 v]\ngo to x: (211) y: (-162)\n\nwhen backdrop switches to [level 17 v]\ngo to x: (200) y: (157)\n\nwhen backdrop switches to [level 20 v]\ngo to x: (226) y: (-30)\n\nwhen backdrop switches to [level 19 v]\ngo to x: (211) y: (161)\n\nwhen backdrop switches to [level 21 v]\ngo to x: (213) y: (-65)\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to x: (202) y: (-71)\n\nwhen flag clicked\nhide\nset size to (40) %\nforever\n repeat (8)\n move (0.5) steps\n end\n repeat (8)\n move (-0.5) steps\n end\nend\n\nwhen backdrop switches to [level 22 v]\ngo to x: (219) y: (120)\n\nwhen backdrop switches to [level 24 v]\ngo to x: (70) y: (-71)\n\nwhen backdrop switches to [level 25 v]\ngo to x: (46) y: (-45)\n\nwhen backdrop switches to [story7 v]\nhide\n\n@Crusher1\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\ngo to x: (0) y: (90)\nforever\n repeat (15)\n change y by (-9)\n end\n wait (0.5) seconds\n repeat (15)\n change y by (9)\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\n@Laser\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen backdrop switches to [level 5 v]\nshow\ngo to x: (0) y: (-169)\nforever\n repeat until <(backdrop [name v]) = [Level 6]>\n switch costume to (costume1 v)\n wait (3) seconds\n start sound [recording1 v]\n switch costume to (costume2 v)\n wait (1) seconds\n end\n if <(backdrop [name v]) = [Level 6]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 6 v]\nshow\ngo to x: (-40) y: (-72)\nswitch costume to (costume1 v)\nforever\n repeat (50)\n next costume\n point in direction (90)\n move (4) steps\n end\n switch costume to (costume1 v)\n wait (1) seconds\n repeat (50)\n next costume\n point in direction (-90)\n move (4) steps\n end\n switch costume to (costume1 v)\n wait (1) seconds\nend\n\nwhen backdrop switches to [level 7 v]\nhide\n\n@Archer\n\nwhen flag clicked\nhide\nforever\n point towards (player v)\nend\n\nwhen backdrop switches to [level 7 v]\nshow\ngo to x: (77) y: (51)\nswitch costume to (costume1 v)\nforever\n wait (2.5) seconds\n create clone of (arrow v)\n if <(backdrop [name v]) = [Level 8]> then\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 8 v]\nhide\n\n@Arrow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (archer v)\nstart sound [Bow v]\nforever\n show\n point towards (player v)\n repeat until <<touching color (#000000)?> or <<touching (_edge_ v)?> or <<touching (player v)?> or <(backdrop [name v]) = [Level 8]>>>>\n move (7) steps\n end\n if <<touching color (#000000)?> or <touching (_edge_ v)?>> then\n wait (0.5) seconds\n delete this clone\n end\n if <<touching (player v)?> or <(backdrop [name v]) = [Level 8]>> then\n delete this clone\n end\nend\n\n@Death\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (player v)\npoint in direction ([direction v] of [player v])\nset [ghost v] effect to (0)\nshow\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen backdrop switches to [level 1 v]\nset size to (80) %\n\nwhen backdrop switches to [level 12 v]\nset size to (50) %\n\nwhen backdrop switches to [boss level v]\nset size to (55) %\n\nwhen I receive [the end story v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [level 8 v]\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n repeat (10)\n set [ghost v] effect to (-10)\n end\n end\nend\n\nwhen backdrop switches to [level 9 v]\nhide\nset [ghost v] effect to (0)\n\n@Story\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [story6 v]\nset size to (100) %\ngo to x: (-76) y: (-13)\nshow\nswitch costume to (costume1 v)\nwait (1.5) seconds\nswitch costume to (costume2 v)\nwait (3) seconds\nrepeat (42)\n move (10) steps\nend\nhide\n\nwhen backdrop switches to [story8 v]\nset size to (50) %\nswitch costume to (costume1 v)\ngo to x: (-129) y: (-90)\nshow\nwait (1) seconds\nswitch costume to (costume2 v)\nbroadcast (Speak2 v)\n\nwhen backdrop switches to [story9 v]\nhide\n\nwhen backdrop switches to [story10 v]\nset size to (100) %\nswitch costume to (costume3 v)\ngo to x: (-105) y: (-48)\nshow\nwait (1.7) seconds\nswitch costume to (costume4 v)\nbroadcast (Speak4 v)\n\nwhen backdrop switches to [guide v]\nhide\n\n@Story2\n\nwhen backdrop switches to [story6 v]\nset [ghost v] effect to (100)\ngo to x: (-10) y: (37)\nshow\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\n@Laser2\n\nwhen backdrop switches to [level 14 v]\nhide\n\nwhen backdrop switches to [level 13 v]\nset size to (100) %\nshow\ngo to x: (168) y: (-88)\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [switch v]\nswitch costume to (costume1 v)\n\n@Lever\n\nwhen backdrop switches to [level 14 v]\nhide\n\nwhen backdrop switches to [level 13 v]\nset size to (80) %\nshow\nswitch costume to (costume1 v)\ngo to x: (212) y: (112)\nforever\n if <touching (player v)?> then\n repeat (2)\n next costume\n end\n wait (0.05) seconds\n broadcast (Switch v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@Guard\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 14 v]\nclear graphic effects\nshow\ngo to x: (-30) y: (-77)\nswitch costume to (costume1 v)\nset size to (50) %\nforever\n point towards (player v)\n if <(distance to [player v]) < [50]> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (1) seconds\n end\n if <[50] < (distance to [player v])> then\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [level 15 v]\nhide\n\nswitch costume to (costume2 v)\nwait (0.2) seconds\nswitch costume to (costume3 v)\nwait (1) seconds\n\nwhen backdrop switches to [level 24 v]\nshow\ngo to x: (25) y: (-77)\n\nwhen backdrop switches to [level 25 v]\nhide\n\n@Guard2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 14 v]\nshow\ngo to x: (80) y: (-77)\nswitch costume to (costume1 v)\nset size to (50) %\nforever\n point towards (player v)\n if <(distance to [player v]) < [50]> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (1) seconds\n end\n if <[50] < (distance to [player v])> then\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [level 15 v]\nhide\n\nwhen backdrop switches to [level 24 v]\nshow\ngo to x: (-80) y: (-77)\n\nwhen backdrop switches to [level 25 v]\nhide\n\n@Bazooka Boi\n\nwhen flag clicked\nhide\nforever\n point towards (player v)\nend\n\nwhen backdrop switches to [level 15 v]\nshow\ngo to x: (195) y: (-16)\nswitch costume to (costume1 v)\nset size to (50) %\nforever\n wait (1) seconds\n create clone of (rocket v)\n start sound [Bow v]\n if <(backdrop [name v]) = [Level 16]> then\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 16 v]\nhide\n\n@Rocket\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n show\n go to (bazooka boi v)\n start sound [Shoot v]\n point towards (player v)\n repeat until <<touching color (#000000)?> or <<touching (_edge_ v)?> or <<touching (player v)?> or <(backdrop [name v]) = [Level 16]>>>>\n move (15) steps\n end\n if <<touching color (#000000)?> or <<touching (_edge_ v)?> or <touching (player v)?>>> then\n set [explosion_x v] to (x position)\n set [explosion_y v] to (y position)\n create clone of (rocket explode v)\n delete this clone\n end\n if <(backdrop [name v]) = [Level 16]> then\n hide\n delete this clone\n end\nend\n\n@Rocket Explode\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (explosion_x) y: (explosion_y)\nshow\nstart sound [Explode v]\nwait (0.05) seconds\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (3 v)\nwait (0.05) seconds\ndelete this clone\n\n@Executioner\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 17 v]\nhide\n\nwhen backdrop switches to [level 16 v]\nshow\ngo to x: (-165) y: (45)\nswitch costume to (costume1 v)\nset size to (50) %\npoint in direction (90)\nforever\n if <touching (axe boomerang v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Axe Boomerang\n\nwhen flag clicked\nhide\nforever\n turn left (-30) degrees\nend\n\nwhen backdrop switches to [level 17 v]\nforever\n hide\nend\n\nwhen backdrop switches to [level 16 v]\nhide\nset size to (50) %\ngo to x: (([x position v] of [executioner v]) + (20)) y: ([y position v] of [executioner v])\nset [ghost v] effect to (0)\nforever\n set [ghost v] effect to (0)\n show\n repeat (40)\n change x by (5)\n end\n wait (0.05) seconds\n repeat (40)\n change x by (-5)\n end\n set [ghost v] effect to (100)\n wait (2) seconds\nend\n\n@Hammer Boi\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 17 v]\nhide\n\nwhen backdrop switches to [level 16 v]\nshow\ngo to x: (217) y: (-72)\nswitch costume to (costume1 v)\nset size to (70) %\npoint in direction (-90)\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n set [wave_x v] to (x position)\n set [wave_y v] to (y position)\n create clone of (wave v)\n wait (8) seconds\n if <(backdrop [name v]) = [Level 17]> then\n hide\n stop [this script v]\n end\nend\n\n@Wave\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: ((wave_x) - (60)) y: ((wave_y) - (14))\nset size to (150) %\nrepeat (30)\n switch costume to (costume1 v)\n show\n start sound [Shockwave v]\n repeat (5)\n next costume\n end\n switch costume to (costume1 v)\n change x by (-11)\n if <(backdrop [name v]) = [Level 17]> then\n delete this clone\n end\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 16 v]\nshow\ngo to x: (-211) y: (42)\nforever\n repeat (50)\n change y by (2)\n end\n wait (1) seconds\n repeat (50)\n change y by (-2)\n end\n wait (1) seconds\nend\n\nwhen backdrop switches to [level 17 v]\nhide\n\n@Mage\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 18 v]\nhide\n\nwhen backdrop switches to [level 17 v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-155) y: (-18)\nswitch costume to (costume1 v)\nset size to (70) %\npoint in direction (90)\nforever\n if <touching (falling spike v)?> then\n broadcast (Mage Death v)\n repeat (6)\n turn left (15) degrees\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (15)\n change y by (-8)\n end\n hide\n end\nend\n\n@Lazer\n\nwhen backdrop switches to [level 17 v]\ngo to x: (-132) y: (16)\ngo [forward v] (100) layers\nset size to (160) %\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [mage lazer v]\nshow\nstart sound [Laser v]\nwait (1.2) seconds\nhide\n\n@Lever2\n\nwhen backdrop switches to [level 18 v]\nhide\n\nwhen backdrop switches to [level 17 v]\nset size to (80) %\nshow\nswitch costume to (costume1 v)\ngo to x: (83) y: (82)\nforever\n if <touching (player v)?> then\n repeat (2)\n next costume\n end\n wait (0.05) seconds\n broadcast (switch2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@Charge\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 17 v]\ngo to x: (-133) y: (16)\nforever\n set size to (500) %\n show\n repeat (50)\n change size by (-8)\n end\n broadcast (Mage Lazer v)\n hide\n wait (3) seconds\nend\n\nwhen I receive [mage death v]\nhide\nstop [other scripts in sprite v]\n\n@Falling Spike\n\nwhen backdrop switches to [level 18 v]\nhide\n\nwhen backdrop switches to [level 17 v]\nset size to (300) %\nshow\ngo to x: (-159) y: (144)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [switch2 v]\nswitch costume to (costume2 v)\nrepeat (20)\n change y by (-15)\nend\nhide\n\n@Heat Seeking Bullet\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (scary thing v)\nset size to (150) %\nset [ghost v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n repeat (150)\n if <(backdrop [name v]) = [Level 19]> then\n hide\n delete this clone\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x v] by (0.2)\n if <(x) > [8]> then\n set [x v] to [8]\n end\n else\n change [x v] by (-0.2)\n if <(x) < [-8]> then\n set [x v] to [-8]\n end\n end\n if <(y position) < ([y position v] of [player v])> then\n change [y v] by (0.2)\n if <(y) > [8]> then\n set [y v] to [8]\n end\n else\n change [y v] by (-0.2)\n if <(y) < [-8]> then\n set [y v] to [-8]\n end\n end\n change x by (x)\n change y by (y)\n end\n repeat (5)\n change size by (90)\n change [ghost v] effect by (20)\n end\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I start as a clone\nset [homingsize v] to [100]\nforever\n wait (0.2) seconds\n set [homingx v] to (x position)\n set [homingy v] to (y position)\n create clone of (particles v)\nend\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo [backward v] (10) layers\nset x to (homingx)\nset y to (homingy)\nset size to (homingsize) %\nset [size v] to ((homingsize) / (30))\nshow\nrepeat (20)\n change size by ((size) - ((size) * (2)))\nend\ndelete this clone\n\n@Scary Thing\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 18 v]\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\nforever\n wait (3.9) seconds\n create clone of (heat seeking bullet v)\nend\n\nwhen backdrop switches to [level 18 v]\nforever\n if <(backdrop [name v]) = [Level 19]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Scary particles\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 18 v]\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\n if <(backdrop [name v]) = [Level 19]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\ngo to x: (([x position v] of [scary thing v]) + (pick random (-30) to (30))) y: (([y position v] of [scary thing v]) + (pick random (-30) to (30)))\nrepeat (10)\n change y by (2)\n change [ghost v] effect by (10)\n if <(backdrop [name v]) = [Level 19]> then\n delete this clone\n end\nend\ndelete this clone\n\n@Cannon\n\nwhen flag clicked\nhide\nforever\n point towards (player v)\nend\n\nwhen backdrop switches to [level 19 v]\nshow\ngo to [front v] layer\ngo to x: (1) y: (-22)\nswitch costume to (costume1 v)\nset size to (200) %\nforever\n if <(backdrop [name v]) = [Level 20]> then\n stop [this script v]\n end\n wait (0.6) seconds\n create clone of (cannon ball v)\nend\n\nwhen backdrop switches to [level 20 v]\nhide\n\n@Cannon Ball\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n show\n go to (cannon v)\n point towards (player v)\n repeat until <<touching color (#000000)?> or <<touching (_edge_ v)?> or <<touching (player v)?> or <(backdrop [name v]) = [Level 20]>>>>\n move (7) steps\n end\n if <<touching (_edge_ v)?> or <touching (player v)?>> then\n delete this clone\n end\n if <touching color (#000000)?> then\n point in direction (90)\n set y to (-132)\n start sound [Shockwave v]\n repeat (9)\n next costume\n wait (0.01) seconds\n end\n delete this clone\n end\n if <(backdrop [name v]) = [Level 20]> then\n hide\n delete this clone\n end\nend\n\n@Enemy2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 20 v]\nhide\npoint in direction (-90)\nforever\n if <(backdrop [name v]) = [Level 21]> then\n stop [this script v]\n end\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nset [ghost v] effect to (0)\npoint in direction (-90)\nshow\ngo to x: (240) y: (-81)\nswitch costume to (costume1 v)\nforever\n repeat (50)\n next costume\n move (3) steps\n if <(backdrop [name v]) = [Level 21]> then\n hide\n delete this clone\n end\n if <touching color (#ff6868)?> then\n switch costume to (costume1 v)\n set rotation style [all around v]\n repeat (9)\n turn right (10) degrees\n end\n wait (0.3) seconds\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\n@Crusher2\n\nwhen backdrop switches to [level 21 v]\nhide\n\nwhen backdrop switches to [level 20 v]\nshow\ngo to x: (-100) y: (107)\nforever\n repeat (10)\n change y by (-8)\n end\n wait (0.6) seconds\n repeat (10)\n change y by (8)\n end\n wait (0.4) seconds\nend\n\nwhen flag clicked\nhide\n\n@Crusher3\n\nwhen backdrop switches to [level 21 v]\nhide\n\nwhen backdrop switches to [level 20 v]\nshow\ngo to x: (-1) y: (25)\nforever\n repeat (10)\n change y by (8)\n end\n wait (1.4) seconds\n repeat (10)\n change y by (-8)\n end\n wait (1.1) seconds\nend\n\nwhen flag clicked\nhide\n\nrepeat until <(Boss Health) = [2]>\n\n@Spin thing\n\nwhen flag clicked\nhide\nforever\n turn left (15) degrees\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (weird thing v)\nforever\n show\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <(backdrop [name v]) = [Level 22]>>\n next costume\n move (8) steps\n end\n if <<touching (_edge_ v)?> or <(backdrop [name v]) = [Level 22]>> then\n delete this clone\n end\nend\n\n@Weird Thing\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 21 v]\ngo to [back v] layer\nshow\ngo to x: (212) y: (153)\nforever\n wait (2) seconds\n create clone of (spin thing v)\nend\n\nwhen backdrop switches to [level 21 v]\nforever\n if <(backdrop [name v]) = [Level 22]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen backdrop switches to [level 22 v]\nhide\n\n@Spin thing2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (weird thing2 v)\nforever\n show\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <(backdrop [name v]) = [Level 22]>>\n next costume\n move (8) steps\n end\n if <<touching (_edge_ v)?> or <(backdrop [name v]) = [Level 22]>> then\n delete this clone\n end\nend\n\n@Weird Thing2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 21 v]\ngo to [back v] layer\nshow\ngo to x: (212) y: (-141)\nforever\n wait (2) seconds\n create clone of (spin thing2 v)\nend\n\nwhen backdrop switches to [level 21 v]\nforever\n if <(backdrop [name v]) = [Level 22]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen backdrop switches to [level 22 v]\nhide\n\n@Wow its the king!!!\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 25 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (101) y: (-44)\npoint in direction (-90)\n\nwhen backdrop switches to [story7 v]\nhide\n\n@Story3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [story7 v]\nset size to (100) %\nhide\nwait (1) seconds\ngo to x: (-240) y: (-96)\nshow\nswitch costume to (costume1 v)\nrepeat (30)\n next costume\n move (5) steps\nend\nrepeat (50)\n next costume\nend\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [story8 v]\nhide\n\n@Speaking parts\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [speak v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (17) y: (-84)\nshow\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2.6) seconds\nbroadcast (next story v)\nhide\n\nwhen I receive [speak2 v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\ngo to x: (17) y: (-84)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2.4) seconds\nbroadcast (next story2 v)\nhide\n\nwhen I receive [speak3 v]\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\ngo to x: (-2) y: (-16)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2.4) seconds\nhide\n\nwhen I receive [speak4 v]\nswitch costume to (costume4 v)\nset [ghost v] effect to (100)\ngo to x: (1) y: (-80)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2.4) seconds\nhide\nbroadcast (next story4 v)\n\n@Story5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [story7 v]\npoint in direction (-90)\nhide\nwait (3) seconds\ngo to x: (240) y: (-93)\nshow\nswitch costume to (costume1 v)\nrepeat (20)\n move (5) steps\nend\nwait (0.5) seconds\nbroadcast (Speak v)\n\nwhen backdrop switches to [story8 v]\nhide\n\n@Story4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [story9 v]\npoint in direction (-90)\ngo to x: (119) y: (-116)\nset size to (400) %\nshow\nswitch costume to (costume1 v)\nwait (2) seconds\nbroadcast (Speak3 v)\nswitch costume to (costume2 v)\n\nwhen I receive [flyyyy v]\nrepeat (38)\n change y by (10)\nend\nhide\nbroadcast (next story3 v)\n\n@Story6\n\nwhen flag clicked\nhide\n\nwhen I receive [speak3 v]\nhide\ngo to x: (22) y: (-107)\npoint in direction (69)\nswitch costume to (1 v)\nset size to (300) %\nwait (1) seconds\nshow\nswitch costume to (1 v)\nwait (0.05) seconds\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (3 v)\nwait (0.05) seconds\nset size to (200) %\nswitch costume to (4 v)\nwait (2) seconds\ngo to x: (51) y: (-74)\npoint in direction (-154)\nswitch costume to (4 v)\nwait (0.7) seconds\nswitch costume to (5 v)\nwait (0.7) seconds\nswitch costume to (6 v)\nwait (0.7) seconds\nswitch costume to (7 v)\nwait (1) seconds\nhide\nbroadcast (flyyyy v)\n\n@Sprite4\n\nwhen this sprite clicked\nbroadcast (Boss Battle v)\nswitch backdrop to (boss level v)\nhide\n\nwhen backdrop switches to [guide v]\nshow\ngo to x: (14) y: (-100)\nforever\n glide (0.5) secs to x: (14) y: (-102)\n glide (0.5) secs to x: (14) y: (-98)\nend\n\nwhen flag clicked\nhide\nset size to (150) %\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n end\nend\n\n@THE BOSS\n\nwhen flag clicked\nhide\nset [stage 1 end v] to [False]\nset [stage 2 end v] to [False]\nset [u have won!!! v] to [False]\nset [stage boss costume v] to [Stage1]\nset [boss freeze v] to [False]\n\nwhen backdrop switches to [boss level v]\npoint in direction (90)\ngo to x: (0) y: (130)\nset size to (100) %\nshow\nswitch costume to (Stage Boss Costume)\nbroadcast (Boss Stage 1 v)\nforever\n if <(Boss Freeze) = [True]> then\n wait (1) seconds\n else\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\n end\nend\n\nwhen I receive [boss stage 1 v]\nwait (5) seconds\nrepeat until <(Stage 1 end) = [True]>\n set [attack v] to (pick random (1) to (3))\n if <(Attack) = [1]> then\n broadcast (Fist Together Attack v)\n repeat (7)\n if <(Stage 1 end) = [True]> then\n stop [this script v]\n end\n wait (1) seconds\n end\n end\n if <(Attack) = [2]> then\n broadcast (Card Attack v)\n repeat (12)\n if <(Stage 1 end) = [True]> then\n stop [this script v]\n end\n wait (1) seconds\n end\n end\n if <(Attack) = [3]> then\n broadcast (Laser Head Attack v)\n repeat (11)\n if <(Stage 1 end) = [True]> then\n stop [this script v]\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [laser head attack v]\nwait (2) seconds\nswitch costume to (lazer shoot v)\nrepeat (3)\n switch costume to (lazer shoot v)\n glide (0.4) secs to x: ([x position v] of [player v]) y: (130)\n repeat (2)\n repeat (3)\n change x by (2)\n end\n repeat (3)\n change x by (-2)\n end\n end\n wait (0.1) seconds\n create clone of (boss lazer v)\n start sound [Laser v]\n wait (1) seconds\nend\nswitch costume to (Stage Boss Costume)\nglide (0.5) secs to x: (0) y: (130)\n\nwhen I receive [hurt boss v]\nswitch costume to (hurt v)\nset [brightness v] effect to (0)\nrepeat (3)\n set [brightness v] effect to (20)\n repeat (3)\n change x by (2)\n end\n repeat (3)\n change x by (-2)\n end\nend\nset [brightness v] effect to (0)\nswitch costume to (Stage Boss Costume)\n\nwhen I receive [start boss stage 2 v]\nset [stage boss costume v] to [Stage2]\nswitch costume to (hurt v)\nrepeat (3)\n repeat (3)\n change x by (pick random (-3) to (3))\n change y by (pick random (-3) to (3))\n end\nend\nwait (0.5) seconds\nglide (0.5) secs to x: (0) y: (130)\nswitch costume to (stage2 v)\nwait until <<(Animate Left Hand) = [True]> and <(Animate Right Hand) = [True]>>\nbroadcast (Heal Boss v)\nwait (1) seconds\nrepeat until <(Stage 2 end) = [True]>\n set [attack v] to (pick random (1) to (6))\n if <(Attack) = [1]> then\n broadcast (Fist Together Attack v)\n repeat (7)\n if <(Stage 2 end) = [True]> then\n stop [this script v]\n end\n wait (1) seconds\n end\n end\n if <(Attack) = [2]> then\n broadcast (Card Attack v)\n repeat (12)\n if <(Stage 2 end) = [True]> then\n stop [this script v]\n end\n wait (1) seconds\n end\n end\n if <(Attack) = [3]> then\n broadcast (Laser Head Attack v)\n repeat (11)\n if <(Stage 2 end) = [True]> then\n stop [this script v]\n end\n wait (1) seconds\n end\n end\n if <(Attack) = [4]> then\n broadcast (Heat Seeking Attack v)\n repeat (7)\n if <(Stage 2 end) = [True]> then\n stop [this script v]\n end\n wait (1) seconds\n end\n end\n if <(Attack) = [5]> then\n broadcast (Wave Attack v)\n repeat (7)\n if <(Stage 2 end) = [True]> then\n stop [this script v]\n end\n wait (1) seconds\n end\n end\n if <(Attack) = [6]> then\n broadcast (Raining Attack v)\n repeat (8)\n if <(Stage 2 end) = [True]> then\n stop [this script v]\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [start boss stage 3!!! v]\nset [stage boss costume v] to [Stage3]\nswitch costume to (hurt v)\nrepeat (3)\n repeat (3)\n change x by (pick random (-3) to (3))\n change y by (pick random (-3) to (3))\n end\nend\nwait (0.5) seconds\nglide (0.5) secs to x: (0) y: (130)\nswitch costume to (stage3 v)\nwait until <<(Animate Left Hand) = [True]> and <(Animate Right Hand) = [True]>>\nbroadcast (Heal Boss v)\nrepeat (4)\n repeat (2)\n change x by (3)\n end\n repeat (2)\n change x by (-3)\n end\nend\nglide (0.5) secs to x: (0) y: (130)\nwait (0.2) seconds\nforever\n set [attack v] to (pick random (4) to (8))\n if <(Attack) = [4]> then\n broadcast (Heat Seeking Attack v)\n repeat (6)\n wait (1) seconds\n end\n end\n if <(Attack) = [5]> then\n broadcast (Wave Attack v)\n repeat (6)\n wait (1) seconds\n end\n end\n if <(Attack) = [6]> then\n broadcast (Raining Attack v)\n repeat (7)\n wait (1) seconds\n end\n end\n if <(Attack) = [7]> then\n broadcast (Hand Laser Attack v)\n repeat (7)\n wait (1) seconds\n end\n end\n if <(Attack) = [8]> then\n broadcast (Focus Laser Attack v)\n repeat (9)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [focus laser attack v]\nset [boss freeze v] to [True]\nrepeat (3)\n switch costume to (focusing v)\n wait (0.2) seconds\n create clone of (focus laser target v)\n create clone of (focus laser target2 v)\n create clone of (focus laser target3 v)\n wait (2) seconds\nend\nwait (1) seconds\nset [boss freeze v] to [False]\nswitch costume to (Stage Boss Costume)\nglide (0.5) secs to x: (0) y: (130)\n\nwhen I receive [you win!!! v]\nswitch costume to (hurt v)\nstop [other scripts in sprite v]\nrepeat (10)\n change x by (pick random (5) to (-5))\n change y by (pick random (5) to (-5))\nend\nwait (1) seconds\nrepeat until <(y position) < [-160]>\n change y by (-5)\n turn right (15) degrees\nend\nhide\nbroadcast (The End Story v)\n\n@BOSS RIGHT HAND\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level v]\ngo [forward v] (99) layers\nset rotation style [left-right v]\npoint in direction (90)\nhide\ngo to x: (-50) y: (125)\nset size to (100) %\nwait (1) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [fist together attack v]\nset [animate right hand v] to [False]\nswitch costume to (costume2 v)\nglide (1) secs to x: (-165) y: (-20)\nwait (1) seconds\nrepeat (9)\n change x by (17)\nend\nstart sound [Punch v]\ncreate clone of (fist explosion v)\ncreate clone of (fist explosion2 v)\ncreate clone of (fist explosion3 v)\ncreate clone of (fist explosion4 v)\ncreate clone of (fist explosion5 v)\ncreate clone of (fist explosion6 v)\ncreate clone of (fist explosion7 v)\ncreate clone of (fist explosion8 v)\nwait (1.7) seconds\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [card attack v]\nset [animate right hand v] to [False]\nswitch costume to (costume2 v)\nglide (0.5) secs to x: (-191) y: (100)\nwait (1) seconds\nswitch costume to (costume3 v)\ncreate clone of (card v)\nwait (0.5) seconds\nrepeat (4)\n repeat (10)\n switch costume to (costume2 v)\n change y by (-5)\n end\n wait (0.5) seconds\n switch costume to (costume3 v)\n create clone of (card v)\n wait (0.5) seconds\nend\nwait (0.65) seconds\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen backdrop switches to [boss level v]\nforever\n if <(Animate Right Hand) = [True]> then\n glide (0.2) secs to x: ((x position) + (pick random (2) to (-2))) y: ((y position) + (pick random (2) to (-2)))\n end\n if <(Animate Right Hand) = [False]> then\n wait until <(Animate Right Hand) = [True]>\n end\nend\n\nwhen I receive [right return v]\nglide (1) secs to x: (-50) y: (125)\nset [animate right hand v] to [True]\n\nwhen I receive [laser head attack v]\nset [animate right hand v] to [False]\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nhide\nwait (9) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [heat seeking attack v]\nset [animate right hand v] to [False]\nswitch costume to (costume7 v)\nwait (1) seconds\nglide (1) secs to x: (0) y: (0)\nset rotation style [all around v]\nrepeat (35)\n turn left (30) degrees\n if <(Stage 2 end) = [True]> then\n create clone of (cool move v)\n end\nend\ncreate clone of (boss heat seeking bullet v)\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [wave attack v]\nset [animate right hand v] to [False]\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nhide\nwait (3.5) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [raining attack v]\nset [animate right hand v] to [False]\nglide (0.2) secs to x: (-50) y: (125)\nswitch costume to (costume4 v)\nwait (1) seconds\nrepeat (10)\n create clone of (falling thing v)\n wait (0.12) seconds\nend\nwait (1) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\nbroadcast (Right Return v)\n\nwhen I receive [hand laser attack v]\nset [animate right hand v] to [False]\nglide (0.2) secs to x: (0) y: (50)\nwait (1) seconds\nswitch costume to (costume8 v)\nset rotation style [all around v]\nrepeat (20)\n point towards (player v)\n create clone of (hand laser v)\n start sound [Laser v]\n wait (0.05) seconds\nend\nwait (1) seconds\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [focus laser attack v]\nset [animate right hand v] to [False]\nswitch costume to (costume3 v)\nglide (0.2) secs to x: (-40) y: (125)\nwait (6.5) seconds\nswitch costume to (costume1 v)\nbroadcast (Right Return v)\n\nwhen I receive [you win!!! v]\nshow\nswitch costume to (costume1 v)\nset rotation style [all around v]\nstop [other scripts in sprite v]\nrepeat (10)\n change x by (pick random (5) to (-5))\n change y by (pick random (5) to (-5))\nend\nwait (1) seconds\nrepeat until <(y position) < [-160]>\n change y by (-5)\n turn right (2) degrees\nend\nhide\n\n@BOSS LEFT HAND\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level v]\ngo [forward v] (99) layers\nset rotation style [left-right v]\npoint in direction (90)\nhide\ngo to x: (50) y: (125)\nset size to (100) %\nwait (1) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [fist together attack v]\nset [animate left hand v] to [False]\nswitch costume to (costume2 v)\nglide (1) secs to x: (165) y: (-20)\nwait (1) seconds\nrepeat (9)\n change x by (-17)\nend\nwait (1.7) seconds\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [card attack v]\nset [animate left hand v] to [False]\nswitch costume to (costume2 v)\nglide (0.5) secs to x: (191) y: (75)\nwait (1.65) seconds\nswitch costume to (costume3 v)\ncreate clone of (card2 v)\nwait (0.5) seconds\nrepeat (4)\n repeat (10)\n switch costume to (costume2 v)\n change y by (-5)\n end\n wait (0.5) seconds\n switch costume to (costume3 v)\n create clone of (card2 v)\n wait (0.5) seconds\nend\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [left return v]\nglide (1) secs to x: (50) y: (125)\nset [animate left hand v] to [True]\n\nwhen backdrop switches to [boss level v]\nforever\n if <(Animate Left Hand) = [True]> then\n glide (0.2) secs to x: ((x position) + (pick random (2) to (-2))) y: ((y position) + (pick random (2) to (-2)))\n end\n if <(Animate Left Hand) = [False]> then\n wait until <(Animate Left Hand) = [True]>\n end\nend\n\nwhen I receive [laser head attack v]\nset [animate left hand v] to [False]\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nhide\nwait (9) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [heat seeking attack v]\nset [animate left hand v] to [False]\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nhide\nwait (4) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [wave attack v]\nset [animate left hand v] to [False]\nswitch costume to (costume5 v)\nwait (1) seconds\nset rotation style [all around v]\npoint in direction (0)\nglide (1) secs to x: (20) y: (-140)\ncreate clone of (boss wave v)\ncreate clone of ( boss wave2 v)\nif <(Stage 2 end) = [True]> then\n create clone of (boss pillar thing v)\n create clone of (boss pillar thing2 v)\nend\nstart sound [Hand Against Floor v]\nwait (1) seconds\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [raining attack v]\nset [animate left hand v] to [False]\nglide (0.2) secs to x: (50) y: (125)\nswitch costume to (costume4 v)\nwait (1) seconds\nrepeat (10)\n create clone of (falling thing2 v)\n wait (0.12) seconds\nend\nwait (1) seconds\nswitch costume to (costume1 v)\nwait (1) seconds\nbroadcast (Left Return v)\n\nwhen I receive [hand laser attack v]\nset [animate left hand v] to [False]\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nhide\nwait (3.5) seconds\nshow\nswitch costume to (show v)\nwait (0.05) seconds\nswitch costume to (show2 v)\nwait (0.05) seconds\nswitch costume to (show3 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [focus laser attack v]\nset [animate left hand v] to [False]\nswitch costume to (costume3 v)\nglide (0.2) secs to x: (40) y: (125)\nwait (6.5) seconds\nswitch costume to (costume1 v)\nbroadcast (Left Return v)\n\nwhen I receive [you win!!! v]\nshow\nswitch costume to (costume1 v)\nset rotation style [all around v]\nstop [other scripts in sprite v]\nrepeat (10)\n change x by (pick random (5) to (-5))\n change y by (pick random (5) to (-5))\nend\nwait (1) seconds\nrepeat until <(y position) < [-160]>\n change y by (-5)\n turn right (-5) degrees\nend\nhide\n\n@Boss Health\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level v]\ngo to [back v] layer\ngo to x: (152) y: (159)\nset size to (100) %\nswitch costume to (health v)\nshow\n\nwhen I receive [hurt boss v]\nif <(costume [name v]) < [Health5]> then\n next costume\nend\n\nwhen I receive [boss stage 1 v]\nforever\n if <(costume [name v]) = [Health5]> then\n broadcast (Start Boss Stage 2 v)\n set [stage 1 end v] to [True]\n stop [this script v]\n end\nend\n\nwhen I receive [heal boss v]\nswitch costume to (health4 v)\nwait (0.1) seconds\nswitch costume to (health3 v)\nwait (0.1) seconds\nswitch costume to (health2 v)\nwait (0.1) seconds\nswitch costume to (health v)\n\nwhen I receive [start boss stage 2 v]\nwait until <(costume [name v]) = [Health]>\nforever\n if <(costume [name v]) = [Health5]> then\n broadcast (Start Boss Stage 3!!! v)\n set [stage 2 end v] to [True]\n stop [this script v]\n end\nend\n\nwhen I receive [start boss stage 3!!! v]\nwait until <(costume [name v]) = [Health]>\nforever\n if <(costume [name v]) = [Health5]> then\n broadcast (You win!!! v)\n set [u have won!!! v] to [True]\n stop [this script v]\n end\nend\n\nwhen I receive [you win!!! v]\nhide\nstop [other scripts in sprite v]\n\n@Card\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (boss right hand v)\nstart sound [Card shoot v]\nforever\n show\n repeat until <touching (_edge_ v)?>\n next costume\n change x by (5)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [boss stage 1 v]\nset size to (80) %\n\nwhen I receive [start boss stage 2 v]\nset size to (125) %\n\n@Card2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (boss left hand v)\nstart sound [Card shoot v]\nforever\n show\n repeat until <touching (_edge_ v)?>\n next costume\n change x by (-5)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [boss stage 1 v]\nset size to (80) %\n\nwhen I receive [start boss stage 2 v]\nset size to (125) %\n\n@Fist Explosion\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n show\n repeat until <touching (_edge_ v)?>\n next costume\n change x by (-10)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [boss stage 1 v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n show\n repeat until <touching (_edge_ v)?>\n next costume\n change y by (5)\n change x by (-5)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [boss stage 1 v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n show\n repeat until <touching (_edge_ v)?>\n next costume\n change y by (10)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [boss stage 1 v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n show\n repeat until <touching (_edge_ v)?>\n next costume\n change y by (5)\n change x by (5)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [boss stage 1 v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion5\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n show\n repeat until <touching (_edge_ v)?>\n next costume\n change x by (10)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [boss stage 1 v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion6\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n show\n repeat until <touching color (#000000)?>\n change y by (-5)\n change x by (5)\n end\n if <touching color (#000000)?> then\n point in direction (90)\n set y to (-142)\n start sound [Shockwave v]\n repeat (9)\n next costume\n wait (0.01) seconds\n end\n end\n delete this clone\nend\n\nwhen I receive [boss stage 1 v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion7\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n show\n repeat until <touching color (#000000)?>\n change y by (-10)\n end\n if <touching color (#000000)?> then\n point in direction (90)\n set y to (-142)\n start sound [Shockwave v]\n repeat (9)\n next costume\n wait (0.01) seconds\n end\n end\n delete this clone\nend\n\nwhen I receive [boss stage 1 v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Fist Explosion8\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (-15)\nforever\n show\n repeat until <touching color (#000000)?>\n change y by (-5)\n change x by (-5)\n end\n if <touching color (#000000)?> then\n point in direction (90)\n set y to (-142)\n start sound [Shockwave v]\n repeat (9)\n next costume\n wait (0.01) seconds\n end\n end\n delete this clone\nend\n\nwhen I receive [boss stage 1 v]\nset size to (100) %\n\nwhen I receive [start boss stage 2 v]\nset size to (200) %\n\n@Boss Lazer\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\nshow\npoint in direction (180)\ngo to [front v] layer\ngo to (the boss v)\nchange y by (-10)\nwait (1) seconds\ndelete this clone\n\n@Player Attack\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen backdrop switches to [boss level v]\nhide\nforever\n wait (15) seconds\n set [player attack spots v] to (pick random (1) to (2))\n if <(Player Attack Spots) = [1]> then\n go to x: (221) y: (123)\n set [ghost v] effect to (0)\n show\n set size to (100) %\n switch costume to (show v)\n repeat (10)\n change size by (20)\n end\n set size to (100) %\n switch costume to (attack v)\n wait (10) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n if <(Player Attack Spots) = [2]> then\n go to x: (-221) y: (123)\n set [ghost v] effect to (0)\n show\n set size to (100) %\n switch costume to (show v)\n repeat (10)\n change size by (20)\n end\n set size to (100) %\n switch costume to (attack v)\n wait (10) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [boss stage 1 v]\nforever\n if <touching (player v)?> then\n broadcast (Hurt Boss v)\n create clone of (player laser v)\n hide\n end\nend\n\nwhen I receive [the end story v]\nhide\nstop [other scripts in sprite v]\n\n@Player Laser\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen I start as a clone\nshow\npoint in direction (90)\ngo to [front v] layer\ngo to x: (0) y: (124)\nwait (0.5) seconds\ndelete this clone\n\n@Boss Heat Seeking Bullet\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (boss right hand v)\nset size to (250) %\nset [ghost v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n repeat (200)\n if <(x position) < ([x position v] of [player v])> then\n change [x v] by (0.2)\n if <(x) > [8]> then\n set [x v] to [8]\n end\n else\n change [x v] by (-0.2)\n if <(x) < [-8]> then\n set [x v] to [-8]\n end\n end\n if <(y position) < ([y position v] of [player v])> then\n change [y v] by (0.2)\n if <(y) > [8]> then\n set [y v] to [8]\n end\n else\n change [y v] by (-0.2)\n if <(y) < [-8]> then\n set [y v] to [-8]\n end\n end\n change x by (x)\n change y by (y)\n end\n repeat (5)\n change size by (80)\n change [ghost v] effect by (20)\n end\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I start as a clone\nset [homingsize v] to [200]\nforever\n wait (0.2) seconds\n set [homingx v] to (x position)\n set [homingy v] to (y position)\n create clone of (boss particles v)\nend\n\n@Boss Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo [backward v] (10) layers\nset x to (homingx)\nset y to (homingy)\nset size to (homingsize) %\nset [size v] to ((homingsize) / (30))\nshow\nrepeat (20)\n change size by ((size) - ((size) * (2)))\nend\ndelete this clone\n\n@Boss Wave\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (-138)\nset size to (200) %\nrepeat (15)\n switch costume to (costume1 v)\n show\n start sound [Shockwave v]\n repeat (4)\n next costume\n end\n switch costume to (costume1 v)\n change x by (-11)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@ Boss Wave2\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (-138)\nset size to (200) %\nrepeat (15)\n switch costume to (costume1 v)\n show\n start sound [Shockwave v]\n repeat (4)\n next costume\n end\n switch costume to (costume1 v)\n change x by (11)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Falling Thing\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (boss right hand v)\nstart sound [Card shoot v]\nforever\n show\n repeat until <touching (_edge_ v)?>\n next costume\n change y by (10)\n end\n hide\n wait (2) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) < [-180]>\n next costume\n change y by (-10)\n if <(Stage 2 end) = [True]> then\n change y by (-15)\n end\n end\n delete this clone\nend\n\nwhen I receive [start boss stage 2 v]\nset size to (100) %\n\nwhen I receive [start boss stage 3!!! v]\nset size to (150) %\n\n@Falling Thing2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (boss left hand v)\nstart sound [Card shoot v]\nforever\n show\n repeat until <touching (_edge_ v)?>\n next costume\n change y by (10)\n end\n hide\n wait (2) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) > [-180]>\n next costume\n change y by (-10)\n if <(Stage 2 end) = [True]> then\n change y by (-15)\n end\n end\n delete this clone\nend\n\nwhen I receive [start boss stage 2 v]\nset size to (100) %\n\nwhen I receive [start boss stage 3!!! v]\nset size to (150) %\n\n@Boss Pillar Thing\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\npoint in direction (180)\ngo to [front v] layer\nshow\ngo to x: (-210) y: (-180)\nglide (0.5) secs to x: (x position) y: (100)\nwait (1.5) seconds\nglide (0.5) secs to x: (x position) y: (-180)\nhide\ndelete this clone\n\n@Boss Pillar Thing2\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\npoint in direction (180)\ngo to [front v] layer\nshow\ngo to x: (210) y: (-180)\nglide (0.5) secs to x: (x position) y: (100)\nwait (1.5) seconds\nglide (0.5) secs to x: (x position) y: (-180)\nhide\ndelete this clone\n\n@Cool Move\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n show\n go to (boss right hand v)\n point in direction ([direction v] of [boss right hand v])\n repeat until <touching (_edge_ v)?>\n move (7) steps\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@Hand Laser\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n show\n go to (boss right hand v)\n point in direction ([direction v] of [boss right hand v])\n repeat until <touching (_edge_ v)?>\n move (25) steps\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@Focus Laser\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\npoint in direction (180)\ngo to [front v] layer\nshow\nstart sound [Laser v]\ngo to x: (Target1_x) y: (180)\nwait (1) seconds\nhide\ndelete this clone\n\n@Focus Laser Target\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nglide (0.5) secs to x: (pick random (-220) to (-100)) y: (0)\nshow\nwait (1) seconds\nset [target1_x v] to (x position)\ncreate clone of (focus laser v)\nforever\n if <touching (focus laser v)?> then\n delete this clone\n end\nend\n\n@Focus Laser2\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\npoint in direction (180)\ngo to [front v] layer\nshow\nstart sound [Laser v]\ngo to x: (Target2_x) y: (180)\nwait (1) seconds\nhide\ndelete this clone\n\n@Focus Laser Target2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nglide (0.5) secs to x: (pick random (-50) to (50)) y: (0)\nshow\nwait (1) seconds\nset [target2_x v] to (x position)\ncreate clone of (focus laser2 v)\nforever\n if <touching (focus laser2 v)?> then\n delete this clone\n end\nend\n\n@Focus Laser3\n\nwhen flag clicked\nhide\npoint in direction (180)\n\nwhen I start as a clone\npoint in direction (180)\ngo to [front v] layer\nshow\nstart sound [Laser v]\ngo to x: (Target3_x) y: (180)\nwait (1) seconds\nhide\ndelete this clone\n\n@Focus Laser Target3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nglide (0.5) secs to x: (pick random (100) to (220)) y: (0)\nshow\nwait (1) seconds\nset [target3_x v] to (x position)\ncreate clone of (focus laser3 v)\nforever\n if <touching (focus laser3 v)?> then\n delete this clone\n end\nend\n\n@Boss Sign\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level v]\ngo to [back v] layer\ngo to x: (-125) y: (150)\nset size to (100) %\nswitch costume to (health v)\nshow\n\nwhen I receive [start boss stage 2 v]\nswitch costume to (health2 v)\n\nwhen I receive [start boss stage 3!!! v]\nwait until <(costume [name v]) = [Health]>\nforever\n if <(costume [name v]) = [Health5]> then\n broadcast (You win!!! v)\n set [u have won!!! v] to [True]\n stop [this script v]\n end\nend\n\nwhen I receive [you win!!! v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start boss stage 3!!! v]\nswitch costume to (health3 v)\n\n | WARNING: This platform may be kinda silly. (⌐■_■)\nThis game is a little hard...\n\nREAD THIS BEFORE PLAYING!!!\nFULL SCREEN RECOMMENDED\nAlso, the best part of this game by far is the boss battle, so it's definitely worth it to beat the levels...\n\nStory:===================================\nYou are a young cube named DERP and your friends and family have been taken by the EVIL DERP KING!!! Travel through this platformer and save them and fight the king!\n\nCONTROLS:\nArrow keys to move and jump\nR to restart if you get stuck\n\nBoss: \nThe boss has three stages of health, hurt his health all the way to get to the next stage. Use the green targets that randomly spawn to shoot and hurt the boss. \n\nMe:\nThis platformer was just something fun and crazy I just wanted to do because why not?\n\nHave Fun!!! and Follow me for more of my games!\n\n |
Monochrome: Scrolling Pen Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nswitch backdrop to (backdrop1 v)\n\n@pen\n\nwhen flag clicked\nset [x v] to [-5]\nset [y v] to [25]\nset pen size to (7)\npen down\nset [speed v] to [5]\nset [scrollx v] to [140]\nset [scrolly v] to [80]\nset pen color to (#d8d8d8)\nforever\n broadcast (tick v)\n erase all\n change [scrolly v] by (5)\n change [scrollx v] by (Xv)\n set [xv v] to ((Xv) * (0.9))\nend\n\nerase all\n\nwhen I receive [tick v]\ngo to x: (x) y: (y)\npen down\nchange x by (30)\nchange y by (-30)\nchange x by (-30)\nchange y by (30)\npen up\nif <key (right arrow v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (1)\nend\n\n@levelpen\n\ndefine draw line from x1 (x1) y1 (y1) to x2 (x2) y2 (y2)\nset pen size to (20)\ngo to x: ((x1) + (scrollx)) y: ((y1) + (scrolly))\npen down\ngo to x: ((x2) + (scrollx)) y: ((y2) + (scrolly))\npen up\n\nwhen flag clicked\n\nchange [level v] by (1)\n\nset [level v] to [8]\n\nset [level v] to [6]\n\nwhen I receive [tick v]\nset pen color to (#000000)\ndraw line from x1 [-200] y1 [-100] to x2 [400] y2 [-100]\ndraw line from x1 [500] y1 [-100] to x2 [625] y2 [-100]\ndraw line from x1 [750] y1 [-200] to x2 [800] y2 [-200]\ndraw line from x1 [1100] y1 [-275] to x2 [1200] y2 [-275]\nset pen color to (#ffffff)\ndraw line from x1 [200] y1 [-100] to x2 [200] y2 [-75]\ndraw line from x1 [-200] y1 [-100] to x2 [-200] y2 []\ndraw line from x1 [-200] y1 [-115] to x2 [650] y2 [-115]\ndraw line from x1 [650] y1 [-115] to x2 [650] y2 [-300]\ndraw line from x1 [650] y1 [-300] to x2 [900] y2 [-300]\ndraw line from x1 [1000] y1 [-300] to x2 [1200] y2 [-300]\ndraw line from x1 [800] y1 [0] to x2 [850] y2 [-100]\ndraw line from x1 [1000] y1 [-300] to x2 [1600] y2 [-300]\ndraw line from x1 [1850] y1 [-295] to x2 [1850] y2 [-270]\ndraw line from x1 [2050] y1 [-295] to x2 [2050] y2 [-270]\ndraw line from x1 [2500] y1 [-295] to x2 [2500] y2 [100]\nset pen color to (#000000)\ndraw line from x1 [900] y1 [-300] to x2 [1000] y2 [-300]\ndraw line from x1 [1500] y1 [-295] to x2 [1600] y2 [-295]\ndraw line from x1 [1500] y1 [-295] to x2 [1600] y2 [-295]\ndraw line from x1 [1800] y1 [-295] to x2 [1900] y2 [-295]\ndraw line from x1 [2000] y1 [-295] to x2 [2100] y2 [-295]\ndraw line from x1 [2200] y1 [-295] to x2 [2500] y2 [-295]\n\n@Collison\n\nwhen flag clicked\nforever\n go to (pen v)\n if <touching color (#535353)?> then\n change [scrolly v] by (1)\n end\n if <touching color (#000000)?> then\n set [yv v] to [0]\n change [scrolly v] by (-5)\n if <key (up arrow v) pressed?> then\n change [yv v] by (-15)\n end\n end\n change [scrolly v] by (Yv)\n set [yv v] to ((Yv) * (0.89))\n if <touching color (#ffffff)?> then\n set [scrollx v] to [140]\n set [scrolly v] to [80]\n end\n if <(scrollx) < [-2400]> then\n broadcast (win v)\n end\n if <[400] < (scrolly)> then\n set [scrollx v] to [140]\n set [scrolly v] to [80]\n end\nend\n\nchange [scrolly v] by (5)\n\nset [yv v] to [0]\n\nrepeat (5)\n\nbroadcast (win v)\n\n@border\n\n@THumb\n\nwhen flag clicked\nclear graphic effects\nset [time v] to [0]\nhide variable [☁ best time v]\nswitch costume to (costume1 v)\nhide variable [time v]\nset [ghost v] effect to (100)\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [win v]\nadd (☁ Best Time) to [cloud v]\nstop [other scripts in sprite v]\nswitch costume to (costume2 v)\nif <(Time) < (☁ Best Time)> then\n set [☁ best time v] to (Time)\nend\nclear graphic effects\nshow variable [☁ best time v]\nshow variable [time v]\n\nwhen I receive [tick v]\n\nwait (1) seconds\n\nif <(username) = [-SimpleGames-]> then\n show\n clear graphic effects\nend\n\n | |
Terraria Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (night sky v)\nforever\n if <<(vy) > [110]> and <not <(vx) < [-5000]>>> then\n switch backdrop to ($ \(4\)2 v)\n else\n switch backdrop to (night sky v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [vy v] to [-50]\nset [vx v] to [0]\nforever\n change [vy v] by (5)\n if <key (left arrow v) pressed?> then\n change [vx v] by (5)\n switch costume to ($ v)\n if <touching color (#976a4a)?> then\n change [vx v] by (-5)\n end\n end\n if <key (right arrow v) pressed?> then\n change [vx v] by (-5)\n switch costume to ($2 v)\n if <touching color (#976a4a)?> then\n change [vx v] by (5)\n end\n end\n if <touching color (#02200a)?> then\n change [vy v] by (-5)\n end\n if <(vy) = [1000]> then\n set [vx v] to [0]\n set [vy v] to [-50]\n end\n if <touching color (#d1d68a)?> then\n set [vx v] to [0]\n set [vy v] to [-50]\n end\n if <touching color (#153f1d)?> then\n set [vx v] to [0]\n set [vy v] to [-50]\n end\n if <touching color (#fd7e02)?> then\n set [vx v] to [0]\n set [vy v] to [-50]\n end\n if <touching color (#177fba)?> then\n set [vx v] to [0]\n set [vy v] to [-50]\n end\n if <touching color (#dc1c1c)?> then\n set [vx v] to [0]\n set [vy v] to [-50]\n end\n if <touching color (#dc1c1c)?> then\n set [vx v] to [0]\n set [vy v] to [-50]\n end\n if <touching color (#4d2f99)?> then\n set [vx v] to [-5050]\n set [vy v] to [340]\n end\n if <touching color (#c8ffff)?> then\n set [vx v] to [-5070]\n set [vy v] to [-750]\n end\n if <touching color (#fff200)?> then\n set [vx v] to [-5050]\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n if <touching color (#02200a)?> then\n repeat (10)\n change [vy v] by (-20)\n end\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (0))) y: ((vy) + ((360) * (0)))\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (1))) y: ((vy) + ((360) * (0)))\n set [vy2 v] to (y position)\nend\n\n@$ (2)\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (vx2))) y: ((vy2) + (23))\nend\n\nwhen flag clicked\nset [vx2 v] to [1.5]\nforever\n switch costume to ($ \(2\) v)\n repeat (200)\n change [vx2 v] by (-.005)\n wait (0) seconds\n end\n switch costume to ($ \(2\)2 v)\n repeat (200)\n change [vx2 v] by (.005)\n wait (0) seconds\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nhide\n\n@Sprite5\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (2))) y: ((vy) + ((360) * (0)))\nend\n\n@$ (2)2\n\nwhen flag clicked\nset [vx2 v] to [2.5]\nset [slime_y v] to [7]\nforever\n repeat (5)\n repeat (20)\n change [slime_y v] by (5)\n change [vx2 v] by (-.005)\n wait (0) seconds\n end\n repeat (20)\n change [slime_y v] by (-5)\n change [vx2 v] by (-.005)\n wait (0) seconds\n end\n wait (1) seconds\n end\n wait (1) seconds\n repeat (5)\n repeat (20)\n change [slime_y v] by (5)\n change [vx2 v] by (.005)\n wait (0) seconds\n end\n repeat (20)\n change [slime_y v] by (-5)\n change [vx2 v] by (.005)\n wait (0) seconds\n end\n wait (1) seconds\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nbroadcast (message1 v)\nforever\n go to x: ((vx) + ((480) * (vx2))) y: ((vy2) + (slime_y))\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0) seconds\nend\n\nset [my variable v] to [5]\n\nset [my variable v] to [-5]\n\nset [my variable v] to [5]\n\nset [my variable v] to [-5]\n\n@Sprite6\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (3))) y: ((vy) + ((360) * (0)))\nend\n\n@$ (2)3\n\nwhen flag clicked\nset [vx2 v] to [3.5]\nset [slime_y v] to [7]\nforever\n repeat (5)\n repeat (20)\n change [slime_y v] by (5)\n change [vx2 v] by (-.005)\n wait (0) seconds\n end\n repeat (20)\n change [slime_y v] by (-5)\n change [vx2 v] by (-.005)\n wait (0) seconds\n end\n wait (1) seconds\n end\n repeat (5)\n repeat (20)\n change [slime_y v] by (5)\n change [vx2 v] by (.005)\n wait (0) seconds\n end\n repeat (20)\n change [slime_y v] by (-5)\n change [vx2 v] by (.005)\n wait (0) seconds\n end\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nbroadcast (message1 v)\nforever\n go to x: ((vx) + ((480) * (vx2))) y: ((vy2) + (slime_y))\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0) seconds\nend\n\nset [my variable v] to [5]\n\nset [my variable v] to [-5]\n\nset [my variable v] to [5]\n\nset [my variable v] to [-5]\n\n@$ (2)4\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nset [vx2 v] to [3.5]\nset [slime_y v] to [7]\nforever\n repeat (5)\n repeat (20)\n change [slime_y v] by (5)\n change [vx2 v] by (-.005)\n wait (0) seconds\n end\n repeat (20)\n change [slime_y v] by (-5)\n change [vx2 v] by (-.005)\n wait (0) seconds\n end\n end\n wait (1) seconds\n repeat (5)\n repeat (20)\n change [slime_y v] by (5)\n change [vx2 v] by (.005)\n wait (0) seconds\n end\n repeat (20)\n change [slime_y v] by (-5)\n change [vx2 v] by (.005)\n wait (0) seconds\n end\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0) seconds\nend\n\nset [my variable v] to [5]\n\nset [my variable v] to [-5]\n\nset [my variable v] to [5]\n\nset [my variable v] to [-5]\n\nwhen flag clicked\nbroadcast (message1 v)\nforever\n go to x: ((vx) + ((480) * (vx2))) y: ((vy2) + (slime_y))\nend\n\n@$ (2)5\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\nset [vx2 v] to [3.5]\nforever\n switch costume to ($ \(2\) v)\n repeat (200)\n change [vx2 v] by (-.005)\n wait (0) seconds\n end\n switch costume to ($ \(2\)2 v)\n repeat (200)\n change [vx2 v] by (.005)\n wait (0) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (vx2))) y: ((vy2) + (23))\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (4))) y: ((vy) + ((360) * (0)))\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (4))) y: ((vy) + ((360) * (-1)))\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (5))) y: ((vy) + ((360) * (-1)))\nend\n\n@Sprite10\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (6))) y: ((vy) + ((360) * (-1)))\nend\n\n@Sprite11\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (7))) y: ((vy) + ((360) * (-1)))\nend\n\n@Sprite12\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (8))) y: ((vy) + ((360) * (-1)))\n next costume\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (11))) y: ((vy) + ((360) * (-1)))\nend\n\n@$ (2)6\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (vx2))) y: ((vy2) + (-290))\nend\n\nwhen flag clicked\nset [vx2 v] to [11.5]\nforever\n switch costume to ($ \(5\) v)\n repeat (200)\n change [vx2 v] by (-.005)\n wait (0) seconds\n end\n switch costume to ($ \(5\)2 v)\n repeat (200)\n change [vx2 v] by (.005)\n wait (0) seconds\n end\nend\n\n@$ (2)7\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (vx2))) y: ((vy2) + (-340))\nend\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nset [vx2 v] to [11.5]\nforever\n switch costume to ($ \(2\) v)\n repeat (200)\n change [vx2 v] by (-.005)\n wait (0) seconds\n end\n switch costume to ($ \(2\)2 v)\n repeat (200)\n change [vx2 v] by (.005)\n wait (0) seconds\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (12))) y: ((vy) + ((360) * (-1)))\nend\n\n@Sprite15\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (11))) y: ((vy) + ((360) * (2)))\nend\n\n@Sprite16\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (10))) y: ((vy) + ((360) * (2)))\nend\n\n@Sprite17\n\nwhen flag clicked\nforever\n go to x: ((vx) + ((480) * (12))) y: ((vy) + ((360) * (2)))\nend\n\n@Sprite18\n\nwhen flag clicked\nhide\n\nshow\n\n | arrow keys to move\nthis is a fan game of terraria, which is a pixelated 2d action adventure sandbox game\ntheir is a weird wall glitch i don´t know how to fix i´m also a little lazy please heart and star and follow |
ColorSwitch - A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Go Cart v] until done\nend\n\n@Platformer\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\nset size to (100) %\ndelete this clone\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (swappy c v)\nswitch backdrop to (backdrop1 v)\nbroadcast (message1 v)\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.7)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.7)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\nend\n\nwhen I receive [message1 v]\ngo to x: (-183) y: (-130)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nforever\n if <(costume [number v]) = [1]> then\n set [1 v] to [0]\n if <<touching color (#000008)?> or <touching color (#00ffff)?>> then\n change y by (1)\n change [1 v] by (1)\n if <<touching color (#000008)?> or <touching color (#00ffff)?>> then\n change y by (1)\n change [1 v] by (1)\n if <<touching color (#000008)?> or <touching color (#00ffff)?>> then\n change y by (1)\n change [1 v] by (1)\n if <<touching color (#000008)?> or <touching color (#00ffff)?>> then\n change y by (1)\n change [1 v] by (1)\n if <<touching color (#000008)?> or <touching color (#00ffff)?>> then\n change y by (1)\n change [1 v] by (1)\n if <<touching color (#000008)?> or <touching color (#00ffff)?>> then\n change x by ((xv) * (-1))\n set [xv v] to [0]\n change y by (-5)\n if <key (up arrow v) pressed?> then\n change x by (5)\n set [c n v] to [-5]\n if <<touching color (#000008)?> or <touching color (#00ffff)?>> then\n set [xv v] to [-10]\n set [yv v] to [12]\n else\n change x by (-10)\n set [c n v] to [5]\n if <<touching color (#000008)?> or <touching color (#00ffff)?>> then\n set [xv v] to [10]\n set [yv v] to [12]\n end\n end\n change x by (c n)\n else\n change [xv v] by ((0) - ((xv) / (1)))\n end\n end\n end\n end\n end\n end\n end\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\n if <<touching color (#000008)?> or <touching color (#00ffff)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <<touching color (#000008)?> or <touching color (#00ffff)?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <(yv) < [4]> then\n change y by (-1)\n if <not <<touching color (#000008)?> or <touching color (#00ffff)?>>> then\n change [yv v] by (-1)\n end\n change y by (1)\n end\n end\n if <(costume [number v]) = [2]> then\n set [1 v] to [0]\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n change [1 v] by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n change [1 v] by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n change [1 v] by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n change [1 v] by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n change [1 v] by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change x by ((xv) * (-1))\n set [xv v] to [0]\n change y by (-5)\n if <key (up arrow v) pressed?> then\n change x by (5)\n set [c n v] to [-5]\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n set [xv v] to [-10]\n set [yv v] to [12]\n else\n change x by (-10)\n set [c n v] to [5]\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n set [xv v] to [10]\n set [yv v] to [12]\n end\n end\n change x by (c n)\n else\n change [xv v] by ((0) - ((xv) / (1)))\n end\n end\n end\n end\n end\n end\n end\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <(yv) < [4]> then\n change y by (-1)\n if <not <<touching color (#000008)?> or <touching color (#00ff55)?>>> then\n change [yv v] by (-1)\n end\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fffd00)?> then\n broadcast (message1 v)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset size to (100) %\nforever\n if <touching color (#0021ff)?> then\n go to x: (-91) y: (153)\n end\n if <touching color (#0017ab)?> then\n go to x: (32) y: (146)\n end\n if <touching color (#001284)?> then\n go to x: (151) y: (153)\n end\nend\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-183) y: (-130)\n\n | Use arrow keys to move.\nPress space to change colors.\nPress s to skip levels.\nEnjoy! |
iron man platformer demo | @Stage\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n set [gravity v] to [7]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite3 v)?> and <not <key (up arrow v) pressed?>>> then\n set [gravity v] to ((gravity) * (-0.5))\n wait (0.1) seconds\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-190) y: (-36)\nforever\n if <<(gravity) > [0.7]> or <[-0.7] > (gravity)>> then\n change y by (gravity)\n end\nend\n\nwhen flag clicked\ngo to x: (-205) y: (-84)\nset [x velocity v] to [0]\nforever\n if <<key (right arrow v) pressed?> and <(X velocity) < [6]>> then\n change [x velocity v] by (1)\n else\n if <[0] < (X velocity)> then\n change [x velocity v] by (-1)\n wait (.1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n change x by (X velocity)\nend\n\nwhen flag clicked\ngo to x: (-205) y: (-84)\nset [x velocity v] to [0]\nforever\n if <<key (left arrow v) pressed?> and <[-6] < (X velocity)>> then\n change [x velocity v] by (-1)\n else\n if <(X velocity) < [0]> then\n change [x velocity v] by (1)\n wait (.1) seconds\n end\n end\nend\n\nwhen flag clicked\nset [gravity v] to [0]\nforever\n change [gravity v] by (-1)\n wait (.1) seconds\nend\n\nwhen flag clicked\nforever\n if <(gravity) = [7]> then\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(gravity) = [6]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(gravity) = [5]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(gravity) = [3]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(gravity) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(gravity) = [1]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(gravity) = [0]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-211) y: (-84)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (next level v)\n go to x: (-205) y: (-84)\n end\nend\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n broadcast (crystal v)\n change [shield crystals v] by (1)\n end\nend\n\ngo to x: (-205) y: (-84)\n\nhide\n\nwhen flag clicked\nshow\n\nchange [shield crystals v] by (1)\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n set [gravity v] to ((gravity) * (-0.5))\n wait (0.1) seconds\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (level 1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (level 2 v)\n end\nend\n\nwhen I receive [level 1 v]\nhide variable [shield crystals v]\n\nwhen I receive [level 1 v]\ngo to x: (35) y: (-8)\n\nwhen I receive [level 2 v]\ngo to x: (-1) y: (31)\n\n@Sprite1\n\nwhen flag clicked\nforever\n next costume\n wait (0.4) seconds\nend\n\nwhen I receive [next level v]\nhide\nwait (1) seconds\nshow\n\n@Sprite5\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Sprite6\n\nwhen flag clicked\nforever\n next costume\n wait (0.5) seconds\nend\n\nwhen I receive [crystal v]\nshow variable [shield crystals v]\nchange [shield crystals v] by (1)\nhide\n\nchange size by (50)\nwait (0.1) seconds\nchange size by (-50)\nhide\n\nwhen I receive [next level v]\nshow\n\nwhen flag clicked\nset [shield crystals v] to [0]\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\ngo to x: (45) y: (5)\nshow\nstop [this script v]\n\nset size to (100) %\n\nwhen I receive [crystal v]\nhide\n\n | This game is coming soon.... (No probably not)\nTell me what you think \nBeen told my games are unoriginal but this is completely drawn and coded by me! |
platformer of freedom | @Stage\n\n@player\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide variable [deaths v]\nset [deaths v] to [0]\ngo to x: (-176) y: (-67)\nswitch costume to (costume2 v)\nset size to (200) %\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.5)\n end\n if <(x position) > [230]> then\n switch backdrop to (next backdrop v)\n go to x: (-176) y: (-67)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching color (#000000)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume2 v)\n set [yv v] to [10]\n end\n change y by (1)\nend\n\nwhen I receive [new v]\ngo to x: (-176) y: (-67)\n\nwhen flag clicked\nforever\n if <touching color (#808080)?> then\n change [deaths v] by (1)\n play sound [laser2 v] until done\n go to x: (-176) y: (-67)\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n switch costume to (costume4 v)\n end\nend\n\n | Wasd. s is sneak/crouch. |
Joystick Platformer | @Stage\n\n@Cat\n\nwhen I receive [reset v]\ngo to x: (-160) y: (-40)\n\nwhen flag clicked\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nswitch costume to (コスチューム3 v)\ngo to [front v] layer\npoint in direction (-90)\ngo to x: (-160) y: (-40)\nforever\n change [y v] by (-1)\n if <[-2.5] > (Joystick_x_velocity)> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <(Joystick_x_velocity) > [2.5]> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1.1))\n if <(Joystick_y_velocity) > [5.5]> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <(Joystick_y_velocity) > [5.5]> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-198) y: (-115)\n end\n if <key (r v) pressed?> then\n broadcast (reset v)\n end\n if <touching color (#2eff00)?> then\n broadcast (next v)\n wait until <not <touching color (#2eff00)?>>\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [next v]\ngo to x: (-160) y: (-40)\n\nwhen I receive [next v]\ngo to x: (-160) y: (-40)\n\nif <[] = [1]> then\n\nwhen I receive [next v]\ngo to x: (-198) y: (-115)\n\n@Joystick\n\ndefine Render Joystick\npen up\nerase all\ngo to x: (Joystick_x_position) y: (Joystick_y_position)\nset pen size to (Joystick_size)\nSet pen color [140] [140] [140] [200]\npen down\npen up\nSet pen color [200] [200] [200] [200]\nset pen size to (Joystickknob_size)\nif <(distance to [mouse-pointer v]) < (((Joystick_size) / (2)) - ((Joystickknob_size) / (2)))> then\n go to (mouse-pointer v)\nelse\n point towards (mouse-pointer v)\n move (((Joystick_size) / (2)) - ((Joystickknob_size) / (2))) steps\nend\npen down\npen up\nset [joystick_x_velocity v] to ((((x position) - (Joystick_x_position)) / (((Joystick_size) / (2)) - ((Joystickknob_size) / (2)))) * (Joystick_x_max_velocity))\nset [joystick_y_velocity v] to ((((y position) - (Joystick_y_position)) / (((Joystick_size) / (2)) - ((Joystickknob_size) / (2)))) * (Joystick_y_max_velocity))\n\ndefine Set pen color (r) (g) (b) (a)\nset pen color to (((((((a) * (256)) + (r)) * (256)) + (g)) * (256)) + (b))\n\nwhen flag clicked\ngo [backward v] (9999999999999999) layers\nset [joystick_size v] to [100]\nset [joystickknob_size v] to [35]\nset [joystick_x_max_velocity v] to [10]\nset [joystick_y_max_velocity v] to [10]\nforever\n if <mouse down?> then\n if <(First_Position_set?) = [0]> then\n set [joystick_x_position v] to (mouse x)\n set [joystick_y_position v] to (mouse y)\n set [first_position_set? v] to [1]\n end\n Render Joystick\n else\n set [joystick_x_velocity v] to ((Joystick_x_velocity) * (.2))\n set [joystick_y_velocity v] to ((Joystick_y_velocity) * (.9))\n set [first_position_set? v] to [0]\n erase all\n end\nend\n\nRender Joystick\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n | joystick to move\nworks on all devices \n |
Avengers platformer | @Stage\n\nwhen I receive [move on v]\nforever\n if <(level) = [16]> then\n switch backdrop to (backdrop1 v)\n end\n if <(level) = [17]> then\n switch backdrop to (backdrop15 v)\n end\nend\n\nwhen I receive [start screen v]\nset volume to (100) %\nswitch backdrop to (backdrop1 v)\nplay sound [479319_-Electroman-adventures- v] until done\n\nwhen I receive [start game v]\nrepeat (30)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nforever\n if <(level) = [1]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) = [2]> then\n switch backdrop to (backdrop3 v)\n end\n if <(level) = [3]> then\n switch backdrop to (backdrop4 v)\n end\n if <(level) = [4]> then\n switch backdrop to (backdrop5 v)\n end\n if <(level) = [5]> then\n switch backdrop to (backdrop6 v)\n end\n if <(level) = [6]> then\n switch backdrop to (backdrop7 v)\n end\n if <(level) = [7]> then\n switch backdrop to (backdrop8 v)\n end\n if <(level) = [8]> then\n switch backdrop to (backdrop9 v)\n end\n if <(level) = [8]> then\n switch backdrop to (backdrop11 v)\n end\n if <(level) = [9]> then\n switch backdrop to (backdrop10 v)\n end\n if <(level) = [10]> then\n switch backdrop to (backdrop12 v)\n end\n if <(level) = [14]> then\n switch backdrop to (backdrop13 v)\n end\n if <(level) = [15]> then\n switch backdrop to (backdrop12 v)\n broadcast (boss fight v)\n stop [this script v]\n end\nend\n\n@Player\n\nwhen I receive [boss fight failed v]\ngo to x: (-198) y: (-126)\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [start game v]\nwait (5) seconds\nstart sound [267779_Sonik_Boom_Final_Master v]\nset volume to (100) %\n\nwhen I receive [next level v]\ngo to x: (-198) y: (-126)\nchange [level v] by (1)\n\nwhen I receive [start game v]\ngo to x: (-198) y: (-126)\nset size to (400) %\nforever\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xvel) * (-1))\n change y by (-7)\n if <key (up arrow v) pressed?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [right v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (-60)\nset size to (500) %\nforever\n if <touching color (#ff0000)?> then\n go to x: (-198) y: (-126)\n end\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\ngo to [back v] layer\n\n@Arrow right\n\nwhen this sprite clicked\nbroadcast (right v)\nwait (.5) seconds\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\ngo to x: (49) y: (-61)\nshow\n\n@Title\n\nwhen flag clicked\nforever\n set size to (100) %\n go to x: (0) y: (96)\n show\n clear graphic effects\n set [ghost v] effect to (0)\n forever\n change y by ([cos v] of ((p) / (1)) )\n change [p v] by (5)\n end\nend\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\n@Arrow right2\n\nwhen this sprite clicked\nbroadcast (left v)\nwait (.5) seconds\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\ngo to x: (-55) y: (-61)\nshow\n\n@play\n\nwhen this sprite clicked\nbroadcast (start game v)\n\nwhen flag clicked\nshow\ngo to x: (14) y: (34)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start game v]\nhide\n\n@next\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (next level v)\n end\n if <(level) = [17]> then\n hide\n end\nend\n\nwhen I receive [boss fight v]\nhide\n\nwhen I receive [move on v]\nshow\nswitch backdrop to (backdrop14 v)\n\nwhen I receive [start game v]\nshow\n\n@lava\n\nwhen flag clicked\nhide\n\nforever\n if <(level) = [3]> then\n show\n switch costume to (costume1 v)\n go to x: (-14) y: (-66)\n end\n if <(level) = [4]> then\n show\n switch costume to (costume2 v)\n go to x: (10) y: (-66)\n end\n if <(level) = [5]> then\n show\n switch costume to (costume3 v)\n go to x: (10) y: (-68)\n end\n if <(level) = [6]> then\n show\n switch costume to (costume4 v)\n go to x: (0) y: (-55)\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [10]> then\n show\n switch costume to (costume1 v)\n go to x: (-22) y: (-66)\n end\n if <(level) = [11]> then\n show\n switch costume to (costume4 v)\n go to x: (-120) y: (-48)\n end\n if <(level) = [12]> then\n show\n switch costume to (costume2 v)\n go to x: (29) y: (-55)\n end\n if <(level) = [13]> then\n show\n switch costume to (costume3 v)\n go to x: (-68) y: (-66)\n end\n if <(level) = [14]> then\n hide\n end\nend\n\n@laser\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nwait until <(level) = [8]>\nshow\nrepeat until <(level) = [9]>\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\n@Dark Cube\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [boss fight v]\nswitch costume to (costume1 v)\nshow\nset size to (400) %\ngo to x: (74) y: (-125)\nsay [Hello I see that you escaped before I could take over] for (3) seconds\nsay [But today you will not I will destroy you and this city will be MINE!] for (4) seconds\nbroadcast (ring #1 v)\nwait (1) seconds\nsay [You see this ring! It will destroy you!!!!!!!!!!!!] for (3) seconds\n\nbroadcast (boss fight v)\n\nwhen I receive [ring #2 v]\nsay [owww!!!!!!!!!!!!!!] for (2) seconds\nsay [take this] for (2) seconds\n\nwhen I receive [boss fight failed v]\nwait (1) seconds\nbroadcast (ring #1 v)\nwait (1) seconds\nsay [You see this ring! It will destroy you!!!!!!!!!!!!] for (3) seconds\n\nwhen I receive [ring #3 v]\nstop [other scripts in sprite v]\nsay [owww!!!!!!!!!!!!!!] for (2) seconds\nsay [YARRRRRRGHHHHHH!!!!!!] for (2) seconds\nsay [This one is sure to destroy you] for (2) seconds\nswitch costume to (costume2 v)\n\nsay [take this] for (2) seconds\n\nwhen I receive [no too much v]\nsay [no I-I-I can't hold this it is too-too-too much] for (3) seconds\nwait (1.5) seconds\nsay [noooo!!!!!!] for (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (move on v)\n\n@Fire ring\n\nwhen I receive [ring #1 v]\nset size to (100) %\npoint in direction (90)\nshow\ngo to x: (79) y: (-54)\nwait (6) seconds\npoint in direction (-30)\nforever\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n point towards (player v)\nend\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [boss fight v]\nhide\n\nwhen I receive [ring #1 v]\nforever\n if on edge, bounce\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n broadcast (boss fight failed v)\n hide\n stop [this script v]\n end\n if <touching (dark cube v)?> then\n stop [other scripts in sprite v]\n broadcast (ring #2 v)\n hide\n stop [this script v]\n end\nend\n\nhide\n\nrepeat (25)\n\nwhen I receive [ring #2 v]\ncreate clone of (_myself_ v)\nwait (3) seconds\nset size to (50) %\npoint in direction (90)\nshow\ngo to x: (31) y: (-79)\nwait (4) seconds\npoint in direction (-30)\nforever\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n point towards (player v)\nend\n\nwhen I start as a clone\nwait (3) seconds\nset size to (50) %\npoint in direction (90)\nshow\ngo to x: (133) y: (-79)\nwait (4) seconds\npoint in direction (30)\nforever\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n point towards (player v)\nend\n\nwhen I receive [ring #2 v]\nforever\n if on edge, bounce\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n broadcast (boss fight failed v)\n hide\n stop [this script v]\n end\n if <touching (dark cube v)?> then\n stop [other scripts in sprite v]\n broadcast (ring #3 v)\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if on edge, bounce\n if <touching (player v)?> then\n stop [other scripts in sprite v]\n broadcast (boss fight failed v)\n hide\n delete this clone\n end\n if <touching (dark cube v)?> then\n stop [other scripts in sprite v]\n broadcast (ring #3 v)\n delete this clone\n end\nend\n\nstop [this script v]\n\nhide\n\nstop [this script v]\n\nwhen I receive [ring #3 v]\nhide\n\nwhen I receive [ring #3 v]\ndelete this clone\n\nwhen I receive [ring #3 v]\nstop [other scripts in sprite v]\nwait (5) seconds\nset size to (100) %\nshow\ngo to x: (72) y: (-64)\nglide (1) secs to x: (73) y: (126)\nbroadcast (NO too much v)\nwait (4) seconds\nglide (.2) secs to x: (75) y: (-109)\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n | Use arrow keys to move. Red is bad, try to save the world from Ultron!! Goodluck!!! |
~Ice~ (A Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(lvl) = [11]> then\n switch backdrop to (backdrop2 v)\n end\n if <(lvl) = [12]> then\n switch backdrop to (backdrop3 v)\n end\n if <(lvl) = [13]> then\n switch backdrop to (backdrop6 v)\n end\n if <(lvl) = [14]> then\n switch backdrop to (backdrop4 v)\n end\n if <(lvl) = [15]> then\n switch backdrop to (backdrop5 v)\n end\nend\n\n@Player\n\nwhen I receive [start game v]\ngo to x: (-198) y: (-126)\nset size to (100) %\nshow\nforever\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n end\n set [xvel v] to ((Xvel) * (.97))\n change x by (Xvel)\n if <<touching (ground v)?> or <touching (cork v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (cork v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (cork v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (cork v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (cork v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (cork v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (cork v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (cork v)?>> then\n change x by ((Xvel) * (-1))\n change y by (-7)\n if <key (up arrow v) pressed?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <<touching (ground v)?> or <touching (cork v)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <touching (cork v)?>> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [lvl v] to [0]\nhide\nforever\n if <(x position) > [230]> then\n change [lvl v] by (1)\n go to x: (-198) y: (-126)\n set [yvel v] to [0]\n set [xvel v] to [0]\n end\n if <touching color (#ff0000)?> then\n go to x: (-198) y: (-126)\n set [yvel v] to [0]\n set [xvel v] to [0]\n end\nend\n\nwhen I receive [player bounce v]\nchange [xvel v] by (-30)\n\nwhen I receive [start game v]\nwait (.5) seconds\nforever\n play sound [Windfall.mp3 v] until done\nend\n\n@Ground\n\nwhen flag clicked\n\nwhen I receive [start game v]\nset [lvl v] to [1]\nswitch costume to (costume1 v)\nforever\n switch costume to (lvl)\nend\n\n@me logo from @nitrogenstrike\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [sine v] to [0]\npoint in direction (90)\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (25)) + (100)) %\nend\n\nwhen I receive [fade v]\nforever\n change [ghost v] effect by (5)\nend\n\nstop [other scripts in sprite v]\n\npoint in direction (90)\n\nwhen flag clicked\nshow\nwait (7) seconds\nbroadcast (start game v)\nhide\n\n@grey back thingy\n\nwhen flag clicked\nshow\nstart sound [TheFatRat - Jackpot \(Jackpot EP Track 1\).mp3 v]\nset volume to (100) %\n\nwhen I receive [fade v]\nforever\n change volume by (-2)\nend\n\nwhen I receive [start game v]\nhide\n\n@--Atomic--\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nhide\nwait (3) seconds\nset [x v] to [30]\nshow\ngo to x: (300) y: (0)\nrepeat until <(x position) = [0]>\n set [x v] to ((x) / (1.1))\n change x by ((0) - (x))\nend\n\nwhen flag clicked\nwait (5) seconds\nbroadcast (Fade v)\nforever\n change [ghost v] effect by (5)\nend\n\nwhen I receive [start game v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@lava\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (lvl)\nend\n\n@cork\n\nwhen I receive [broadcast player bounce v]\nbroadcast (player bounce v)\nglide (1) secs to x: (36) y: (28)\n\nwhen flag clicked\nrepeat until <(lvl) = [18]>\n hide\nend\ngo to x: (40) y: (170)\nshow\nwait until <(lvl) = [19]>\nhide\n\n@cork2\n\nwhen flag clicked\nrepeat until <(lvl) = [18]>\n hide\nend\ngo to x: (33) y: (170)\nshow\nwait until <touching (player v)?>\nbroadcast (broadcast player bounce v)\nhide\n\n@Words\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (lvl)\nend\n\n | |
Purple | A Platformer | | @Stage\n\nwhen flag clicked\nforever\n play sound [bensound-goinghigher v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (100)\nset [gravity v] to [0]\nset [x velocity v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [50]>>> then\n change [x velocity v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [50]>>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X velocity) * (.9))\n change x by (X velocity)\n if <touching color (#5a3c95)?> then\n change y by (1)\n if <touching color (#5a3c95)?> then\n change y by (1)\n if <touching color (#5a3c95)?> then\n change y by (1)\n if <touching color (#5a3c95)?> then\n change y by (1)\n if <touching color (#5a3c95)?> then\n change y by (1)\n if <touching color (#5a3c95)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse x) > [50]>>> 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 [gravity 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 [gravity v] by (-1)\n change y by (Gravity)\n if <touching color (#5a3c95)?> then\n change y by ((Gravity) * (-1))\n set [gravity v] to [0]\n end\n change y by (-1)\n if <touching color (#5a3c95)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse x) > [50]>>> then\n set [gravity v] to [16]\n end\n end\n change y by (1)\n if <<touching color (#453466)?> or <(y position) < [-170]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [gravity v] to [0]\n set [x velocity v] to [0]\n set [ghost v] effect to (0)\n go to x: (-200) y: (100)\n end\n if <(x position) > [230]> then\n go to x: (-200) y: (100)\n broadcast (NB v)\n end\n if <touching color (#e5d7ff)?> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [50]>>> then\n change [x velocity v] by (5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [50]>>> then\n change [x velocity v] by (-5)\n end\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (15)\n turn left (15) degrees\n change [color v] effect by (.5)\n change [ghost v] effect by (7)\n change size by (-7)\nend\ndelete this clone\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo [backward v] (100) layers\n\nwhen I receive [nb v]\nnext costume\n\n@TN\n\nwhen flag clicked\nforever\n show\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n | All 9 levels are possible. Last level is just for "fun".\n\nWill add more levels, ability's, etc... \nSuggestions are always welcome!\n\nArrow keys and for mobile, tap anywhere on the screen or for specific:\n\nFor PC:\nRight or D key to move right\nLeft or A key to move left\nUp or W key to jump\n\nFor Mobile:\nTap left side of screen to go left\nTap right side of screen to go right\nTap top of screen to jump\n\nSimple...\n\nAnd as for the dangers:\nDon't touch the spikes whatever you do.\n\nHave fun!\n\nNOTE: Please don't comment "What's level V and X?". It's the Roman Numeral for the number 5 and 10. You might have known that though ;) |
Cloud Multiplayer Scrolling Platformer | @Stage\n\nwhen flag clicked\nset [kick v] to [Untrue]\nset [moved v] to [20]\nwait until <(Kick) = [True]>\nset [on? v] to [0]\nset [on? 2 v] to [0]\nset [on? 3 v] to [0]\nset [on? 4 v] to [0]\nbroadcast (You have been booted. v) and wait\nstop [all v]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [moved v] by (-1)\n if <(Moved) < [1]> then\n set [kick v] to [True]\n end\nend\n\nwhen flag clicked\nbroadcast (update1 v) and wait\nset [check v] to (item (3) of [dpkg v])\nwait (1) seconds\nbroadcast (update1 v) and wait\nif <(Check) = (item (3) of [dpkg v])> then\n set [@playerslot v] to [1]\n broadcast (start v)\nelse\n broadcast (update2 v) and wait\n set [check v] to (item (3) of [dpkg v])\n wait (1) seconds\n broadcast (update2 v) and wait\n if <(Check) = (item (3) of [dpkg v])> then\n set [@playerslot v] to [2]\n broadcast (start v)\n else\n broadcast (update3 v) and wait\n set [check v] to (item (3) of [dpkg 1 v])\n wait (1) seconds\n broadcast (update3 v) and wait\n if <(Check) = ([x position v] of [p4 v])> then\n set [@playerslot v] to [3]\n broadcast (start v)\n else\n broadcast (update4 v) and wait\n set [check v] to (item (3) of [dpkg 2 v])\n wait (1) seconds\n broadcast (update4 v) and wait\n if <(Check) = (item (3) of [dpkg 2 v])> then\n set [@playerslot v] to [4]\n broadcast (start v)\n else\n broadcast (full v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [checking position v] to (join (Xpos) (Ypos))\n wait (2) seconds\n if <(Checking Position) = (join (Xpos) (Ypos))> then\nend\n\nset [@playerslot v] to [2]\n\nif then\nend\n\nset [shot? 4 v] to [False]\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n show variable [players v]\n set [players v] to ((1) + ((item (6) of [dpkg v]) + ((item (6) of [dpkg 1 v]) + (item (6) of [dpkg 2 v]))))\nend\n\n@Cloud\n\ndefine chatTranslate (trns)\nset [translatedchar v] to []\ninitChar\nset [j v] to [0]\nset [fin v] to []\nrepeat (length of (trns))\n change [j v] by (1)\n set [i v] to [0]\n repeat until <(letter (i) of (@charList)) = (letter (j) of (trns))>\n change [i v] by (1)\n end\n if <(length of (i)) < [2]> then\n set [add v] to (join [0] (i))\n else\n set [add v] to (i)\n end\n set [fin v] to (join (fin) (add))\nend\n\ndefine initChar\nset [@charlist v] to [ abcdefghijklmnopqrstuvwxyz1234567890<>_-ABCDEFGHIJKLMNOPQRSTUVWXYZ!.,?/\'";:-=+\)\(*&^%$#@{}\[\]\|`~]\n\ndefine saveData (_id) (x) (y) (username) (on?) (costume#) (direction)\nset [_encode v] to (join (join (join (x) [~]) (join (y) [~])) (join (join (pick random (10000) to (99999)) [~]) (join (join (username) [~]) (join (on?) (join [~] (join (costume#) (join [~] (join (direction) [~]))))))))\nchatTranslate (_encode)\nset [_encodetrns v] to (fin)\nif <(_id) = [1]> then\n set [☁ p1 v] to (_encodeTRNS)\nelse\n if <(_id) = [2]> then\n set [☁ p2 v] to (_encodeTRNS)\n else\n if <(_id) = [3]> then\n set [☁ p3 v] to (_encodeTRNS)\n else\n if <(_id) = [4]> then\n set [☁ p4 v] to (_encodeTRNS)\n end\n end\n end\nend\n\ndefine update (data)\ninitChar\nset [p v] to [1]\nset [retrns v] to []\nrepeat ((length of (data)) / (2))\n set [retrns v] to (join (retrns) (letter (join (letter (p) of (data)) (letter ((p) + (1)) of (data))) of (@charList)))\n change [p v] by (2)\nend\n\ndefine dpkg (data)\ndelete (all) of [dpkg v]\nset [i v] to [0]\nset [addtoarray v] to []\nrepeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\nend\n\ndefine decodeData (_id)\nif <<<(_id) = [1]> or <(_id) = [2]>> or <(_id) = [3]>> then\n if <(_id) = [1]> then\n update (☁ P1)\n end\n if <(_id) = [2]> then\n update (☁ P2)\n end\n set [rtrns_data v] to (retrns)\n dpkg (RTRNS_Data)\nend\n\nwhen I receive [update2 v]\ndecodeData (2)\n\nwhen I receive [update1 v]\ndecodeData (1)\n\nwhen flag clicked\nset [@playerslot v] to [0]\nforever\n if <(@PlayerSlot) = [1]> then\n decodeData (2)\n Decoding Data [3]\n Decoding Data 2 [4]\n saveData (1) (round (Xpos)) (round (Ypos)) (username) (On?) ([costume # v] of [p1 v]) ([direction v] of [p1 v])\n end\n if <(@PlayerSlot) = [2]> then\n decodeData (1)\n Decoding Data [3]\n Decoding Data 2 [4]\n saveData (2) (round (Xpos)) (round (Ypos)) (username) (On? 2) ([costume # v] of [p2 v]) ([direction v] of [p2 v])\n end\n if <(@PlayerSlot) = [3]> then\n decodeData (1)\n Decoding Data [2]\n Decoding Data 2 [4]\n saveData (3) (round (Xpos)) (round (Ypos)) (username) (On? 3) ([costume # v] of [p3 v]) ([direction v] of [p3 v])\n end\n if <(@PlayerSlot) = [4]> then\n Decoding Data 2 [1]\n decodeData (2)\n Decoding Data [3]\n saveData (4) (round (Xpos)) (round (Ypos)) (username) (On? 4) ([costume # v] of [p4 v]) ([direction v] of [p4 v])\n end\n Decode Shot Data\n Save Shooting Data (Shot?) (Shot? 2) (Shot? 3) (Shot? 4)\nend\n\ndefine Decoding Data (p)\nif <<(p) = [3]> or <(p) = [2]>> then\n if <(p) = [3]> then\n update (☁ P3)\n end\n if <(p) = [2]> then\n update (☁ P2)\n end\n set [rtrns_data v] to (retrns)\n DPKG 1 (RTRNS_Data)\nend\n\ndefine DPKG 1 (data)\ndelete (all) of [dpkg 1 v]\nset [i v] to [0]\nset [addtoarray v] to []\nrepeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 1 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\nend\n\nwhen I receive [update3 v]\nDecoding Data [3]\n\nwhen I receive [kick find v]\nif <(@PlayerSlot) = [1]> then\n broadcast (Checking 1 v) and wait\nelse\n if <(@PlayerSlot) = [2]> then\n broadcast (Checking 2 v) and wait\n else\n if <(@PlayerSlot) = [3]> then\n broadcast (Checking 3 v) and wait\n else\n if <(@PlayerSlot) = [4]> then\n broadcast (Checking 4 v) and wait\n end\n end\n end\nend\n\nwhen I receive [checking 1 v]\nbroadcast (update2 v) and wait\nset [check v] to (item (3) of [dpkg v])\nwait (1) seconds\nbroadcast (update2 v) and wait\nif <(Check) = (item (3) of [dpkg v])> then\n saveData [2] [12] [12] [12] [0] [] []\nend\n\nwhen I receive [checking 1 v]\nbroadcast (update3 v) and wait\nset [checking v] to (item (3) of [dpkg 1 v])\nwait (1) seconds\nbroadcast (update3 v) and wait\nif <(Checking) = (item (3) of [dpkg 1 v])> then\n saveData [3] [12] [12] [12] [0] [] []\nend\n\nwhen I receive [checking 2 v]\nbroadcast (update1 v) and wait\nset [check v] to (item (3) of [dpkg v])\nwait (1) seconds\nbroadcast (update1 v) and wait\nif <(Check) = (item (3) of [dpkg v])> then\n saveData [1] [12] [12] [12] [0] [] []\nend\n\nwhen I receive [checking 2 v]\nbroadcast (update3 v) and wait\nset [checking v] to (item (3) of [dpkg 1 v])\nwait (1) seconds\nbroadcast (update3 v) and wait\nif <(Checking) = (item (3) of [dpkg 1 v])> then\n saveData [3] [12] [12] [12] [0] [] []\nend\n\nwhen I receive [special updated v]\nDecoding Data [2]\n\nwhen I receive [checking 3 v]\nbroadcast (update1 v) and wait\nset [chack v] to (item (3) of [dpkg v])\nwait (1) seconds\nbroadcast (update1 v) and wait\nif <(Chack) = (item (3) of [dpkg v])> then\n saveData [1] [12] [12] [12] [0] [] []\nend\n\nwhen I receive [checking 3 v]\nbroadcast (Special Updated v) and wait\nset [checking v] to (item (3) of [dpkg 1 v])\nwait (1) seconds\nbroadcast (Special Updated v) and wait\nif <(Checking) = (item (3) of [dpkg 1 v])> then\n saveData [2] [12] [12] [12] [0] [] []\nend\n\nwhen I receive [start v]\nforever\n broadcast (Kick Find v) and wait\nend\n\nwait (5) seconds\n\ndefine Decoding Data 2 (data player)\nif <<(data player) = [4]> or <(data player) = [1]>> then\n if <(data player) = [4]> then\n update (☁ P4)\n end\n if <(data player) = [1]> then\n update (☁ P1)\n end\n set [rtrns_data v] to (retrns)\n DPKG 2 (RTRNS_Data)\nend\n\ndefine DPKG 2 (data)\ndelete (all) of [dpkg 2 v]\nset [i v] to [0]\nset [addtoarray v] to []\nrepeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 2 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\nend\n\nwhen I receive [update4 v]\nDecoding Data 2 [4]\n\nwhen I receive [checking 2 v]\nbroadcast (update4 v) and wait\nset [chack v] to (item (3) of [dpkg 2 v])\nwait (1) seconds\nbroadcast (update4 v) and wait\nif <(Chack) = (item (3) of [dpkg 2 v])> then\n saveData [4] [12] [12] [12] [1] [] []\nend\n\nwhen I receive [checking 1 v]\nbroadcast (update4 v) and wait\nset [chack v] to (item (3) of [dpkg 2 v])\nwait (1) seconds\nbroadcast (update4 v) and wait\nif <(Chack) = (item (3) of [dpkg 2 v])> then\n saveData [4] [12] [12] [12] [0] [] []\nend\n\nwhen I receive [checking 3 v]\nbroadcast (update4 v) and wait\nset [check v] to (item (3) of [dpkg 2 v])\nwait (1) seconds\nbroadcast (update4 v) and wait\nif <(Check) = (item (3) of [dpkg 2 v])> then\n saveData [4] [12] [12] [12] [0] [] []\nend\n\nwhen I receive [checking 4 v]\nbroadcast (Special Update. v) and wait\nset [checking v] to (item (3) of [dpkg 2 v])\nwait (1) seconds\nbroadcast (Special Update. v) and wait\nif <(Checking) = (item (3) of [dpkg 2 v])> then\n saveData [1] [12] [12] [12] [0] [] []\nend\n\nwhen I receive [checking 4 v]\nbroadcast (update2 v) and wait\nset [check v] to (item (3) of [dpkg v])\nwait (1) seconds\nbroadcast (update2 v) and wait\nif <(Check) = (item (3) of [dpkg v])> then\n saveData [2] [12] [12] [12] [0] [] []\nend\n\nwhen I receive [special update. v]\nDecoding Data 2 [1]\n\nwhen I receive [checking 4 v]\nbroadcast (update3 v) and wait\nset [chack v] to (item (3) of [dpkg 1 v])\nwait (1) seconds\nbroadcast (update3 v) and wait\nif <(Chack) = (item (3) of [dpkg 1 v])> then\n saveData [3] [12] [12] [12] [0] [] []\nend\n\ndefine Save Shooting Data (show 1?) (show 2?) (show 3?) (show 4?)\nchatTranslate (join (show 1?) (join [~] (join (show 2?) (join [~] (join (show 3?) (join [~] (join (show 4?) [~])))))))\nset [☁ shot v] to (fin)\n\nset [rtrns_data v] to []\n\ndpkg []\n\ndefine Depackage Shot Data (data)\ndelete (all) of [shot data v]\nset [change v] to [0]\nset [arrayadd v] to []\nrepeat until <(Change) > ((length of (data)) - (1))>\n change [change v] by (1)\n if <(letter (Change) of (data)) = [~]> then\n add (Arrayadd) to [shot data v]\n set [arrayadd v] to []\n else\n set [arrayadd v] to (join (Arrayadd) (letter (Change) of (data)))\n end\nend\n\ndefine Decode Shot Data\nGun Update (☁ Shot)\nDepackage Shot Data (Returns)\n\nset [_encode v] to (retrns)\n\ndefine Gun Update (data)\ninitChar\nset [p v] to [1]\nset [returns v] to []\nrepeat ((length of (data)) / (2))\n set [returns v] to (join (Returns) (letter (join (letter (p) of (data)) (letter ((p) + (1)) of (data))) of (@charList)))\n change [p v] by (2)\nend\n\n@P1\n\ndefine Key Presses\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n if <(XVel) > [-8]> then\n change [xvel v] by (-2)\n end\n next costume\nelse\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(XVel) < [8]> then\n change [xvel v] by (2)\n end\n next costume\n else\n if <(XVel) > [0]> then\n change [xvel v] by (-1)\n else\n if <(XVel) < [0]> then\n change [xvel v] by (1)\n end\n end\n end\nend\nif <not <(XVel) = [0]>> then\n change x by (XVel)\n if <touching (level v)?> then\n set [steps v] to [0]\n repeat until <<not <touching (level v)?>> or <(Steps) > [7]>>\n change [steps v] by (1)\n change y by (1)\n end\n if <(Steps) > [7]> then\n change y by ((Steps) * (-1))\n change x by ((XVel) * (-1))\n end\n end\nend\n\ndefine Gravity\nchange y by (Yvel)\nif <touching (level v)?> then\n if <(Yvel) > [0]> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n else\n if <key (up arrow v) pressed?> then\n set [yvel v] to [12]\n else\n set [yvel v] to [0]\n end\n set [steps v] to [0]\n repeat until <<not <touching (level v)?>> or <(Steps) > [20]>>\n change y by (1)\n change [steps v] by (1)\n end\n if <(Steps) > [20]> then\n change y by ((Steps) * (-1))\n end\n end\nelse\n if <(Yvel) > [-21]> then\n change [yvel v] by (-1)\n end\nend\n\nwhen [timer v] > (Check_Time)\nset [on? v] to [0]\nwait (5) seconds\n\nwhen flag clicked\nforever\n set [check_time v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\nset [username v] to (username)\nset [on? v] to [1]\nforever\n if <(@PlayerSlot) = [1]> then\n Movement\n think (username)\n else\n think (item (4) of [dpkg v])\n if <(item (5) of [dpkg v]) = [1]> then\n show\n else\n if <(item (5) of [dpkg v]) = [0]> then\n hide\n end\n end\n switch costume to (item (6) of [dpkg v])\n point in direction (item (7) of [dpkg v])\n end\nend\n\ngo to x: (0) y: (0)\n\ndefine Movement\nset rotation style [left-right v]\nKey Presses\nGravity\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [xpos v] by ((x position) / (5))\n change [ypos v] by ((y position) / (5))\nelse\n change [xpos v] by (x position)\n change [ypos v] by (y position)\nend\ngo to x: (0) y: (0)\nbroadcast (tick v) and wait\n\nforever\n\nwhen flag clicked\nset [shot? v] to [False]\nbroadcast (boot v) and wait\nset [inbathroom v] to [0]\ngo to [front v] layer\ngo [backward v] (2) layers\nset [yvel v] to [0]\nshow\ngo to x: (0) y: (0)\n\ngo to x: (0) y: (0)\n\nbroadcast (Movement v) and wait\n\nwhen I receive [movement v]\nMovement 1\n\ndefine Movement 1\n\nwhen I receive [start v]\nif <(@PlayerSlot) = [1]> then\n set [xpos v] to [0]\n set [ypos v] to [0]\n go to x: ([x position v] of [teleporter v]) y: ([y position v] of [teleporter v])\nend\n\nwhen I receive [tick v]\nif <(@PlayerSlot) = [1]> then\n\nwhen I receive [tick v]\n\nwhen flag clicked\nforever\n if <(@PlayerSlot) = [1]> then\n if <key (space v) pressed?> then\n set [shot? v] to [True]\n wait (0.2) seconds\n set [shot? v] to [False]\n else\n set [shot? v] to [False]\n end\n end\nend\n\n@P2\n\nchange x by (((x position) - ((item (1) of [dpkg v]) - (Xpos))) / (-5))\nchange y by (((y position) - ((item (2) of [dpkg v]) - (Ypos))) / (-5))\n\ndefine Key Presses\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n next costume\n if <(XVel) > [-8]> then\n change [xvel v] by (-2)\n end\nelse\n if <key (right arrow v) pressed?> then\n point in direction (90)\n next costume\n if <(XVel) < [8]> then\n change [xvel v] by (2)\n end\n else\n if <(XVel) > [0]> then\n change [xvel v] by (-1)\n else\n if <(XVel) < [0]> then\n change [xvel v] by (1)\n end\n end\n end\nend\nif <not <(XVel) = [0]>> then\n change x by (XVel)\n if <touching (level v)?> then\n set [steps v] to [0]\n repeat until <<not <touching (level v)?>> or <(Steps) > [7]>>\n change [steps v] by (1)\n change y by (1)\n end\n if <(Steps) > [7]> then\n change y by ((Steps) * (-1))\n change x by ((XVel) * (-1))\n end\n end\nend\n\ndefine Gravity\nchange y by (Yvel)\nif <touching (level v)?> then\n if <(Yvel) > [0]> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n else\n if <key (up arrow v) pressed?> then\n set [yvel v] to [12]\n else\n set [yvel v] to [0]\n end\n set [steps v] to [0]\n repeat until <<not <touching (level v)?>> or <(Steps) > [20]>>\n change y by (1)\n change [steps v] by (1)\n end\n if <(Steps) > [20]> then\n change y by ((Steps) * (-1))\n end\n end\nelse\n if <(Yvel) > [-21]> then\n change [yvel v] by (-1)\n end\nend\n\nwhen flag clicked\nset [username v] to (username)\nset [on? 2 v] to [1]\nforever\n if <(@PlayerSlot) = [2]> then\n Movement\n think (username)\n else\n think (item (4) of [dpkg v])\n if <(item (5) of [dpkg v]) = [1]> then\n show\n else\n if <(item (5) of [dpkg v]) = [0]> then\n hide\n end\n end\n switch costume to (item (6) of [dpkg v])\n point in direction (item (7) of [dpkg v])\n end\nend\n\nwhen [timer v] > (Check_Time)\nset [on? 2 v] to [0]\nwait (5) seconds\n\nwhen flag clicked\nforever\n set [check_time v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\nbroadcast (boot v) and wait\nset [inbathroom v] to [0]\ngo to [front v] layer\ngo [backward v] (2) layers\nset [yvel v] to [0]\nshow\ngo to x: (0) y: (0)\n\nchange x by (10)\nchange y by (((y position) - (10)) / (-5))\n\ndefine Other Movement\n\nwhen I receive [movement v]\n\nOther Movement\n\nbroadcast (Movement v) and wait\n\ndefine Movement\nset rotation style [left-right v]\nKey Presses\nGravity\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [xpos v] by ((x position) / (5))\n change [ypos v] by ((y position) / (5))\nelse\n change [xpos v] by (x position)\n change [ypos v] by (y position)\nend\ngo to x: (0) y: (0)\nbroadcast (tick v) and wait\n\nwhen I receive [start v]\nif <(@PlayerSlot) = [2]> then\n set [xpos v] to [0]\n set [ypos v] to [0]\n go to x: ([x position v] of [teleporter v]) y: ([y position v] of [teleporter v])\nend\n\nwhen I receive [tick v]\nif <(@PlayerSlot) = [2]> then\n\nwhen I receive [tick v]\n\nwhen flag clicked\nforever\n if <(@PlayerSlot) = [2]> then\n if <key (space v) pressed?> then\n set [shot? 2 v] to [True]\n wait (0.2) seconds\n else\n set [shot? 2 v] to [False]\n end\n end\nend\n\n@P3\n\ndefine Key Presses\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n next costume\n if <(XVel) > [-8]> then\n change [xvel v] by (-2)\n end\nelse\n if <key (right arrow v) pressed?> then\n point in direction (90)\n next costume\n if <(XVel) < [8]> then\n change [xvel v] by (2)\n end\n else\n if <(XVel) > [0]> then\n change [xvel v] by (-1)\n else\n if <(XVel) < [0]> then\n change [xvel v] by (1)\n end\n end\n end\nend\nif <not <(XVel) = [0]>> then\n change x by (XVel)\n if <touching (level v)?> then\n set [steps v] to [0]\n repeat until <<not <touching (level v)?>> or <(Steps) > [7]>>\n change [steps v] by (1)\n change y by (1)\n end\n if <(Steps) > [7]> then\n change y by ((Steps) * (-1))\n change x by ((XVel) * (-1))\n end\n end\nend\n\ndefine Gravity\nchange y by (Yvel)\nif <touching (level v)?> then\n if <(Yvel) > [0]> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n else\n if <key (up arrow v) pressed?> then\n set [yvel v] to [12]\n else\n set [yvel v] to [0]\n end\n set [steps v] to [0]\n repeat until <<not <touching (level v)?>> or <(Steps) > [20]>>\n change y by (1)\n change [steps v] by (1)\n end\n if <(Steps) > [20]> then\n change y by ((Steps) * (-1))\n end\n end\nelse\n if <(Yvel) > [-21]> then\n change [yvel v] by (-1)\n end\nend\n\nwhen flag clicked\nbroadcast (boot v) and wait\nset [inbathroom v] to [0]\ngo to [front v] layer\ngo [backward v] (2) layers\nset [yvel v] to [0]\nshow\ngo to x: (0) y: (0)\n\nchange x by (((x position) - (10)) / (-5))\nchange y by (((y position) - (10)) / (-5))\n\nwhen I receive [movement v]\nif <(@PlayerSlot) = [3]> then\n\ndefine Movement 2\n\nbroadcast (Movement v) and wait\n\nwhen I receive [start v]\nif <(@PlayerSlot) = [3]> then\n set [xpos v] to [0]\n set [ypos v] to [0]\n go to x: ([x position v] of [teleporter v]) y: ([y position v] of [teleporter v])\nend\n\nwhen I receive [tick v]\nif <(@PlayerSlot) = [3]> then\n\nchange x by (((x position) - (round (() - (Xpos)))) / (-5))\nchange y by (((y position) - (round (() - (Ypos)))) / (-5))\n\nwhen I receive [tick v]\n\nwhen flag clicked\nset [username v] to (username)\nset [on? 3 v] to [1]\nforever\n if <(@PlayerSlot) = [3]> then\n Movement\n think (username)\n else\n think (item (4) of [dpkg 1 v])\n if <(item (5) of [dpkg 1 v]) = [1]> then\n show\n else\n if <(item (5) of [dpkg 1 v]) = [0]> then\n hide\n end\n end\n switch costume to (item (6) of [dpkg 1 v])\n point in direction (item (7) of [dpkg 1 v])\n end\nend\n\nwhen flag clicked\nforever\n set [check_time v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Check_Time)\nset [on? 3 v] to [0]\nwait (5) seconds\n\nwhen flag clicked\nforever\n if <(@PlayerSlot) = [3]> then\n if <key (space v) pressed?> then\n set [shot? 3 v] to [True]\n wait (0.2) seconds\n else\n set [shot? 3 v] to [False]\n end\n end\nend\n\ndefine Movement\nset rotation style [left-right v]\nKey Presses\nGravity\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [xpos v] by ((x position) / (5))\n change [ypos v] by ((y position) / (5))\nelse\n change [xpos v] by (x position)\n change [ypos v] by (y position)\nend\ngo to x: (0) y: (0)\nbroadcast (tick v) and wait\n\n@P4\n\ndefine Gravity\nchange y by (Yvel)\nif <touching (level v)?> then\n if <(Yvel) > [0]> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n else\n if <key (up arrow v) pressed?> then\n set [yvel v] to [12]\n else\n set [yvel v] to [0]\n end\n set [steps v] to [0]\n repeat until <<not <touching (level v)?>> or <(Steps) > [20]>>\n change y by (1)\n change [steps v] by (1)\n end\n if <(Steps) > [20]> then\n change y by ((Steps) * (-1))\n end\n end\nelse\n if <(Yvel) > [-21]> then\n change [yvel v] by (-1)\n end\nend\n\ndefine Key Presses\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n next costume\n if <(XVel) > [-8]> then\n change [xvel v] by (-2)\n end\nelse\n if <key (right arrow v) pressed?> then\n point in direction (90)\n next costume\n if <(XVel) < [8]> then\n change [xvel v] by (2)\n end\n else\n if <(XVel) > [0]> then\n change [xvel v] by (-1)\n else\n if <(XVel) < [0]> then\n change [xvel v] by (1)\n end\n end\n end\nend\nif <not <(XVel) = [0]>> then\n change x by (XVel)\n if <touching (level v)?> then\n set [steps v] to [0]\n repeat until <<not <touching (level v)?>> or <(Steps) > [7]>>\n change [steps v] by (1)\n change y by (1)\n end\n if <(Steps) > [7]> then\n change y by ((Steps) * (-1))\n change x by ((XVel) * (-1))\n end\n end\nend\n\nwhen flag clicked\nbroadcast (boot v) and wait\nset [inbathroom v] to [0]\ngo to [front v] layer\ngo [backward v] (2) layers\nset [yvel v] to [0]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nif <(@PlayerSlot) = [4]> then\n set [xpos v] to [0]\n set [ypos v] to [0]\n go to x: ([x position v] of [teleporter v]) y: ([y position v] of [teleporter v])\nend\n\nwhen I receive [tick v]\nif <(@PlayerSlot) = [3]> then\n\nchange x by (((x position) - (10)) / (-5))\nchange y by (((y position) - (10)) / (-5))\n\nwhen I receive [tick v]\n\nset [shot? 4 v] to [False]\n\nwhen flag clicked\nforever\n if <(@PlayerSlot) = [4]> then\n if <key (space v) pressed?> then\n set [shot? 4 v] to [True]\n wait (0.2) seconds\n else\n set [shot? 4 v] to [False]\n end\n end\nend\n\nwhen flag clicked\nset [username v] to (username)\nset [on? 4 v] to [1]\nforever\n if <(@PlayerSlot) = [4]> then\n Movement\n think (username)\n else\n think (item (4) of [dpkg 2 v])\n if <(item (5) of [dpkg 2 v]) = [1]> then\n show\n else\n if <(item (5) of [dpkg 2 v]) = [0]> then\n hide\n end\n end\n switch costume to (item (6) of [dpkg 2 v])\n point in direction (item (7) of [dpkg 2 v])\n end\nend\n\nwhen flag clicked\nforever\n set [check_time v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Check_Time)\nset [on? 4 v] to [0]\nwait (5) seconds\n\ndefine Movement\nset rotation style [left-right v]\nKey Presses\nGravity\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [xpos v] by ((x position) / (5))\n change [ypos v] by ((y position) / (5))\nelse\n change [xpos v] by (x position)\n change [ypos v] by (y position)\nend\ngo to x: (0) y: (0)\nbroadcast (tick v) and wait\n\n@BannerStatus\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (connecting v)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [full v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (full v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nclear graphic effects\n\n@Thumbnail\n\nwhen flag clicked\nset size to (100) %\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\nsaveData [3] [12] [12] [12] [0]\n\n@Cloud Chat\n\ndefine Send (message)\nadd (join (join (username) [: ]) (message)) to [chat v]\n\nwhen flag clicked\nset [c v] to [ abcdefghijklmnopqrstuvwxyz1234567890<>_ABCDEFGHIJKLMNOPQRSTUVWXYZ-!.,?/\'";:-=+\)\(*&^%$#@{}\[\]\|`~]\n\ndefine Encode\nset [i v] to [0]\nset [☁ chatting cloud data v] to []\nrepeat (length of (Chat))\n change [i v] by (1)\n set [j v] to [0]\n repeat (length of (item (I) of [chat v]))\n change [j v] by (1)\n set [k v] to [0]\n repeat until <<(letter (j) of (item (I) of [chat v])) = (letter (k) of (c))> or <(k) > (length of (c))>>\n change [k v] by (1)\n end\n if <(k) > (length of (c))> then\n set [k v] to (length of (c))\n end\n if <(k) < [10]> then\n set [☁ chatting cloud data v] to (join (☁ Chatting Cloud Data) (join [0] (k)))\n else\n set [☁ chatting cloud data v] to (join (☁ Chatting Cloud Data) (k))\n end\n end\n set [☁ chatting cloud data v] to (join (☁ Chatting Cloud Data) [00])\nend\n\ndefine Decode\nset [i v] to [1]\ndelete all of [chat v]\nadd [] to [chat v]\nrepeat ((length of (☁ Chatting Cloud Data)) / (2))\n if <(join (letter (I) of (☁ Chatting Cloud Data)) (letter ((I) + (1)) of (☁ Chatting Cloud Data))) = [00]> then\n add [] to [chat v]\n else\n replace item (last) of [chat v] with (join (item (last) of [chat v]) (letter (join (letter (I) of (☁ Chatting Cloud Data)) (letter ((I) + (1)) of (☁ Chatting Cloud Data))) of (c)))\n end\n change [i v] by (2)\nend\ndelete (last) of [chat v]\n\nwhen flag clicked\nshow list [chat v]\nshow list [whitelist v]\ngo to x: (189) y: (-155)\nhide\n\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n if <mouse down?> then\n hide list [chat v]\n hide list [whitelist v]\n ask [Type the letter of the number representing the sentence.] and wait\n Send (item (answer) of [whitelist v])\n Encode\n show list [chat v]\n show list [whitelist v]\n end\n else\n set [brightness v] effect to (-10)\n end\nend\n\nwhen I receive [start v]\n\ndelete all of [chat v]\nset [☁ chatting cloud data v] to []\n\ndelete (all) of [chat v]\n\nDecode\n\ndelete (1) of [active check v]\n\nDecode\n\n@Level\n\nwhen flag clicked\nset size to (133) %\n\nwhen I receive [tick v]\ngo to x: ((Xpos) * (-1)) y: ((Ypos) * (-1))\n\nwhen I receive [boot v]\nset [xpos v] to [0]\nset [ypos v] to [0]\ngo to x: (0) y: (0)\nshow\nset size to (133) %\nswitch costume to (level v)\ngo [backward v] (5) layers\n\n@Other Edge.\n\nwhen I receive [tick v]\nshow\ngo to [front v] layer\n\n@Teleporter\n\nwhen flag clicked\nforever\nend\n\nwhen I receive [tick v]\ngo to x: ((Xpos) * (-1)) y: (((Ypos) * (-1)) + (-60))\nnext costume\n\n@Shots\n\nwhen flag clicked\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nset [move v] to [2]\nshow\nif <(Shot ID) = [11]> then\n repeat until <touching (level v)?>\n wait (0.1) seconds\n go to x: (((Xpos) - (-1)) + (Move)) y: ((Ypos) - (-1))\n change [move v] by (2)\n end\nend\nif <(Shot ID) = [12]> then\n repeat until <touching (level v)?>\n wait (0.1) seconds\n go to x: ((round ((item (1) of [dpkg v]) - (Xpos))) + (Move)) y: (round ((item (2) of [dpkg v]) - (Ypos)))\n change [move v] by (2)\n end\nend\nset [move v] to [0]\ndelete this clone\n\nmove (10) steps\n\nhide\nif <(item (1) of [shot data v]) = [true]> then\n if <(@PlayerSlot) = [1]> then\n go to x: ((Xpos) - (-1)) y: ((Ypos) - (-1))\n set [shot id v] to [11]\n create clone of (_myself_ v)\n end\n if <(@PlayerSlot) = [2]> then\n go to x: (round ((item (1) of [dpkg v]) - (Xpos))) y: (round ((item (2) of [dpkg v]) - (Ypos)))\n set [shot id v] to [12]\n create clone of (_myself_ v)\n end\n if <(@PlayerSlot) = [3]> then\n go to x: (round ((item (1) of [dpkg v]) - (Xpos))) y: (round ((item (2) of [dpkg v]) - (Ypos)))\n set [shot id v] to [12]\n create clone of (_myself_ v)\n end\n if <(@PlayerSlot) = [4]> then\n go to x: (round ((item (1) of [dpkg v]) - (Xpos))) y: (round ((item (2) of [dpkg v]) - (Ypos)))\n set [shot id v] to [12]\n create clone of (_myself_ v)\n end\nend\n\nchange x by (Xpos)\nchange y by (Ypos)\n\nwhen I receive [tick v]\n\ngo to x: (0) y: (0)\n\nif <(item (2) of [shot data v]) = [true]> then\n if <(@PlayerSlot) = [1]> then\n go to x: ((Xpos) - (-1)) y: ((Ypos) - (-1))\n set [shot id v] to [2]\n create clone of (_myself_ v)\n end\n if <(@PlayerSlot) = [2]> then\n go to x: (round ((item (1) of [dpkg v]) - (Xpos))) y: (round ((item (2) of [dpkg v]) - (Ypos)))\n set [shot id v] to [2]\n create clone of (_myself_ v)\n end\nend\n\n | Instructions:\nArrows keys to move.\nRemember to press the green flag three \nFull screen recommended.\n\nThings to add:\n1. Variable in the top right corner to tell you who else is playing. (E.g. Players = 3)\n2. Bosses\n3. Players have guns, and can collect power ups to upgrade. |
Cute Cube Adventure 3 (Platformer Series) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop2 v)\n\nwhen [s v] key pressed\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nforever\n play sound [Abundance - KnightKit12 v] until done\nend\n\n@Cute Cube\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y spawn v] to [-115]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\ndefine Platformer engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (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]\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\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching color (#ff00af)?> then\n set [y v] to [16]\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen [r v] key pressed\nset [y spawn v] to [-115]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <(x position) > [234]> then\n switch backdrop to (next backdrop v)\n go to x: (-218) y: (0)\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-218) y: (0)\n\nwhen backdrop switches to [backdrop8 v]\nif <key (r v) pressed?> then\n go to x: (-218) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-171]> then\n switch backdrop to (next backdrop v)\n go to x: (-218) y: (0)\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-218) y: (200)\n\nwhen backdrop switches to [backdrop16 v]\nset size to (20) %\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-218) y: (200)\n\nwhen backdrop switches to [backdrop20 v]\nset size to (50) %\n\nwhen backdrop switches to [backdrop16 v]\nforever\n if <key (r v) pressed?> then\n set size to (20) %\n end\nend\n\nwhen backdrop switches to [backdrop20 v]\nforever\n if <key (r v) pressed?> then\n set size to (50) %\n end\nend\n\n@Play Game Button\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (4)\n change size by (3)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (4)\n change size by (-3)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\n@Iceicle 1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-10) y: (127)\n\nwhen backdrop switches to [backdrop7 v]\nshow\nforever\n repeat (10)\n glide (1) secs to x: (-10) y: (-325)\n go to x: (-10) y: (127)\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Iceicle 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (200) y: (127)\n\nwhen backdrop switches to [backdrop7 v]\nshow\nforever\n repeat (10)\n glide (1) secs to x: (200) y: (-325)\n go to x: (200) y: (127)\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n | Cute Cube Adventure 3 (Platformer Series)\nFRONT PAGED ON 5/3/2019 thanks, @ShimmerSparkle123!!\nPlay Cute Cube Adventure 1: https://scratch.mit.edu/projects/278923025/\nCute Cube Adventure 2: https://scratch.mit.edu/projects/289001637/\nCute Cube Adventure 4: https://scratch.mit.edu/projects/318478945/\nCute Cube Adventure 5: https://scratch.mit.edu/projects/327064233/\n\nSetting:\nHello hello! Welcome to Cute Cube Adventure 3!! Today, Cute Cube has decided to venture out into the frozen terrain of Cube Land. There are lots of dangerous things in the frozen terrain. Can you help Cute Cube stay safe?\n \nInstructions:\n--Use your arrow keys to move--\n--Press the R key to restart any level--\n--Press the S key to skip any level--\n--Dodge the red spikes and other obstacles to help Cute Cube through the frozen terrain of Cube Land!--\n--Have fun!!-- |
Nathan Platformer | @Stage\n\nwhen I receive [the end v]\nswitch backdrop to (next backdrop v)\nstop [all v]\n\n@Play Button\n\nwhen flag clicked\nbroadcast (Start Screen v)\n\nwhen I receive [start screen v]\nshow\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop4 v)\n\nwhen this sprite clicked\nwait (0.1) seconds\nnext costume\nwait (0.1) seconds\nnext costume\nwait (0.5) seconds\nhide\nbroadcast (Start v)\nswitch costume to (costume2 v)\n\ngo to (random position v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [snowflakes v]\nplay sound [Vexento - Snowflakes v] until done\n\nwhen I receive [music off v]\nstop all sounds\n\n@Title Name\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start screen v]\nshow\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [secret end v]\nset [time v] to (Time)\nstop [this script v]\n\nwhen flag clicked\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [lights v]\nplay sound [Vexento - Lights v] until done\n\n@Cube\n\nwhen I receive [seventh level v]\nchange [broadcast v] by (1)\nset [start x v] to [-186]\nset [start y v] to [88]\nforever\n show\n Play\nend\n\nwhen I receive [sixth level v]\nchange [broadcast v] by (1)\nset [start x v] to [-186]\nset [start y v] to [88]\nforever\n show\n Play\nend\n\nwhen I receive [fifth level v]\nchange [broadcast v] by (1)\nset [start x v] to [-186]\nset [start y v] to [67]\nforever\n show\n Play\nend\n\nwhen I receive [4th level v]\nchange [broadcast v] by (1)\nset [start x v] to [-195]\nset [start y v] to [153]\nforever\n show\n Play\nend\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [2nd level v]\nchange [broadcast v] by (1)\nset [start x v] to [-220]\nset [start y v] to [-85]\nforever\n show\n Play\nend\n\nwhen I receive [start v]\nset [broadcast v] to [2]\nset [start x v] to [-165]\nset [start y v] to [-92]\nset [time v] to [0]\nset [deaths v] to [0]\nforever\n show variable [deaths v]\n show variable [time v]\n show\n Play\nend\n\nwhen I receive [3rd level v]\nchange [broadcast v] by (1)\nset [start x v] to [-195]\nset [start y v] to [-125]\nforever\n show\n Play\nend\n\ndefine Play\ngo to x: (Start X) y: (Start Y)\nforever\n set [speed y v] to [0]\n forever\n change y by (Speed Y)\n if <<touching (obstacle v)?> or <touching color (#979797)?>> then\n change y by ((0) - (Speed Y))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [speed y v] to [15]\n else\n set [speed y v] to [0]\n end\n else\n change [speed y v] by (-1)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change x by (5)\n if <<touching (obstacle v)?> or <touching (moving platform obstacle v)?>> then\n change x by (-5)\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change x by (-5)\n if <<touching (obstacle v)?> or <touching (moving platform obstacle v)?>> then\n change x by (5)\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (Start X) y: (Start Y)\n change [deaths v] by (1)\n end\n if <touching color (#ff8000)?> then\n go to x: (133) y: (140)\n end\n if <<touching (checkpoint v)?> or <touching color (#00ff48)?>> then\n if <(Broadcast) = [2]> then\n broadcast (2nd Level v) and wait\n end\n if <(Broadcast) = [3]> then\n broadcast (3rd Level v) and wait\n end\n if <(Broadcast) = [4]> then\n broadcast (4th Level v) and wait\n end\n if <(Broadcast) = [5]> then\n broadcast (Fifth Level v) and wait\n end\n if <(Broadcast) = [6]> then\n broadcast (Sixth Level v) and wait\n end\n if <(Broadcast) = [7]> then\n broadcast (Seventh Level v) and wait\n end\n if <(Broadcast) = [8]> then\n broadcast (Eighth Level v) and wait\n end\n if <(Broadcast) = [9]> then\n broadcast (9th Level v) and wait\n end\n if <(Broadcast) = [10]> then\n broadcast (The End v) and wait\n end\n end\n if <touching (screen v)?> then\n broadcast (Secret v)\n end\n if <touching (secret checkpoint v)?> then\n broadcast (Secret End v)\n end\n if <(Square Color) = [0]> then\n switch costume to (costume1 v)\n end\n if <(Square Color) = [1]> then\n switch costume to (costume2 v)\n end\n if <(Square Color) = [2]> then\n switch costume to (costume3 v)\n end\n if <(Square Color) = [3]> then\n switch costume to (costume4 v)\n end\n if <(Square Color) = [4]> then\n switch costume to (costume5 v)\n end\n end\nend\n\nwhen I receive [eighth level v]\nchange [broadcast v] by (1)\nset [start x v] to [-220]\nset [start y v] to [-85]\nforever\n show\n Play\nend\n\nwhen I receive [9th level v]\nchange [broadcast v] by (1)\nset [start x v] to [-186]\nset [start y v] to [67]\nforever\n show\n Play\nend\n\nwhen I receive [secret v]\nset [start x v] to [-195]\nset [start y v] to [153]\nforever\n show\n Play\nend\n\nwhen I receive [secret end v]\nhide\n\nwhen I receive [start screen v]\nhide\nhide variable [deaths v]\nhide variable [time v]\n\nwhen flag clicked\nset [square color v] to [0]\ngo to [back v] layer\n\nbroadcast (Tenth Level v) and wait\n\nif <(Broadcast) = [11]> then\nend\n\n@Ground\n\nwhen I receive [fifth level v]\nswitch costume to (fifth level v)\n\nwhen I receive [sixth level v]\nswitch costume to (sixth level v)\n\nwhen I receive [2nd level v]\n\nwhen I receive [eighth level v]\nswitch costume to (eighth level v)\nset [ghost v] effect to (100)\nforever\n if <<key (space v) pressed?> and <(Hints Variable) = [1]>> then\n repeat (11)\n set [ghost v] effect to (80)\n wait (0.01) seconds\n set [ghost v] effect to (100)\n end\n end\n \nend\n\nset [color v] effect to (0)\n\ngo to [front v] layer\n\nwhen I receive [secret v]\nswitch costume to (fourth level v)\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tenth level v]\nswitch costume to (tenth level v)\ngo to [front v] layer\n\nwhen I receive [2nd level v]\nswitch costume to (second level v)\n\nwhen I receive [start v]\nswitch costume to (first level v)\nshow\n\nwhen I receive [3rd level v]\nswitch costume to (third level v)\n\nwhen I receive [4th level v]\nswitch costume to (fourth level v)\n\nwhen I receive [seventh level v]\nswitch costume to (seventh level v)\n\nwhen I receive [9th level v]\nswitch costume to (fifth level v)\nset [ghost v] effect to (100)\nforever\n if <<key (space v) pressed?> and <(Hints Variable) = [1]>> then\n repeat (11)\n set [ghost v] effect to (80)\n wait (0.01) seconds\n set [ghost v] effect to (100)\n end\n end\n \nend\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [secret end v]\nhide\nswitch backdrop to (backdrop3 v)\n\n@Obstacle\n\nwhen I receive [fifth level v]\nswitch costume to (fourth level2 v)\n\nwhen I receive [sixth level v]\nswitch costume to (costume3 v)\n\nwhen I receive [sixth level v]\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [eighth level v]\nswitch costume to (eighth level v)\ngo to [back v] layer\nset [ghost v] effect to (100)\nforever\n if <<key (space v) pressed?> and <(Hints Variable) = [1]>> then\n if <key (space v) pressed?> then\n repeat (11)\n set [ghost v] effect to (80)\n wait (0.01) seconds\n set [ghost v] effect to (100)\n end\n end\n end\nend\n\nwhen I receive [secret v]\nswitch costume to (fourth level v)\n\n\n\nwhen I receive [start screen v]\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [tenth level v]\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [2nd level v]\nswitch costume to (costume2 v)\n\nwhen I receive [3rd level v]\nswitch costume to (third level v)\n\nwhen I receive [4th level v]\nswitch costume to (fourth level v)\n\nwhen I receive [seventh level v]\nswitch costume to (costume4 v)\n\nwhen I receive [9th level v]\nswitch costume to (fourth level2 v)\nset [ghost v] effect to (100)\nforever\n if <<key (space v) pressed?> and <(Hints Variable) = [1]>> then\n repeat (11)\n set [ghost v] effect to (80)\n wait (0.01) seconds\n set [ghost v] effect to (100)\n end\n end\nend\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [secret end v]\nhide\n\n@Moving Platform\n\nwhen flag clicked\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [seventh level v]\nhide\n\nwhen I receive [sixth level v]\ngo to x: (213) y: (25)\nshow\nforever\n glide (5) secs to x: (-93) y: (25)\n glide (5) secs to x: (245) y: (25)\nend\n\nwhen I receive [start screen v]\nhide\n\n@Moving Platform Obstacle\n\nwhen I receive [sixth level v]\ngo to x: (213) y: (25)\nshow\nforever\n glide (5) secs to x: (-93) y: (25)\n glide (5) secs to x: (245) y: (25)\nend\n\nwhen flag clicked\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [seventh level v]\nhide\n\nwhen I receive [start screen v]\nhide\n\n@Lava\n\nwhen I receive [9th level v]\nswitch costume to (costume9 v)\n\nwhen I receive [secret v]\nswitch costume to (costume4 v)\n\nwhen flag clicked\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [3rd level v]\nswitch costume to (costume3 v)\n\nwhen I receive [4th level v]\nswitch costume to (costume4 v)\n\nwhen I receive [sixth level v]\nswitch costume to (costume6 v)\n\nwhen I receive [seventh level v]\nswitch costume to (costume7 v)\n\nwhen I receive [eighth level v]\nswitch costume to (costume8 v)\n\nwhen I receive [fifth level v]\nswitch costume to (costume5 v)\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [2nd level v]\nswitch costume to (costume2 v)\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [secret end v]\nhide\n\nwhen I receive [tenth level v]\nswitch costume to (costume10 v)\n\n@Checkpoint\n\nwhen I receive [9th level v]\nswitch costume to (costume5 v)\n\nwhen I receive [secret v]\nhide\n\nwhen I receive [3rd level v]\nswitch costume to (costume3 v)\n\nwhen I receive [4th level v]\nswitch costume to (costume4 v)\n\nwhen I receive [sixth level v]\nswitch costume to (costume6 v)\n\nwhen I receive [seventh level v]\nswitch costume to (costume7 v)\n\nwhen I receive [eighth level v]\nswitch costume to (costume8 v)\n\nwhen I receive [fifth level v]\nswitch costume to (costume5 v)\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [2nd level v]\nswitch costume to (costume2 v)\n\nwhen I receive [start screen v]\nhide\nforever\n if <touching (cube v)?> then\n if <(Broadcast) = [2]> then\n broadcast (2nd Level v) and wait\n end\n if <(Broadcast) = [3]> then\n broadcast (3rd Level v) and wait\n end\n if <(Broadcast) = [4]> then\n broadcast (4th Level v) and wait\n end\n if <(Broadcast) = [5]> then\n broadcast (Fifth Level v) and wait\n end\n if <(Broadcast) = [6]> then\n broadcast (Sixth Level v) and wait\n end\n if <(Broadcast) = [7]> then\n broadcast (Seventh Level v) and wait\n end\n if <(Broadcast) = [8]> then\n broadcast (Eighth Level v) and wait\n end\n if <(Broadcast) = [9]> then\n broadcast (The End v) and wait\n end\n end\nend\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [secret end v]\nhide\n\n@Screen\n\nwhen flag clicked\n\nwhen I receive [3rd level v]\nshow\n\nwhen I receive [secret v]\nhide\n\nwhen I receive [4th level v]\nhide\n\nwhen I receive [secret end v]\nhide\n\nwhen I receive [start screen v]\ngo to [back v] layer\nhide\n\n@Secret Checkpoint\n\nwhen I receive [secret v]\nshow\n\nwhen flag clicked\n\nwhen I receive [secret end v]\nhide\n\nwhen I receive [start screen v]\nhide\n\n@Settings\n\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start screen v]\nshow\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [secret end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen this sprite clicked\nwait (0.1) seconds\nnext costume\nwait (0.1) seconds\nnext costume\nwait (0.5) seconds\nswitch costume to (costume2 v)\nbroadcast (Settings v)\n\ngo to (random position v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [settings v]\nhide\n\n@Sprite1\n\nwhen flag clicked\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Hints Off\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [hints switch off v]\nset [hints variable v] to [0]\nshow\n\nwhen this sprite clicked\nbroadcast (Hints Switch On v)\nhide\n\nwhen flag clicked\nset [hints variable v] to [0]\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Hints On\n\nwhen I receive [start screen v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Hints Switch Off v)\nhide\n\nwhen I receive [hints switch on v]\nset [hints variable v] to [1]\nshow\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [start v]\nhide\n\n@Sprite2\n\nwhen I receive [settings v]\nshow\n\nwhen this sprite clicked\nbroadcast (Start Screen v)\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [start v]\nhide\n\n@Sprite4\n\nwhen I receive [white square v]\nswitch costume to (costume2 v)\n\nwhen I receive [purple square v]\nswitch costume to (costume1 v)\n\nwhen I receive [orange square v]\nswitch costume to (costume1 v)\n\nwhen I receive [green square v]\nswitch costume to (costume1 v)\n\nwhen I receive [start screen v]\nhide\nswitch costume to (costume2 v)\n\nwhen this sprite clicked\nbroadcast (White Square v)\nset [square color v] to [0]\nswitch costume to (costume2 v)\n\nwhen I receive [yellow square v]\nswitch costume to (costume1 v)\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Sprite3\n\nwhen I receive [purple square v]\nswitch costume to (costume1 v)\n\nwhen I receive [orange square v]\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nbroadcast (Yellow Square v)\nset [square color v] to [1]\nswitch costume to (costume2 v)\n\nwhen I receive [green square v]\nswitch costume to (costume1 v)\n\nwhen I receive [white square v]\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nbroadcast (Yellow Square v)\nset [square color v] to [1]\nswitch costume to (costume2 v)\n\nwhen I receive [start screen v]\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Sprite5\n\nwhen I receive [green square v]\nswitch costume to (costume1 v)\n\nwhen I receive [white square v]\nswitch costume to (costume1 v)\n\nwhen I receive [orange square v]\nswitch costume to (costume1 v)\n\nwhen I receive [start screen v]\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [settings v]\nshow\n\nwhen this sprite clicked\nbroadcast (Purple Square v)\nset [square color v] to [2]\nswitch costume to (costume2 v)\n\nwhen I receive [yellow square v]\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nhide\n\n@Sprite6\n\nwhen I receive [green square v]\nswitch costume to (costume1 v)\n\nwhen I receive [purple square v]\nswitch costume to (costume1 v)\n\nwhen I receive [white square v]\nswitch costume to (costume1 v)\n\nwhen I receive [start screen v]\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [settings v]\nshow\n\nwhen this sprite clicked\nbroadcast (Orange Square v)\nset [square color v] to [3]\nswitch costume to (costume2 v)\n\nwhen I receive [yellow square v]\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nhide\n\n@Sprite7\n\nwhen this sprite clicked\nbroadcast (Green Square v)\nset [square color v] to [4]\nswitch costume to (costume2 v)\n\nwhen I receive [orange square v]\nswitch costume to (costume1 v)\n\nwhen I receive [purple square v]\nswitch costume to (costume1 v)\n\nwhen I receive [white square v]\nswitch costume to (costume1 v)\n\nwhen I receive [yellow square v]\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start screen v]\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [settings v]\nshow\n\n@Hints Block\n\nwhen I receive [hints switch on v]\nif <(Hints Variable) = [0]> then\n glide (0.3) secs to x: (55) y: (-10)\nend\n\nwhen I receive [hints switch off v]\nif <(Hints Variable) = [1]> then\n glide (0.3) secs to x: (35) y: (-10)\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [settings v]\ngo to x: (35) y: (-10)\nshow\n\nwhen I receive [start screen v]\nhide\n\n@Music \n\nwhen flag clicked\nset [music v] to [0]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [settings v]\ngo to [back v] layer\nshow\n\nwhen I receive [start screen v]\nhide\n\nwhen this sprite clicked\nif <(Music) = [1]> then\n broadcast (Snowflakes v)\nend\n\nset [music v] to [1]\n\nset [music v] to [2]\n\nset [music v] to [0]\n\nwhen this sprite clicked\nif <(Music) = [0]> then\n broadcast (Lights v)\nend\n\nwhen this sprite clicked\nif <(Music) = [2]> then\n broadcast (Music Off v)\nend\n\n@Music Block\n\nwhen I receive [lights v]\nif <(Music) = [0]> then\n glide (0.3) secs to x: (53) y: (-106)\n set [music v] to [1]\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [settings v]\ngo to x: (38) y: (-106)\nshow\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [snowflakes v]\nif <(Music) = [1]> then\n glide (0.3) secs to x: (69) y: (-106)\n set [music v] to [2]\nend\n\nwhen I receive [music off v]\nif <(Music) = [2]> then\n glide (0.3) secs to x: (38) y: (-106)\n set [music v] to [0]\nend\n\n | WASD or Arrow Keys for moving\nThere are 10 levels in total (1 Secret Level)\nFAQ\nQ: What do hints do?\nA: The last two levels are invisible levels. If hints are turned on, pressing space will faintly flicker the blocks.\n\n |
Parallel Platformer |A Monochromatic Platformer| | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [timelapseL v] until done\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [15]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Cuby\n\nwhen flag clicked\nset [ready v] to [0]\nforever\n wait until <touching color (#808080)?>\n change [ready v] by (1)\n wait until <not <touching color (#808080)?>>\n change [ready v] by (-1)\nend\n\nwhen flag clicked\nforever\n if <(Ready) = [4]> then\n if <(Ready) = [4]> then\n broadcast (Fish v)\n wait (1) seconds\n broadcast (I just died v)\n change [lvl v] by (1)\n end\n end\nend\n\nwhen I receive [i just died v]\ngo to x: (-200) y: (-150)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen I receive [stay der v]\nwait (STAY de) seconds\ngo to x: (-200) y: (-150)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange [color v] effect by (1)\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(ehfehkt) = [1]> then\n show\n else\n hide\n end\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nset rotation style [left-right v]\nchange y by (y vel)\nif <touching color (#000000)?> then\n repeat ([abs v] of (y vel) )\n if <touching color (#000000)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x vel v] by (movement speed)\n point in direction (90)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x vel v] by ((-1) * (movement speed))\n point in direction (-90)\nend\nchange x by (x vel)\nif <touching color (#000000)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching color (#000000)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (90)\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (-90)\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen flag clicked\ngo to x: (-200) y: (-150)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n if <touching color (#b2b2b2)?> then\n broadcast (Fish v)\n wait until <not <touching color (#b2b2b2)?>>\n end\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\n@Cuby2\n\nwhen I start as a clone\nforever\n if <(ehfehkt) = [1]> then\n show\n else\n hide\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 (clone v)\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [stay der v]\nwait (STAY de) seconds\ngo to x: (-200) y: (50)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen I receive [i just died v]\ngo to x: (-200) y: (50)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen flag clicked\nset [ready v] to [0]\nforever\n wait until <touching color (#808080)?>\n change [ready v] by (1)\n wait until <not <touching color (#808080)?>>\n change [ready v] by (-1)\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nset rotation style [left-right v]\nchange y by (y vel)\nif <touching color (#000000)?> then\n repeat ([abs v] of (y vel) )\n if <touching color (#000000)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x vel v] by (movement speed)\n point in direction (90)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x vel v] by ((-1) * (movement speed))\n point in direction (-90)\nend\nchange x by (x vel)\nif <touching color (#000000)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching color (#000000)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (90)\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (-90)\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen flag clicked\nswitch costume to (normal v)\ngo to x: (-200) y: (50)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n if <touching color (#b2b2b2)?> then\n broadcast (Fish v)\n wait until <not <touching color (#b2b2b2)?>>\n end\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\n@Cuby3\n\nwhen I start as a clone\nforever\n if <(ehfehkt) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nchange [color v] effect by (1)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [ready v] to [0]\nforever\n wait until <touching color (#808080)?>\n change [ready v] by (1)\n wait until <not <touching color (#808080)?>>\n change [ready v] by (-1)\nend\n\nwhen I receive [i just died v]\ngo to x: (-200) y: (-50)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen I receive [stay der v]\nwait (STAY de) seconds\ngo to x: (-200) y: (-50)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nset rotation style [left-right v]\nchange y by (y vel)\nif <touching color (#000000)?> then\n repeat ([abs v] of (y vel) )\n if <touching color (#000000)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x vel v] by (movement speed)\n point in direction (90)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x vel v] by ((-1) * (movement speed))\n point in direction (-90)\nend\nchange x by (x vel)\nif <touching color (#000000)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching color (#000000)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (90)\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (-90)\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen flag clicked\ngo to x: (-200) y: (-50)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n if <touching color (#b2b2b2)?> then\n broadcast (Fish v)\n wait until <not <touching color (#b2b2b2)?>>\n end\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\n@Cuby4\n\nwhen I start as a clone\nforever\n if <(ehfehkt) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange [color v] effect by (1)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nset [ready v] to [0]\nforever\n wait until <touching color (#808080)?>\n change [ready v] by (1)\n wait until <not <touching color (#808080)?>>\n change [ready v] by (-1)\nend\n\nwhen I receive [i just died v]\ngo to x: (-200) y: (150)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen I receive [stay der v]\nwait (STAY de) seconds\ngo to x: (-200) y: (150)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nset rotation style [left-right v]\nchange y by (y vel)\nif <touching color (#000000)?> then\n repeat ([abs v] of (y vel) )\n if <touching color (#000000)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x vel v] by (movement speed)\n point in direction (90)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x vel v] by ((-1) * (movement speed))\n point in direction (-90)\nend\nchange x by (x vel)\nif <touching color (#000000)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching color (#000000)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (90)\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (-90)\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen flag clicked\ngo to x: (-200) y: (150)\nshow\nset [lvl v] to [1]\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n if <touching color (#b2b2b2)?> then\n broadcast (Fish v)\n wait until <not <touching color (#b2b2b2)?>>\n end\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (-5)\ngo to [back v] layer\nforever\n switch costume to (lvl)\nend\n\nwhen flag clicked\nforever\n if <<key (o v) pressed?> and <key (p v) pressed?>> then\n broadcast (Fish v)\n wait (0.5) seconds\n change [lvl v] by (1)\n end\n wait until <not <<key (o v) pressed?> and <key (p v) pressed?>>>\nend\n\nwhen [r v] key pressed\nbroadcast (I just died v)\n\n@eFFECT\n\nwhen I receive [fish v]\nset [ghost v] effect to (100)\nrepeat (10)\n broadcast (Stay DER v)\n change [ghost v] effect by (-10)\nend\nbroadcast (Stay DER v)\nrepeat (5)\n wait (0.1) seconds\n broadcast (Stay DER v)\nend\nbroadcast (Stay DER v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (10000) %\nset [ghost v] effect to (100)\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (50) %\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n turn right (36) degrees\nend\n\nset size to (100) %\n\n@Effect\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset size to (120) %\ngo to x: (240) y: (180)\npoint in direction (-45)\nglide (6) secs to x: (-240) y: (-180)\ndelete this clone\n\nwhen flag clicked\nset [ehfehkt v] to [1]\nforever\n wait until <key (l v) pressed?>\n wait until <not <key (l v) pressed?>>\n set [ehfehkt v] to [0]\n wait until <key (l v) pressed?>\n wait until <not <key (l v) pressed?>>\n set [ehfehkt v] to [1]\nend\n\nwhen I start as a clone\nclear graphic effects\nforever\n if <(ehfehkt) = [0]> then\n hide\n else\n show\n end\nend\n\n@On/Off MUSIC\n\nwhen flag clicked\nswitch costume to (on v)\nset volume to (100) %\nforever\n play sound [timelapseL v] until done\nend\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n set volume to (0) %\nend\nif <(costume [number v]) = [2]> then\n set volume to (100) %\nend\n\nwhen flag clicked\nforever\n if <<(distance to [cuby v]) < [50]> or <<(distance to [cuby2 v]) < [50]> or <<(distance to [cuby3 v]) < [50]> or <(distance to [cuby4 v]) < [50]>>>> then\n repeat (2)\n change [ghost v] effect by (50)\n end\n hide\n wait until <not <<(distance to [cuby v]) < [50]> or <<(distance to [cuby2 v]) < [50]> or <<(distance to [cuby3 v]) < [50]> or <(distance to [cuby4 v]) < [50]>>>>>\n else\n repeat (2)\n change [ghost v] effect by (-50)\n end\n show\n wait until <<(distance to [cuby v]) < [50]> or <<(distance to [cuby2 v]) < [50]> or <<(distance to [cuby3 v]) < [50]> or <(distance to [cuby4 v]) < [50]>>>>\n end\nend\n\n | |
IKEA Chair Platformer V.1.3 | @Stage\n\n@IKEA Chair\n\nwhen flag clicked\ngo to x: (-210) y: (-118)\nset [xv v] to [0]\nset [yv v] to [0]\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 if <touching color (#ff0000)?> then\n go to x: (-210) y: (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ffd966)?> then\n change y by (1)\n if <touching color (#ffd966)?> then\n change y by (1)\n if <touching color (#ffd966)?> then\n change y by (1)\n if <touching color (#ffd966)?> then\n change y by (1)\n if <touching color (#ffd966)?> then\n change y by (1)\n if <touching color (#ffd966)?> 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 (#ffd966)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffd966)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [next level v]\ngo to x: (-210) y: (-90)\n\n@Cookie\n\nwhen flag clicked\nshow\nset [level v] to [1]\nset [cookies v] to [0]\nswitch backdrop to (backdrop1 v)\nforever\n if <touching (ikea chair v)?> then\n next backdrop\n change [level v] by (1)\n change [cookies v] by (1)\n broadcast (Next Level v)\n end\n if <(Level) = [1]> then\n go to x: (220) y: (-125)\n end\n if <(Level) = [2]> then\n go to x: (220) y: (50)\n end\n if <(Level) = [3]> then\n go to x: (220) y: (-130)\n end\n if <(Level) = [4]> then\n go to x: (145) y: (105)\n end\n if <(Level) = [5]> then\n go to x: (200) y: (-100)\n end\n if <(Level) = [6]> then\n go to x: (200) y: (-120)\n end\n if <(Level) = [7]> then\n go to x: (200) y: (35)\n end\n if <(Level) = [8]> then\n go to x: (200) y: (110)\n end\n if <(Level) = [9]> then\n go to x: (0) y: (-120)\n end\n if <(Level) = [10]> then\n go to x: (-200) y: (80)\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [11]> then\n stop all sounds\n play sound [ProleteR - Throw It Back \(Jelly Intro 2015\).mp3 v] until done\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@thumbnail\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (300)\nshow\nglide (0.5) secs to x: (0) y: (0)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (ending v)\ngo to [front v] layer\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Fun Fun Fun Fun v] until done\n if <(Level) = [11]> then\n stop [this script v]\n end\nend\n\n | Welcome to IKEA Chair Platformer! The number 1 IKEA trending project! Use the arrow keys to move left, right, and jump! Don't touch red, it's lava. Collect all 10 cookies to beat the game. (All levels are possible)\n#ajsya\n#IKEA\n#IKEAChairs\n#chairofrepublic |
Hollow Knight Platformer V3.2.3 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [level 5 v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [level 3 v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [level 4 v]\nswitch backdrop to (backdrop5 v)\n\n@Player\n\nwhen flag clicked\nswitch costume to (right v)\ngo to [front v] layer\nset [level v] to [1]\nset [takeoffspeed v] to [12]\nset [runspeed v] to [5]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\nset [cloak? v] to [0]\nset [blast v] to [0]\ngo to x: (9) y: (200)\nforever\n Run controls\n Jump control\n Simulate gravity\nend\n\ndefine Run controls\nif <(moveable) = [yes]> then\n if <key (d v) pressed?> then\n switch costume to (right v)\n change x by (RunSpeed)\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n change x by ((0) - (RunSpeed))\n end\n end\n if <key (a v) pressed?> then\n switch costume to (left v)\n change x by ((0) - (RunSpeed))\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n change x by (RunSpeed)\n end\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change x by (RunSpeed)\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n change x by ((0) - (RunSpeed))\n end\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change x by ((0) - (RunSpeed))\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n change x by (RunSpeed)\n end\n end\nend\n\ndefine Jump control\nif <(moveable) = [yes]> then\n if <key (w v) pressed?> then\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n set [fallspeed v] to (TakeoffSpeed)\n end\n change y by (1)\n end\n if <key (up arrow v) pressed?> then\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platforms v)?>> then\n set [fallspeed v] to (TakeoffSpeed)\n end\n change y by (1)\n end\nend\n\ndefine Simulate gravity\nchange y by (FallSpeed)\nif <<touching (level v)?> or <touching (moving platforms v)?>> then\n if <(FallSpeed) < [0]> then\n set [reversestep v] to [1]\n else\n set [reversestep v] to [-1]\n end\n repeat until <not <<touching (level v)?> or <touching (moving platforms v)?>>>\n change y by (ReverseStep)\n end\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (Gravity)\nend\n\nwhen flag clicked\nforever\n if <touching (infection v)?> then\n broadcast (GAME OVER v)\n end\nend\n\nwhen [down arrow v] key pressed\nswitch costume to (down v)\nwait until <not <key (down arrow v) pressed?>>\nswitch costume to (left v)\n\nwhen [s v] key pressed\nswitch costume to (down v)\nwait until <not <key (s v) pressed?>>\nswitch costume to (left v)\n\nwhen I receive [level restart v]\nif <(Level) = [1]> then\n broadcast (Level 1 v)\n go to x: (-1) y: (200)\nelse\n if <(Level) = [2]> then\n broadcast (Level 2 v)\n go to x: (-200) y: (146)\n else\n if <(Level) = [3]> then\n broadcast (Level 3 v)\n go to x: (195) y: (3)\n else\n if <(Level) = [4]> then\n broadcast (Level 4 v)\n go to x: (-50) y: (10)\n else\n if <(Level) = [5]> then\n broadcast (Level 5 v)\n go to x: (-112) y: (60)\n else\n if <(Level) = [6]> then\n broadcast (Level 6 v)\n go to x: (-214) y: (-41)\n else\n if <(Level) = [7]> then\n broadcast (Level 7 v)\n go to x: (10) y: (-19)\n else\n broadcast (Level 8 v)\n go to x: (-204) y: (-58)\n end\n end\n end\n end\n end\n end\nend\n\nwhen [e v] key pressed\nif <(moveable) = [yes]> then\n if <(Cloak?) = [True]> then\n if <(costume [name v]) = [Right]> then\n broadcast (DashR v)\n change x by (30)\n wait (0.03) seconds\n change x by (30)\n wait (0.03) seconds\n change x by (30)\n else\n broadcast (DashL v)\n change x by (-30)\n wait (0.03) seconds\n change x by (-30)\n wait (0.03) seconds\n change x by (-30)\n end\n else\n if <(costume [name v]) = [Right]> then\n switch costume to (noper v)\n else\n switch costume to (nopel v)\n end\n end\nend\n\nwhen [r v] key pressed\nif <(Blast) = [True]> then\n if <(costume [name v]) = [Right]> then\n broadcast (Blast v)\n wait (2) seconds\n else\n broadcast (BlastL v)\n wait (2) seconds\n end\nelse\n if <(costume [name v]) = [Right]> then\n switch costume to (noper v)\n else\n switch costume to (nopel v)\n end\nend\n\nwhen I receive [game over v]\nswitch costume to (shade v)\nrepeat (25)\n wait (0.1) seconds\n change [ghost v] effect by (4)\nend\n\nwhen I receive [dashl v]\nswitch costume to (left dash v)\nwait (0.5) seconds\nswitch costume to (left v)\n\nwhen I receive [dashr v]\nswitch costume to (right2 v)\nwait (0.5) seconds\nswitch costume to (right v)\n\nwhen I receive [start v]\nset [moveable v] to [yes]\nforever\n if <touching (door enter v)?> then\n change [level v] by (1)\n if <(Level) = [2]> then\n broadcast (Level 2 v)\n go to x: (-200) y: (146)\n else\n if <(Level) = [3]> then\n broadcast (Level 3 v)\n go to x: (195) y: (3)\n else\n if <(Level) = [4]> then\n broadcast (Level 4 v)\n go to x: (-50) y: (10)\n else\n if <(Level) = [5]> then\n broadcast (Level 5 v)\n go to x: (-107) y: (60)\n else\n if <(Level) = [6]> then\n broadcast (Level 6 v)\n go to x: (-214) y: (-41)\n else\n if <(Level) = [7]> then\n broadcast (Level 7 v)\n go to x: (-231) y: (-83)\n else\n if <(Level) = [8]> then\n broadcast (Level 8 v)\n go to x: (-204) y: (-58)\n wait (2) seconds\n set [moveable v] to [no]\n switch costume to (right3 v)\n wait (1) seconds\n switch costume to (behind v)\n wait (3) seconds\n set [moveable v] to [yes]\n else\n if <(Level) = [9]> then\n broadcast (Level 9 v)\n go to x: (10) y: (-19)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (42) y: (14)\nswitch costume to (costume1 v)\n\nwhen I receive [level 2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [level 3 v]\nswitch costume to (costume3 v)\n\nwhen I receive [level 4 v]\nswitch costume to (costume4 v)\n\nwhen I receive [level 5 v]\nswitch costume to (costume5 v)\n\nwhen I receive [level 1 v]\nswitch costume to (costume1 v)\n\nwhen I receive [level 6 v]\nswitch costume to (costume6 v)\n\nwhen I receive [level 7 v]\nswitch costume to (costume7 v)\n\nwhen I receive [level 8 v]\nshow\nswitch costume to (costume8 v)\nwait (3) seconds\nhide\n\nwhen I receive [level 9 v]\nswitch costume to (end? v)\n\nwhen flag clicked\ngo to x: (40) y: (20)\nshow\n\n@Door\n\nwhen flag clicked\ngo to x: (-190) y: (-124)\nshow\n\nwhen I receive [level 2 v]\ngo to x: (-189) y: (-117)\n\nwhen I receive [level 3 v]\ngo to x: (-182) y: (-107)\n\nwhen I receive [level 4 v]\ngo to x: (187) y: (6)\n\nwhen I receive [level 5 v]\ngo to x: (191) y: (126)\n\nwhen I receive [level 6 v]\ngo to x: (198) y: (49)\n\nwhen I receive [level 7 v]\ngo to x: (-148) y: (125)\n\nwhen I receive [level 8 v]\ngo to x: (205) y: (-38)\nhide\n\nwhen I receive [level 9 v]\nhide\n\n@Words\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [level 2 v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [level 3 v]\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nshow\nswitch costume to (costume5 v)\n\nwhen I receive [level 1 v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [level 9 v]\nshow\nswitch costume to (end v)\n\nwhen I receive [level 6 v]\nshow\nswitch costume to (costume 6 v)\n\nwhen I receive [cloak v]\nswitch costume to (cloak v)\nwait (3.3) seconds\nhide\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [level 8 v]\nhide\n\nwhen I receive [game over v]\nshow\nset [ghost v] effect to (100)\nswitch costume to (game over v)\nrepeat (20)\n wait (0.01) seconds\n change [ghost v] effect by (-5)\nend\n\n@Infection\n\nwhen flag clicked\nswitch costume to (bubble v)\nhide\n\nwhen I receive [level 3 v]\ngo to x: (87) y: (-115)\nshow\n\nwhen I receive [level 4 v]\nswitch costume to ( 3 bubbles v)\ngo to x: (4) y: (-166)\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 6 v]\nhide\n\nwhen I start as a clone\nswitch costume to (bubble v)\ngo to x: (132) y: (-164)\n\nwhen I receive [level 9 v]\nhide\n\n@Door Enter\n\nwhen flag clicked\ngo to x: (-188) y: (-114)\nshow\n\nwhen I receive [level 3 v]\ngo to x: (-181) y: (-91)\n\nwhen I receive [level 4 v]\ngo to x: (192) y: (18)\n\nwhen I receive [level 5 v]\ngo to x: (200) y: (138)\n\nwhen I receive [level 1 v]\ngo to x: (-189) y: (-122)\n\nwhen I receive [level 7 v]\ngo to x: (-133) y: (118)\n\nwhen I receive [level 6 v]\ngo to x: (196) y: (49)\n\nwhen I receive [level 8 v]\ngo to x: (211) y: (-37)\nhide\n\nwhen I receive [level 9 v]\nhide\n\n@Restart Button\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-218) y: (149)\ngo to [front v] layer\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Level Restart v)\n\nswitch costume to (costume2 v)\n\nwhen I receive [game over v]\n\n@Mothwing Cloak\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nrepeat until <(Cloak?) = [True]>\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\nend\nforever\n go to (player v)\nend\n\nwhen I receive [level 5 v]\ngo to x: (50) y: (70)\nshow\nrepeat until <(Cloak?) = [True]>\n if <touching (player v)?> then\n hide\n broadcast (Cloak v)\n set [cloak? v] to [True]\n end\nend\n\nwhen I receive [dashl v]\nswitch costume to (dash l2 v)\nshow\nwait (0.1) seconds\nswitch costume to (dash l v)\nwait (0.1) seconds\nswitch costume to (dash l2 v)\nwait (0.1) seconds\nhide\n\nwhen I receive [dashr v]\nswitch costume to (dash r2 v)\nshow\nwait (0.1) seconds\nswitch costume to (dash r v)\nwait (0.1) seconds\nswitch costume to (dash r2 v)\nwait (0.1) seconds\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Blast\n\nwhen flag clicked\nset [blast used v] to [0]\nswitch costume to (costume2 v)\nhide\nforever\n if <(Blast Used) = [1]> then\n wait (2) seconds\n else\n go to (player v)\n end\nend\n\nwhen I receive [blast v]\nset [blast used v] to [1]\nswitch costume to (absorb v)\nshow\nwait (0.1) seconds\nswitch costume to (absorb2 v)\nwait (0.1) seconds\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (blastr v)\nrepeat (9)\n move (15) steps\n wait (0.0000000001) seconds\nend\nhide\nset [blast used v] to [0]\n\nwhen I receive [blastl v]\nset [blast used v] to [1]\nswitch costume to (absorb v)\nshow\nwait (0.1) seconds\nswitch costume to (absorb2 v)\nwait (0.1) seconds\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (blastl v)\nrepeat (9)\n move (-15) steps\n wait (0.0000000001) seconds\nend\nhide\nset [blast used v] to [0]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Item Name\n\nwhen I receive [cloak v]\nshow\nglide (0.3) secs to x: (5) y: (-125)\nwait (3) seconds\nglide (0.3) secs to x: (9) y: (-165)\nhide\n\nwhen flag clicked\ngo to x: (9) y: (-165)\nhide\n\n@guy\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\nset [ghost v] effect to (75)\n\nwhen [m v] key pressed\nhide\n\nwhen I receive [level 8 v]\nswitch costume to (costume2 v)\nshow\ngo to [back v] layer\nset [ghost v] effect to (75)\nwait (3) seconds\ngo to [front v] layer\nrepeat (15)\n wait (0.01) seconds\n change [ghost v] effect by (-5)\nend\n\n@infected skeleton guy\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\n\nwhen I receive [level 8 v]\nwait (2) seconds\ngo to x: (0) y: (-200)\nswitch costume to (costume2 v)\nshow\nglide (0.5) secs to x: (0) y: (23)\nwait (0.2) seconds\nswitch costume to (costume1 v)\nwait (0.3) seconds\nswitch costume to (costume3 v)\n\n@cutscene\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nrepeat (3)\n switch costume to (evil dude costume a v)\n wait (0.3) seconds\n switch costume to (evil dude costume a2 v)\n wait (0.3) seconds\n switch costume to (costume5 v)\n wait (0.3) seconds\n switch costume to (evil dude costume a2 v)\n wait (0.3) seconds\nend\nswitch costume to (costume7 v)\nwait (0.1) seconds\nswitch costume to (costume6 v)\nwait (0.1) seconds\nswitch costume to (costume14 v)\nwait (2) seconds\nswitch costume to (costume10 v)\nwait (0.05) seconds\nswitch costume to (costume11 v)\nwait (0.05) seconds\nswitch costume to (costume12 v)\nwait (0.05) seconds\nswitch costume to (costume13 v)\nwait (0.1) seconds\nswitch costume to (costume8 v)\nwait (0.5) seconds\nrepeat (20)\n wait (0.05) seconds\n change [ghost v] effect by (5)\nend\nbroadcast (start v)\nhide\n\n@boss\n\nwhen flag clicked\nhide\n\n | PLEASE report any bugs! I'm still working on this game from time to time, so check back occasionally :)\n___________________________________________\nMove with WASD or arrow keys. Press R to shoot a blast of energy (this is currently useless). The rest of the controls are in the game.\n\nGet to the door to go to the next level, and AVOID THE INFECTION! Death is permanent. Restarting won't bring you back to life.\n\nNew levels coming soon!\n\nNOTICE: The backgrounds are slightly darkened to make it easier to see foreground objects. Press M to restore the backgrounds to their original brightness (it's much prettier).\n_____________________________________________\nUPDATE LOG \n\n- 3/9/19 - Released game! Total levels: 4\n- 3/20/19 - Restart button added, plus one new level\n- 10/26/19 - Fixed levels, rearranged level 5\n\n__________3/30/21 - Pretty Update! ________________\n -Added tons of new, cool backgrounds for the levels!\n -Fixed various bugs\n_____________________________________________\n\n- 4/1/21 - Darkened backgrounds to make obstacles easier to see and improved both the infection sprite and the Game Over fade in. Improved Greenpath area.\n- 11/19/21 - Added intro cutscene!!! Improved random sprites and fixed various bugs\n_________11/22/21 - Original Art Update_____________\n-Improved cutscene quality\n-Changed Player sprite costumes (all of them!!!)\n-Made levels WAY cooler\n_____________________________________________\n\n- 11/23/21 - Fixed various bugs\n- 4/18/22 - Fixed various bugs, shortened intro cutscene\n- 9/4/22 - Fixed a cutscene bug, changed door hitbox\n- 11/3/22 - Fixed a spawn bug, Improved player costumes, accidentally unshared :l\n--------------------------------------------\nPlans\n- More levels\n- NPCs?\n\nKnown Bugs:\n-Restarting the last level messes up the level\n-On level 7, sometimes you can get stuck if you fall.\n-On some levels, you spawn near the bottom of the screen. |
~Disney Platformer~ | @Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop8 v]\nbroadcast (Level 8 Power Up v)\n\nwhen backdrop switches to [backdrop10 v]\nbroadcast (Level 10 Power Up v)\n\nwhen I receive [finished! v]\nclear graphic effects\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\nend\nswitch backdrop to (backdrop16 v)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\nend\n\n@Sprite1\n\nwhen I receive [finished! v]\nhide\n\nwhen I receive [colour v]\nswitch costume to (costume3 v)\nrepeat (15)\n wait (0.5) seconds\n change [color v] effect by (25)\nend\nclear graphic effects\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n broadcast (Finished! v)\n wait (5) seconds\n hide\n end\nend\n\nwhen I receive [play v]\nset drag mode [not draggable v]\nswitch costume to (costume2 v)\nset [level v] to [1]\ngo to x: (-213) y: (-133)\nshow\nset size to (20) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(x position) > [238]> then\n switch backdrop to (next backdrop v)\n go to x: (-213) y: (-133)\n change [level v] by (1)\n end\n if <(y position) < [-178]> then\n go to x: (-215) y: (-70)\n end\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 (#af00c8)?> then\n go to x: (-215) y: (-70)\n end\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 ((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 (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv 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 [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [draggable! v]\nswitch costume to (costume4 v)\nset drag mode [draggable v]\nwait (15) seconds\nset size to (20) %\nswitch costume to (costume2 v)\nset drag mode [not draggable v]\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n broadcast (Hide v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nrepeat (2)\n wait (2) seconds\n next costume\nend\nwait (2) seconds\nrepeat (10)\n wait (0.3) seconds\n change [ghost v] effect by (25)\nend\nhide\nbroadcast (Play v)\n\n@Sprite3\n\nwhen I receive [level 8 power up v]\nshow\ngo to x: (3) y: (-140)\n\nwhen I receive [hide v]\nif <(backdrop [number v]) = [8]> then\n hide\n broadcast (Colour v)\nend\nif <(backdrop [number v]) = [10]> then\n hide\n broadcast (Draggable! v)\nend\nif <not <<(backdrop [number v]) = [8]> or <(backdrop [number v]) = [10]>>> then\n hide\nend\n\nwhen I receive [level 10 power up v]\nshow\ngo to x: (140) y: (99)\n\nwhen flag clicked\nhide\nset size to (50) %\n\n@Sprite4\n\nwhen flag clicked\nset size to (15) %\nhide\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-1) y: (3)\nshow\nrepeat (30)\n wait (0.5) seconds\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\nend\n\nnext costume\n\nwhen I receive [finished! v]\nswitch costume to (costume3 v)\nwait (5) seconds\nhide\n\nwhen I receive [finished! v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n play sound [Fire and The Flood.mp3 v] until done\nend\n\n | INSTRUCTIONS!\nUse the arrow keys to move \nUp to jump left to go left right to go right.\nAvoid purple! It's Malificent's potion!\nAt the start wait a few seconds for Mickey to appear\n\nSTORY:\nMickey and Minnie were sitting together, when Malificent grabbed Minnie and took her away! \n\nAIM OF THE GAME:\nGet Mickey to Minnie without touching purple! You will go back to the start if you do!\n\nPOWER UPS:\nThe first power up does nothing, it just makes you look pretty. ;) The second power up, gives you draggability! So you can drag Mickey around for 15 seconds! Cool! But don't drag him into the side of the screen or it will stuff up the code\n\nLEVELS:\nAll levels are possible, and this platformer really isn't that hard, I finished it pretty quickly! There are 15 levels, but MAKE SURE TO GO TO MINNIE ON THE LAST LEVEL, DON'T GO TO THE END OR YOU WITH MESS UP THE CODE.\nThanks.\n |
~~ BOX - A PLATFORMER ~~ | @Stage\n\nwhen I receive [next backdrop v]\nif <(backdrop) < [7]> then\n change [backdrop v] by (1)\n broadcast (delete v)\n next backdrop\nend\n\nwhen flag clicked\nset [backdrop v] to [0]\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen I receive [on v]\nrepeat until <not <touching color (#997600)?>>\n if <touching color (#997600)?> then\n change y by (1)\n if <touching color (#997600)?> then\n change y by (1)\n if <touching color (#997600)?> then\n change y by (1)\n if <touching color (#997600)?> then\n change y by (1)\n if <touching color (#997600)?> then\n change y by (1)\n if <touching color (#997600)?> then\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n if <touching color (#997600)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\nend\n\nwhen I receive [touch v]\nrepeat until <not <touching color (#997600)?>>\n change x by ((Xv) * (-1))\n set [xv v] to [0]\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-200) y: (-120)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<key (r v) pressed?> or <(restart) = [1]>> then\n go to x: (-200) y: (-120)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <(move) = [2]>> then\n change [xv v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <(move) = [1]>> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#00bf13)?> or <touching color (#6ab671)?>> then\n change y by (1)\n if <<touching color (#00bf13)?> or <touching color (#6ab671)?>> then\n change y by (1)\n if <<touching color (#00bf13)?> or <touching color (#6ab671)?>> then\n change y by (1)\n if <<touching color (#00bf13)?> or <touching color (#6ab671)?>> then\n change y by (1)\n if <<touching color (#00bf13)?> or <touching color (#6ab671)?>> then\n change y by (1)\n if <<touching color (#00bf13)?> or <touching color (#6ab671)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching color (#00bf13)?> or <touching color (#6ab671)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#00bf13)?> or <touching color (#6ab671)?>> or <<touching color (#997600)?> and <(Yv) < [0]>>> then\n if <<key (up arrow v) pressed?> or <(move) = [3]>> then\n set [yv v] to [7]\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-188) y: (-146)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n change y by (1)\n if <(x position) > [225]> then\n broadcast (next backdrop v)\n go to x: (-180) y: (-120)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Platform game music v] until done\nend\n\n@Sprite2\n\nwhen I start as a clone\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [touch v] to [0]\nset [xp v] to (x position)\nset [yp v] to (y position)\nforever\n if <<key (r v) pressed?> or <(restart) = [1]>> then\n go to x: (Xp) y: (Yp)\n set [x v] to [0]\n set [y v] to [0]\n set [touch v] to [0]\n end\n change [y v] by (-0.5)\n set [x v] to ((X) * (0.95))\n change x by (X)\n if <touching (sprite1 v)?> then\n if <(y position) > ([y position v] of [sprite1 v])> then\n set [y v] to (Yv)\n end\n end\n if <<<touching color (#00bf13)?> or <touching color (#6ab671)?>> or <touching color (#997600)?>> then\n change y by (1)\n if <<<touching color (#00bf13)?> or <touching color (#6ab671)?>> or <touching color (#997600)?>> then\n change y by (1)\n if <<<touching color (#00bf13)?> or <touching color (#6ab671)?>> or <touching color (#997600)?>> then\n change y by (1)\n if <<<touching color (#00bf13)?> or <touching color (#6ab671)?>> or <touching color (#997600)?>> then\n change y by (1)\n if <<<touching color (#00bf13)?> or <touching color (#6ab671)?>> or <touching color (#997600)?>> then\n change y by (1)\n if <<<touching color (#00bf13)?> or <touching color (#6ab671)?>> or <touching color (#997600)?>> then\n change x by ((X) * (-1))\n change y by (-5)\n if <touching (sprite1 v)?> then\n if <not <([y position v] of [sprite1 v]) > (y position)>> then\n set [touch v] to [1]\n broadcast (touch v)\n end\n else\n set [touch v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y)\n if <<<<touching color (#00bf13)?> or <touching color (#6ab671)?>> or <touching color (#997600)?>> or <touching color (#980000)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <touching (sprite1 v)?> then\n if <(([y position v] of [sprite1 v]) + ([abs v] of (Yv) )) > (y position)> then\n broadcast (on v)\n else\n if <([x position v] of [sprite1 v]) > (x position)> then\n if <(touch) = [0]> then\n if <touching (sprite1 v)?> then\n change x by (-1)\n if <touching (sprite1 v)?> then\n change x by (-1)\n if <touching (sprite1 v)?> then\n change x by (-1)\n if <touching (sprite1 v)?> then\n change x by (-1)\n if <touching (sprite1 v)?> then\n change x by (-1)\n if <touching (sprite1 v)?> then\n change x by (-1)\n if <touching (sprite1 v)?> then\n change x by (6)\n end\n end\n end\n end\n end\n end\n end\n set [x v] to (Xv)\n end\n else\n if <(touch) = [0]> then\n if <touching (sprite1 v)?> then\n change x by (1)\n if <touching (sprite1 v)?> then\n change x by (1)\n if <touching (sprite1 v)?> then\n change x by (1)\n if <touching (sprite1 v)?> then\n change x by (1)\n if <touching (sprite1 v)?> then\n change x by (1)\n if <touching (sprite1 v)?> then\n change x by (1)\n if <touching (sprite1 v)?> then\n change x by (-6)\n end\n end\n end\n end\n end\n end\n end\n set [x v] to (Xv)\n end\n end\n end\n end\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [start v]\nbroadcast (delete v)\nhide\nswitch costume to (costume1 v)\ngo to x: (-40) y: (-56)\ncreate clone of (_myself_ v)\nwait until <(backdrop) = [1]>\nswitch costume to (costume2 v)\ngo to x: (-100) y: (-90)\ncreate clone of (_myself_ v)\nwait until <(backdrop) = [2]>\nswitch costume to (costume2 v)\ngo to x: (-150) y: (-90)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ngo to x: (40) y: (0)\ncreate clone of (_myself_ v)\nwait until <(backdrop) = [3]>\nswitch costume to (costume3 v)\ngo to x: (-20) y: (-50)\ncreate clone of (_myself_ v)\nwait until <(backdrop) = [4]>\nswitch costume to (costume2 v)\ngo to x: (-150) y: (-90)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ngo to x: (20) y: (0)\ncreate clone of (_myself_ v)\nwait until <(backdrop) = [5]>\nswitch costume to (costume1 v)\ngo to x: (-60) y: (-96)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ngo to x: (-90) y: (-4)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ngo to x: (80) y: (77)\ncreate clone of (_myself_ v)\nwait until <(backdrop) = [6]>\nswitch costume to (costume2 v)\ngo to x: (-140) y: (-90)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ngo to x: (80) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ngo to x: (-130) y: (80)\ncreate clone of (_myself_ v)\nwait until <(backdrop) = [7]>\nswitch costume to (costume1 v)\ngo to x: (0) y: (10)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ngo to x: (0) y: (-30)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ngo to x: (0) y: (-70)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching color (#980000)?> then\n change y by (1)\n if <touching color (#980000)?> then\n change y by (1)\n if <touching color (#980000)?> then\n change y by (1)\n if <touching color (#980000)?> then\n change y by (1)\n if <touching color (#980000)?> then\n change y by (1)\n if <touching color (#980000)?> then\n change y by (-5)\n end\n end\n end\n end\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (start v)\n\nwhen [z v] key pressed\nshow\nstop [all v]\n\n@Sprite4\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (40)\nif <(costume [number v]) = [1]> then\n go to x: (-210) y: (-140)\nend\nif <(costume [number v]) = [2]> then\n go to x: (-70) y: (-140)\nend\nif <(costume [number v]) = [3]> then\n go to x: (-140) y: (-140)\nend\nif <(costume [number v]) = [4]> then\n go to x: (200) y: (-140)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n set [move v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [move v] to [2]\n end\n if <(costume [number v]) = [3]> then\n set [move v] to [3]\n end\n if <(costume [number v]) = [4]> then\n set [restart v] to [1]\n end\n end\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <not <mouse down?>> then\n set [move v] to [0]\n set [restart v] to [0]\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\n | WELCOME TO ~~ BOX - A PLATFORMER ~~!!!\n-MR.BOX stranded in a box world and find the way to escape. Can you help him?\n----------------------------HOW TO PLAY--------------------------ARROW or BUTTON to move and jump\n-R key or BUTTON to reset level |
Nature (Platformer) | @Stage\n\nwhen flag clicked\nshow\nswitch costume to (backdrop2 v)\nset [brightness v] effect to (-100)\nwait (0.5) seconds\nrepeat (100)\n change [brightness v] effect by (1)\nend\nwait (0.5) seconds\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nwait (1) seconds\nswitch costume to (backdrop1 v)\nrepeat (100)\n change [brightness v] effect by (1)\nend\nwait (0.5) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nswitch backdrop to (backdrop3 v)\nstop [this script v]\n\nwhen backdrop switches to [backdrop3 v]\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nstop [other scripts in sprite v]\nrepeat until <(backdrop [number v]) = [29]>\n play sound [bensound-adventure v] until done\nend\n\nwhen backdrop switches to [backdrop29 v]\nstop all sounds\nforever\n play sound [bensound-inspire v] until done\nend\n\nwhen backdrop switches to [backdrop28 v]\nwait (3) seconds\nrepeat (100)\n change [brightness v] effect by (1)\nend\nswitch backdrop to (backdrop29 v)\nrepeat (100)\n change [brightness v] effect by (-1)\nend\n\nwhen backdrop switches to [backdrop3 v]\nrepeat <(backdrop [number v]) = [29]>\n play sound [bensound-adventure v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume1 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (-215) y: (-70)\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 <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching color (#04c939)?> or <<touching color (#03a22e)?> or <touching color (#313131)?>>> then\n change y by (1)\n if <<touching color (#04c939)?> or <<touching color (#03a22e)?> or <touching color (#313131)?>>> then\n change y by (1)\n if <<touching color (#04c939)?> or <<touching color (#03a22e)?> or <touching color (#313131)?>>> then\n change y by (1)\n if <<touching color (#04c939)?> or <<touching color (#03a22e)?> or <touching color (#313131)?>>> then\n change y by (1)\n if <<touching color (#04c939)?> or <<touching color (#03a22e)?> or <touching color (#313131)?>>> 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 (#04c939)?> or <<touching color (#03a22e)?> or <touching color (#313131)?>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#04c939)?> or <<touching color (#03a22e)?> or <touching color (#313131)?>>> then\n if <key (up arrow v) pressed?> then\n change [y v] by (15)\n end\n end\n change y by (1)\n if <<touching color (#ff4f00)?> or <touching color (#404040)?>> then\n go to x: (-129) y: (-70)\n end\n if <(x position) > [325]> then\n switch backdrop to (next backdrop v)\n go to x: (-215) y: (-70)\n end\n if <(y position) < [-248]> then\n go to x: (-215) y: (-70)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-132) y: (-38)\n\nwhen backdrop switches to [backdrop29 v]\nhide\n\nwhen backdrop switches to [backdrop28 v]\nwait (4) seconds\nhide\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@Cave Entrance\n\nwhen backdrop switches to [backdrop17 v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nhide\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop27 v]\nswitch costume to (costume2 v)\nshow\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop28 v]\nhide\ngo to [back v] layer\n\n@Family\n\nwhen flag clicked\nhide\ngo to x: (21) y: (29)\n\nwhen backdrop switches to [backdrop28 v]\nshow\n\nwhen backdrop switches to [backdrop29 v]\nhide\n\nwhen backdrop switches to [backdrop28 v]\nwait (3) seconds\nrepeat (100)\n change [brightness v] effect by (1)\nend\nswitch backdrop to (backdrop29 v)\nrepeat (100)\n change [brightness v] effect by (-1)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop3 v)\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n | |
blue. A Platformer v1.3.2 | @Stage\n\nwhen flag clicked\nswitch backdrop to (blank v)\n\nwhen I receive [start v]\nswitch backdrop to (background v)\n\n@Player\n\nwhen I receive [next level v]\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\ndefine Side Collsion\nif <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change x by ((Change in x) * (-1))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(Change in x) > [0]> then\n set [change in x v] to [-5]\n else\n set [change in x v] to [5]\n end\n set [change in y v] to [10]\n else\n set [change in x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif then\n change y by ((-1) * (change in y))\n set [change in y v] to [0]\nend\nchange y by (-1)\nif <touching color (#4a86e8)?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [change in y v] to [15]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nhide\n\nhide\n\ndefine Death Check\nif <touching color (#345ea2)?> then\n set size to (50) %\n switch costume to (player v)\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n play sound [Crunch v] until done\nend\n\nwhen [r v] key pressed\nset size to (50) %\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\nwhen I receive [start v]\nshow\nforever\n play sound [Alan Walker - Spectre.mp3 v] until done\nend\n\nwhen I receive [start v]\nset size to (50) %\nswitch costume to (roundedright v)\nforever\n if <(Mute?) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n if <touching color (#00ff0c)?> then\n set size to (25) %\n end\nend\n\nwhen I receive [start v]\nforever\n Death Check\n if <key (m v) pressed?> then\n change [mute? v] by (1)\n if <(Mute?) = [2]> then\n set [mute? v] to [0]\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#80aaef)?> then\n wait (0.01) seconds\n change [change in y v] by (20)\n play sound [Jump v] until done\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\nforever\n Side Collsion\n Gravity\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (player v)\n change [change in x v] by (1)\n end\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 (player v)\n change [change in x v] by (-1)\n end\n set [change in x v] to ((Change in x) * (0.9))\n change x by (Change in x)\n if <[235] < (x position)> then\n set size to (50) %\n broadcast (next level v)\n end\n if <(y position) = [-179]> then\n set size to (50) %\n switch costume to (player v)\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n play sound [Crunch v] until done\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [15]>> then\n next costume\nend\n\n@Logo\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nplay sound [Connect v] until done\nwait (1.5) seconds\nhide\nbroadcast (Start v)\n\n@Tutorial\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [15]>> then\n next costume\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | English:\nPART 2 IS OUT! PLAY IT NOW: https://scratch.mit.edu/projects/293663571/\n---\nMy first platformer is out!\nUse WAD or the arrow keys to control the Player (on mobile: tap on the screen and you will move in this direction).\nUse R to restart the level.\nUse M to mute/unmute the music.\nAll instructions are in game.\nAll levels are possible!\nHave fun!\nMade for the Monochromatic SDS.\n----------\nDeutsch/German:\nSPIELE JETZT TEIL 2: https://scratch.mit.edu/projects/293663571/\n---\nBenutze WAD um den Spieler zu steuern(Auf mobilen Geräten: Tippe auf den Bildschirm und du bewegst dich in diese Richtung).\nBenutze M um die Musik an- und auszuschalten.\nBenutze R um das Level zurückzusetzen.\nJedes Level ist schaffbar.\nViel Spaß!\nDieses Spiel habe ich annlasslich des SDS "Monochromatic" entwickelt. |
» [HISTORICAL] green. Platformer | Remix | @Stage\n\nwhen flag clicked\nset [manager v] to [0]\nif <(LogoShown) = [false]> then\n set [manager v] to [Intro]\n broadcast (Intro v)\n switch backdrop to (thumbnail v)\n repeat (20)\n change [brightness v] effect by (-2)\n end\n wait (0.5) seconds\n set [brightness v] effect to (-100)\n wait until <(LogoShown) = [true]>\n switch backdrop to (background v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [manager v] to [Start]\n broadcast (Start v)\nelse\n set [brightness v] effect to (-100)\n switch backdrop to (background v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [manager v] to [Start]\n broadcast (Start v)\nend\n\nset [logoshown v] to [false]\n\n@Intro\n\nwhen flag clicked\nhide\nswitch costume to (default v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [intro v]\nset [clone v] to [Backdrop]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone v] to [Logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Backdrop]> then\n switch costume to (backdrop v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (-400) y: (0)\n point in direction (90)\n go to [back v] layer\n show\n repeat (25)\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (4))\n end\n wait (1.2) seconds\n set [logoshown v] to [true]\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n switch costume to (logo v)\n set size to (0) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n point in direction (45)\n go to [front v] layer\n show\n start sound [Intro v]\n repeat (40)\n set [i v] to (((i) * (0.7)) + (((65) - (size)) / (5)))\n change [ghost v] effect by (-15)\n change size by (i)\n turn right (((90) - (direction)) / (4)) degrees\n end\n change x by (0.05)\n repeat (10)\n set [i v] to (((i) * (0.7)) + (((65) - (size)) / (5)))\n change [ghost v] effect by (10)\n change size by (i)\n change x by (x position)\n end\n delete this clone\nend\n\n@Player\n\nwhen I receive [next level v]\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\ndefine Side Collsion\nif <touching color (#00d807)?> then\n change y by (1)\n if <touching color (#00d807)?> then\n change y by (1)\n if <touching color (#00d807)?> then\n change y by (1)\n if <touching color (#00d807)?> then\n change y by (1)\n if <touching color (#00d807)?> then\n change y by (1)\n if <touching color (#00d807)?> then\n change x by ((Change in x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Change in x) > [0]> then\n set [change in x v] to [-5]\n else\n set [change in x v] to \n end\n set [change in y v] to [10]\n else\n set [change in x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif then\n change y by ((-1) * (change in y))\n set [change in y v] to [0]\nend\nchange y by (-1)\nif <touching color (#00d807)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [change in y v] to [15]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nhide\n\nbroadcast (Start v)\n\nhide\n\ndefine Death Check\nif <touching color (#00bb06)?> then\n set size to (50) %\n switch costume to (player v)\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n play sound [Crunch v] until done\nend\n\nwhen [r v] key pressed\nset size to (65) %\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\nwhen I receive [start v]\nshow\nforever\n play sound [Alan Walker - Spectre.mp3 v] until done\nend\n\nwhen I receive [start v]\nset size to (65) %\nswitch costume to (roundedright v)\nforever\n if <(Mute?) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n if <touching color (#00fff2)?> then\n set size to (25) %\n end\nend\n\nwhen I receive [start v]\nforever\n Death Check\n if <key (m v) pressed?> then\n change [mute? v] by (1)\n if <(Mute?) = [2]> then\n set [mute? v] to [0]\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#4dff53)?> then\n wait (0.01) seconds\n change [change in y v] by (20)\n play sound [Jump v] until done\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\nforever\n Side Collsion\n Gravity\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (player v)\n change [change in x v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (player v)\n change [change in x v] by (-1)\n end\n set [change in x v] to ((Change in x) * (0.9))\n change x by (Change in x)\n if <[235] < (x position)> then\n set size to (50) %\n broadcast (next level v)\n end\n if <(y position) = [-179]> then\n set size to (50) %\n switch costume to (player v)\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n play sound [Crunch v] until done\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [15]>> then\n next costume\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [15]>> then\n next costume\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset size to (100) %\nswitch costume to (thumbnail v)\ngo to x: (-400) y: (0)\npoint in direction (90)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\nset size to (100) %\nswitch costume to (thumbnail v)\ngo to x: (-400) y: (0)\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (2))\nend\n\n | |
Marshmello Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (7)) until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nset volume to (100) %\nswitch costume to (costume1 v)\ngo to x: (-210) y: (-60)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\n end\n set [xvel v] to ((XVEL) * (0.9))\n change x by (XVEL)\n if <touching color (#010076)?> then\n change y by (1)\n if <touching color (#010076)?> then\n change y by (1)\n if <touching color (#010076)?> then\n change y by (1)\n if <touching color (#010076)?> then\n change y by (1)\n if <touching color (#010076)?> then\n change y by (1)\n if <touching color (#010076)?> then\n change x by ((XVEL) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(XVEL) = [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (YVEL)\n if <touching color (#010076)?> then\n change y by ((YVEL) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching color (#010076)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [14]\n start sound [Low Whoosh v]\n end\n end\n if <touching color (#00fffc)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [8]\n else\n set [yvel v] to [-1.5]\n end\n end\n if <touching color (#ffb500)?> then\n start sound [quick dash v]\n set [yvel v] to [19]\n end\n if <touching color (#f200ff)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [13]\n start sound [quick dash v]\n end\n end\n change y by (1)\nend\n\nwhen I receive [next level v]\ngo to x: (-210) y: (-60)\n\nwhen flag clicked\nshow variable [level v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-210) y: (-60)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to (sprite1 v)\n go to (sprite1 v)\n go to (sprite1 v)\n go to (sprite1 v)\nend\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nforever\n if <(XVEL) > [0]> then\n point in direction (90)\n end\n if <(XVEL) < [0]> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume39 v)\nforever\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n repeat until <(costume [number v]) = [18]>\n next costume\n if <key (up arrow v) pressed?> then\n switch costume to (costume20 v)\n wait (1) seconds\n switch costume to (costume19 v)\n end\n end\n switch costume to (costume39 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (costume20 v)\n wait (1) seconds\n switch costume to (costume39 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n broadcast (next level v)\n wait (1) seconds\n end\nend\n\nwhen I receive [win! v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite4\n\ndefine pen\nset pen size to (25)\nerase all\npen up\ngo to x: (-220) y: (-150)\npen down\ngo to x: (-220) y: (item ((hi) - (0)) of [list v])\npen up\ngo to x: (-180) y: (-150)\npen down\ngo to x: (-180) y: (item ((hi) - (1)) of [list v])\npen up\ngo to x: (-140) y: (-150)\npen down\ngo to x: (-140) y: ((item ((hi) - (2)) of [list v]) * (2))\npen up\ngo to x: (-100) y: (-150)\npen down\ngo to x: (-100) y: ((item ((hi) - (3)) of [list v]) * (2))\npen up\ngo to x: (-60) y: (-150)\npen down\ngo to x: (-60) y: ((item ((hi) - (4)) of [list v]) * (2))\npen up\ngo to x: (-20) y: (-150)\npen down\ngo to x: (-20) y: ((item ((hi) - (5)) of [list v]) * (2))\npen up\ngo to x: (20) y: (-150)\npen down\ngo to x: (20) y: ((item ((hi) - (6)) of [list v]) * (2))\npen up\ngo to x: (60) y: (-150)\npen down\ngo to x: (60) y: ((item ((hi) - (7)) of [list v]) * (2))\npen up\ngo to x: (100) y: (-150)\npen down\ngo to x: (100) y: ((item ((hi) - (8)) of [list v]) * (2))\npen up\ngo to x: (140) y: (-150)\npen down\ngo to x: (140) y: ((item ((hi) - (9)) of [list v]) * (2))\npen up\ngo to x: (180) y: (-150)\npen down\ngo to x: (180) y: ((item ((hi) - (10)) of [list v]) * (2))\npen up\ngo to x: (220) y: (-150)\npen down\ngo to x: (220) y: (item ((hi) - (11)) of [list v])\npen up\ngo to x: (-240) y: (-150)\npen down\ngo to x: (240) y: (-150)\n\nwhen flag clicked\ndelete (all) of [list v]\nerase all\npen up\nset pen color to (#9f00cb)\nhide\nforever\n insert (loudness) at (last) of [list v] \n go to x: (0) y: (0)\n pen\n set [hi v] to (length of [list v])\nend\n\nwhen [q v] key pressed\nstop [other scripts in sprite v]\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-130)\nforever\n if <(level) = [13]> then\n point in direction (90)\n go to x: (-50) y: (-130)\n show\n repeat until <not <(level) = [13]>>\n turn right (3) degrees\n end\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-130)\nforever\n if <(level) = [9]> then\n point in direction (90)\n go to x: (0) y: (-130)\n show\n repeat until <not <(level) = [9]>>\n turn right (3) degrees\n end\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-130)\nforever\n if <(level) = [13]> then\n switch costume to (costume1 v)\n point in direction (90)\n go to x: (70) y: (80)\n show\n repeat until <not <(level) = [13]>>\n turn left (3) degrees\n end\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(level) = [17]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (costume2 v)\n show\n repeat until <not <(level) = [17]>>\n turn left (5) degrees\n end\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\nforever\n if <(level) = [21]> then\n hide variable [level v]\n broadcast (win! v)\n show\n forever\n change [color v] effect by (3)\n end\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nshow variable [time v]\nset [time v] to [0]\nforever\n change [time v] by (0.2)\n wait (0.1) seconds\nend\n\nwhen I receive [win! v]\nstop [other scripts in sprite v]\n\n | |
• 3D BLUE platformer • | @Stage\n\n@Engine\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [yvel v] to [0]\nset [xshift v] to [0]\nset [yshift v] to [0]\nset [xvel v] to [0]\nforever\n erase all\n Render\nend\n\ndefine Render\nBackdrop\nLevel\nPlayer\n\ndefine Backdrop\npen up\ngo to x: (-240) y: (130)\nset pen color to (#5c5ca2)\nset pen size to (100)\npen down\ngo to x: (240) y: (130)\ngo to x: (240) y: (30)\ngo to x: (-240) y: (30)\ngo to x: (-240) y: (-30)\ngo to x: (240) y: (-30)\ngo to x: (240) y: (-130)\ngo to x: (-240) y: (-130)\n\ndefine Player\npen up\nset pen color to (#8a8aff)\nset pen size to (View factor)\ngo to x: ((View factor) * (-1)) y: ((View factor) * (-1))\npen down\ngo to x: (View factor) y: ((View factor) * (-1))\ngo to x: (View factor) y: (View factor)\ngo to x: ((View factor) * (-1)) y: (View factor)\ngo to x: ((View factor) * (-1)) y: ((View factor) * (-1))\n\ndefine Level\nif <(Level) = [1]> then\n Platform [900] [900] [-100] [100] [2]\n Platform [-200] [200] [-100] [-100] [1]\n Platform [500] [900] [-100] [-100] [1]\n Platform [500] [900] [150] [100] [1]\nelse\n if <(Level) = [2]> then\n Platform [200] [500] [-100] [-100] [3]\n Platform [1600] [1600] [600] [900] [2]\n Platform [1100] [1400] [600] [600] [3]\n Platform [-50] [50] [-50] [-50] [1]\n Platform [500] [700] [-100] [0] [1]\n Platform [50] [200] [-50] [-100] [1]\n Platform [50] [200] [-50] [-100] [1]\n Platform [700] [1000] [0] [0] [1]\n Platform [1000] [1000] [0] [600] [1]\n Platform [1000] [1100] [600] [600] [1]\n Platform [1400] [1600] [600] [600] [1]\n else\n if <(Level) = [3]> then\n Platform [-100] [100] [-50] [-150] [1]\n Platform [100] [350] [-150] [-150] [4]\n Platform [1000] [1300] [650] [650] [3]\n Platform [350] [1000] [550] [650] [1]\n Platform [1300] [1350] [650] [750] [2]\n else\n if <(Level) = [4]> then\n Platform [100] [300] [-100] [-50] [3]\n Platform [500] [700] [-50] [0] [3]\n Platform [900] [1100] [0] [50] [3]\n Platform [-100] [100] [-100] [-100] [1]\n Platform [300] [500] [-50] [-50] [1]\n Platform [700] [900] [0] [0] [1]\n Platform [1100] [1500] [50] [50] [1]\n Platform [1700] [2200] [50] [100] [3]\n Platform [1600] [1700] [50] [50] [1]\n Platform [2200] [2500] [100] [100] [1]\n Platform [2000] [2000] [-900] [-700] [2]\n Platform [1500] [2000] [-900] [-900] [1]\n else\n if <(Level) = [5]> then\n Platform [-100] [-100] [1050] [1200] [2]\n Platform [350] [500] [-100] [-100] [3]\n Platform [500] [430] [1100] [1200] [3]\n Platform [100] [430] [1200] [1200] [3]\n Platform [-100] [350] [-100] [-100] [1]\n Platform [500] [500] [-100] [1100] [1]\n Platform [-100] [300] [1050] [1050] [1]\n Platform [-100] [100] [1200] [1200] [1]\n else\n if <(Level) = [6]> then\n Platform [300] [500] [-100] [-100] [3]\n Platform [700] [900] [-100] [-100] [3]\n Platform [1100] [1300] [-100] [-100] [4]\n Platform [1500] [1700] [-100] [-100] [4]\n Platform [4200] [4400] [900] [1000] [2]\n Platform [2600] [2700] [400] [400] [4]\n Platform [-100] [300] [-100] [-100] [1]\n Platform [500] [700] [-100] [-100] [1]\n Platform [900] [1100] [-100] [-100] [1]\n Platform [1300] [1500] [-100] [-100] [1]\n Platform [1700] [2000] [-100] [-100] [1]\n Platform [2000] [2200] [-100] [300] [1]\n Platform [-100] [2000] [300] [300] [3]\n Platform [2700] [3100] [1000] [1050] [1]\n Platform [2700] [2700] [400] [1000] [3]\n Platform [2200] [2600] [400] [400] [1]\n Platform [3300] [3500] [800] [725] [1]\n Platform [3800] [4000] [850] [900] [1]\n else\n Platform [-50] [50] [-100] [-100] [1]\n Platform [0] [0] [-100] [-250] [1]\n Platform [100] [100] [-100] [-250] [1]\n Platform [100] [200] [-175] [-175] [1]\n Platform [200] [200] [-250] [-100] [1]\n Platform [300] [300] [-250] [-100] [1]\n Platform [300] [400] [-100] [-100] [1]\n Platform [400] [400] [-100] [-250] [1]\n Platform [300] [400] [-160] [-160] [1]\n Platform [500] [500] [-250] [-100] [1]\n Platform [500] [600] [-100] [-250] [1]\n Platform [600] [600] [-100] [-250] [1]\n Platform [700] [700] [-100] [-250] [1]\n Platform [700] [800] [-175] [-100] [1]\n Platform [700] [800] [-175] [-250] [1]\n Platform [900] [1000] [-100] [-100] [1]\n Platform [900] [900] [-100] [-175] [1]\n Platform [900] [1000] [-175] [-175] [1]\n Platform [1000] [1000] [-175] [-250] [1]\n Platform [900] [1000] [-250] [-250] [1]\n end\n end\n end\n end\n end\nend\n\ndefine Go to x (x) y (y) z (z)\nset size to (10000) %\ngo to x: ((((xshift) + (x)) / (z)) * (View factor)) y: ((((yshift) + (y)) / (z)) * (View factor))\nset size to (100) %\n\ndefine Platform (x1) (x2) (y1) (y2) (type)\npen up\nif <(type) = [1]> then\n set pen color to (#6b6bde)\nelse\n if <(type) = [2]> then\n set pen color to (#92abe8)\n else\n if <(type) = [3]> then\n set pen color to (#434386)\n else\n if <(type) = [4]> then\n set pen color to (#313163)\n end\n end\n end\nend\nset pen size to (8)\nGo to x (x1) y (y1) z [24]\npen down\nGo to x (x2) y (y2) z [24]\nGo to x (x2) y (y2) z [8]\nGo to x (x1) y (y1) z [8]\nGo to x (x1) y (y1) z [24]\nGo to x (x1) y (y1) z [16]\nif <(type) = [1]> then\n set pen color to (#7474b3)\nelse\n if <(type) = [2]> then\n set pen color to (#7992dc)\n else\n if <(type) = [3]> then\n set pen color to (#282b3a)\n else\n if <(type) = [4]> then\n set pen color to (#323279)\n end\n end\n end\nend\nGo to x (x2) y (y2) z [16]\n\nwhen flag clicked\nset [level v] to [1]\nset [view factor v] to [1]\nforever\n set [view factor v] to ((View factor) + (((6) - (View factor)) / (10)))\n pen up\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n change [yvel v] by (-1)\n set [xvel v] to (((xvel) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> + (<<key (left arrow v) pressed?> or <key (a v) pressed?>> * (-1)))) * (0.9))\n change x by (xvel)\n if <touching color (#7677b3)?> then\n change y by (1)\n if <touching color (#7677b3)?> then\n change y by (1)\n if <touching color (#7677b3)?> then\n change y by (1)\n if <touching color (#7677b3)?> then\n change y by (1)\n if <touching color (#7677b3)?> then\n change y by (1)\n if <touching color (#7677b3)?> then\n change y by (-5)\n change x by ((xvel) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [xvel v] to ((([abs v] of (xvel) ) / (xvel)) * (-10))\n set [yvel v] to [20]\n start sound [High Whoosh v]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yvel)\n if <touching color (#7677b3)?> then\n change y by ((0) - (yvel))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching color (#7677b3)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yvel v] to [22]\n start sound [High Whoosh v]\n end\n if <touching color (#7992dc)?> then\n set [ghost v] effect to (100)\n play sound [Win v] until done\n change [level v] by (1)\n set [xshift v] to [0]\n set [yshift v] to [0]\n set [xvel v] to [0]\n set [yvel v] to [0]\n set [view factor v] to [1]\n end\n if <touching color (#282a3a)?> then\n start sound [Crunch v]\n set [xshift v] to [0]\n set [yshift v] to [0]\n set [xvel v] to [0]\n set [yvel v] to [0]\n set [view factor v] to [1]\n end\n if <([abs v] of (yvel) ) > [45]> then\n set [xshift v] to [0]\n set [yshift v] to [0]\n set [xvel v] to [0]\n set [yvel v] to [0]\n set [view factor v] to [1]\n end\n if <touching color (#313278)?> then\n start sound [Jump v]\n set [yvel v] to [44]\n end\n change y by (1)\n change [xshift v] by ((x position) * (-1))\n change [yshift v] by ((y position) * (-1))\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n play sound [Waterflame - Electroman Adventures v] until done\nend\n\n@Thumbnail\n\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\n\n | • 3D BLUE platformer •\n\n--------------------- By @Fabdino -------------------------\nTOP LOVED !!!!!!!!!!!!!!!!!!!!!!! Loved by @Za-Chary and @scratch_coco\n14k+ VIEWS AND 600+ LIKES ! THANKS\n• Move with the arrows or WASD\n• Dodge very dark blue\n• Dark blue is bouncy\n• Get to the light blue |
Jump (A Scrolling Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (black v)\n\nwhen I receive [done the intro v]\nswitch backdrop to (1 \(2\) v)\n\n@Guy\n\nwhen flag clicked\nforever\n if <(username) = [WingerXDPlay110]> then\n say [BEN IS NOT ALLOWED TO PLAY!!!] for (4) seconds\n stop [all v]\n end\nend\n\nwhen [left arrow v] key pressed\nswitch costume to (costume3 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [done the intro v]\nshow\n\nwhen flag clicked\ngo to x: (999) y: (999)\n\nwhen I receive [done the intro v]\ngo to x: (0) y: (0)\n\nwhen I receive [done the intro v]\nset [fails v] to [0]\n\n@Platform\n\nwhen flag clicked\nset [fails v] to [0]\nforever\n if <(x position) < [-390]> then\n go to x: (350) y: (-90)\n next costume\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (563) %\nset [yo v] to [0]\nset [boss v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n set [shadow v] to [-3]\n change [boss v] by (-1)\n end\n if <key (left arrow v) pressed?> then\n set [shadow v] to [3]\n change [boss v] by (1)\n end\n set [boss v] to ((boss) * (0.9))\n change x by (boss)\n if <touching (guy v)?> then\n change y by (-1)\n if <touching (guy v)?> then\n change y by (-1)\n if <touching (guy v)?> then\n change y by (-1)\n if <touching (guy v)?> then\n change y by (-1)\n if <touching (guy v)?> then\n change y by (1)\n if <touching (guy v)?> then\n change x by ((boss) * (-1))\n change y by (5)\n if <key (up arrow v) pressed?> then\n if <(boss) > [0]> then\n set [boss v] to [5]\n else\n set [boss v] to [-5]\n end\n set [yo v] to [-10]\n else\n set [boss v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yo v] by (1)\n change y by (yo)\n if <touching (guy v)?> then\n change y by ((yo) * (-1))\n set [yo v] to [0]\n end\n change y by (1)\n if <touching (guy v)?> then\n if <key (up arrow v) pressed?> then\n set [yo v] to [-15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <(y position) > [110]> then\n change [fails v] by (1)\n go to x: (350) y: (-90)\n end\nend\n\nwhen I receive [done the intro v]\ngo to x: (350) y: (-90)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (5) y: (-3)\nset [ghost v] effect to (100)\n\n@intro\n\nwhen flag clicked\npoint in direction (95)\nset [ghost v] effect to (0)\ngo to x: (-330) y: (-25)\nshow\nrepeat until <(x position) = [-3]>\n turn right (5) degrees\nend\n\nwhen flag clicked\nglide (1) secs to x: (-3) y: (-11)\nrepeat until <(direction) = [95]>\n turn right (5) degrees\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (done the intro v)\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen I receive [done the intro v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nwait (8) seconds\nhide\n\n | Over 2500 views!!\nAdded a new level!\nThe new scrolling platformer jungle dash is out!\nSee it at https://scratch.mit.edu/projects/293324194/\n\nHi, this is my new game. It is a scrolling platformer.\nIf you like this game you might like https://scratch.mit.edu/projects/290348272/\n\nAdded new intro!\n\nMove with the arrow keys and try to avoid falling. There are 8 levels all are hard but all are possible.\nIf you like this game, please like and favorite.\n\nAt 300 views, I will add another level\nwow 481 views, thank you!\n702 views!!! :)\nWOW, 2222 views!!\n2639 views, 75 loves, 60 favorites and 11 remixes!!! |
Yellow - Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Kaze ni Naru from The Cat Returns \(music box\) v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nshow\ngo to x: (-177) y: (12)\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?> 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 (#f6ff00)?> then\n change y by (1)\n end\n if <touching color (#f6ff00)?> then\n change y by (1)\n end\n if <touching color (#f6ff00)?> then\n change y by (1)\n end\n if <touching color (#f6ff00)?> then\n change y by (1)\n end\n if <touching color (#f6ff00)?> 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 [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 color (#f6ff00)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#f6ff00)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#fcffa3)?> then\n change [deaths v] by (1)\n go to x: (-177) y: (12)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#a1a600)?> then\n set [y v] to [20]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n | Yellow is bouncy, and yellow respawns you. Use the arrow keys to steer your yellow circle around the world of yellow! (An entire world made out of yellow things.) |
Platformer Joystick | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@JoyStik\n\nwhen flag clicked\ngo to x: (160) y: (-100)\npoint in direction (90)\n\nerase all\n\ndefine render circle\nif <mouse down?> then\n set pen color to (#00a4fe)\n set pen size to (120)\n pen down\n set pen color to (#fefefe)\n set pen size to (80)\n pen down\n broadcast (2 v)\nend\n\nwhen I receive [message1 v]\nrender circle\n\n@The actual thing\n\nwhen flag clicked\n\nwhen flag clicked\npen down\nset pen size to (20)\nforever\nend\n\npoint in direction (90)\n\nerase all\n\nwhen flag clicked\nforever\n set [my variable v] to [0]\n broadcast (message1 v)\n erase all\n Mobile friendliness\n if <<(direction) > [35]> and <mouse down?>> then\n set [move right? v] to [1]\n end\n if <<[-35] > (direction)> and <mouse down?>> then\n set [move left? v] to [1]\n end\n if <<<(direction) > [-90]> and <[90] > (direction)>> and <mouse down?>> then\n set [jump? v] to [1]\n end\nend\n\nwhen I receive [2 v]\npen up\ngo to x: (160) y: (-100)\nset pen color to (#00a4fe)\nif <<mouse down?> and <(distance to [i exsist v]) < [50]>> then\n point towards (mouse-pointer v)\n move (20) steps\n pen down\nend\n\ndefine Mobile friendliness\nset [jump? v] to [0]\nset [move left? v] to [0]\nset [move right? v] to [0]\n\n@I exsist\n\n@Platforming Script\n\nwhen I receive [next level v]\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\ndefine Side Collsion\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Change in x) * (-1))\n change y by (-5)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <[1] = (Jump?)>> and <not <touching color (#6d6d6d)?>>> then\n if <(Change in x) > [0]> then\n set [change in x v] to [-5]\n else\n set [change in x v] to [5]\n end\n set [change in y v] to [10]\n else\n set [change in x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif <touching color (#000000)?> then\n change y by ((-1) * (change in y))\n set [change in y v] to [0]\nend\nchange y by (-1)\nif <<touching color (#000000)?> and <not <touching color (#6d6d6d)?>>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(Jump?) = [1]>> then\n set [change in y v] to [15]\n end\nend\nchange y by (1)\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(Move Right?) = [1]>> then\n switch costume to (costume1 v)\n change [change in x v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(Move Left?) = [1]>> then\n switch costume to (costume1 v)\n change [change in x v] by (-1)\n end\n set [change in x v] to ((Change in x) * (0.9))\n change x by (Change in x)\n Side Collsion\n Gravity\n if <[235] < (x position)> then\n go to x: (-216) y: (-74)\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nset volume to (50) %\nshow\n\nhide\n\nwhen flag clicked\nforever\n if <touching color (#005aff)?> then\n set [change in y v] to [0]\n set [change in x v] to [0]\n wait (0.01) seconds\n change [change in y v] by (20)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n start sound [Splat v]\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-216) y: (-74)\n\nif <<[0] < (mouse y)> and <mouse down?>> then\n set [jump? v] to [1]\nend\nif <<[50] < (mouse x)> and <mouse down?>> then\n set [move right? v] to [1]\nend\nif <<(mouse x) < [-50]> and <mouse down?>> then\n set [move left? v] to [1]\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | This is a joystick test/demo, not a game :\ |
Subsets and Splits