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Classic Platformer
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@Stage\n\nwhen flag clicked\nforever\n erase all\nend\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nhide\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Start Game v)\n\n@Text\n\nwhen I receive [game over v]\nswitch costume to (game over v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (title v)\nshow\n\n@LIVES\n\nwhen flag clicked\ngo to x: (-100) y: (145)\nset [ghost v] effect to (50)\nforever\n switch costume to (LIVES)\nend\n\n@DIEマーク\n\nwhen flag clicked\nset rotation style [don't rotate v]\ndelete all of [data v]\nrepeat (10)\n add [0] to [data v]\nend\n\ndefine Find space (x) (y) max (max)\nshow\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n if <not <<touching (level v)?> or <<touching (platform v)?> or <touching (dangear v)?>>>> then\n point in direction (Temp)\n hide\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temp)\nhide\n\nwhen I receive [lose life v]\nreplace item (1) of [data v] with (☁ DIE 1)\nreplace item (2) of [data v] with (☁ DIE 2)\nreplace item (3) of [data v] with (☁ DIE 3)\nreplace item (4) of [data v] with (☁ DIE 4)\nreplace item (5) of [data v] with (☁ DIE 5)\nreplace item (6) of [data v] with (☁ DIE 6)\nreplace item (7) of [data v] with (☁ DIE 7)\nreplace item (8) of [data v] with (☁ DIE 8)\nreplace item (9) of [data v] with (☁ DIE 9)\nreplace item (10) of [data v] with (☁ DIE 10)\nDIE履歴更新 ((item # of (Level #) in [level list v]) + (10)) ((round (([x position v] of [cat v]) / (54))) + (5)) ((round (([y position v] of [cat v]) / (54))) + (5))\nif <(DIE MEMO) = [0]> then\n DIE読み込み\n DIE生成\nend\n\ndelete all of [level list v]\nforever\n if <not <[level list v] contains (Level #)?>> then\n add (Level #) to [level list v]\n end\nend\n\nset [☁ die 1 v] to [0]\nset [☁ die 2 v] to [0]\nset [☁ die 3 v] to [0]\nset [☁ die 4 v] to [0]\nset [☁ die 5 v] to [0]\nset [☁ die 6 v] to [0]\nset [☁ die 7 v] to [0]\nset [☁ die 8 v] to [0]\nset [☁ die 9 v] to [0]\nset [☁ die 10 v] to [0]\n\ndefine DIE履歴更新 (level) (x) (y)\nset [a v] to [0]\nrepeat (10)\n change [a v] by (1)\n set [b v] to [1]\n repeat (((length of (item (a) of [data v])) - (1)) / (6))\n if <(join (letter ((b) + (1)) of (item (a) of [data v])) (join (letter ((b) + (2)) of (item (a) of [data v])) (join (letter ((b) + (3)) of (item (a) of [data v])) (letter ((b) + (4)) of (item (a) of [data v]))))) = (join (level) (join (x) (y)))> then\n set [c v] to [0]\n set [d v] to []\n repeat (length of (item (a) of [data v]))\n change [c v] by (1)\n if <<(c) = ((b) + (5))> and <(join (letter ((b) + (5)) of (item (a) of [data v])) (letter ((b) + (6)) of (item (a) of [data v]))) < [99]>> then\n set [e v] to ((join (letter (c) of (item (a) of [data v])) (letter ((c) + (1)) of (item (a) of [data v]))) + (1))\n if <(length of (e)) = [1]> then\n set [e v] to (join [0] (e))\n end\n set [d v] to (join (d) (e))\n else\n if <not <(c) = ((b) + (6))>> then\n set [d v] to (join (d) (letter (c) of (item (a) of [data v])))\n end\n end\n end\n クラウド更新 (d)\n stop [this script v]\n end\n change [b v] by (6)\n end\nend\nset [a v] to [0]\nrepeat (10)\n change [a v] by (1)\n if <(length of (item (a) of [data v])) < [251]> then\n クラウド更新 (join (item (a) of [data v]) (join (level) (join (x) (join (y) [00]))))\n stop [this script v]\n end\nend\n\ndefine DIE生成\nset [a v] to [0]\nrepeat ((length of [die v]) / (4))\n if <(item ((a) + (1)) of [die v]) = (Level #)> then\n go to x: ((item ((a) + (2)) of [die v]) * (54)) y: ((item ((a) + (3)) of [die v]) * (54))\n Find space (x position) (y position) max [80]\n set [最大id v] to (item ((a) + (4)) of [die v])\n set [id v] to [1]\n create clone of (_myself_ v)\n end\n change [a v] by (4)\nend\nset [die memo v] to [1]\n\ndefine DIE読み込み\ndelete all of [die v]\nset [a v] to [0]\nrepeat (10)\n change [a v] by (1)\n set [b v] to [1]\n repeat (((length of (item (a) of [data v])) - (1)) / (6))\n add (item ((join (letter ((b) + (1)) of (item (a) of [data v])) (letter ((b) + (2)) of (item (a) of [data v]))) - (10)) of [level list v]) to [die v]\n add ((letter ((b) + (3)) of (item (a) of [data v])) - (5)) to [die v]\n add ((letter ((b) + (4)) of (item (a) of [data v])) - (5)) to [die v]\n add ((join (letter ((b) + (5)) of (item (a) of [data v])) (letter ((b) + (6)) of (item (a) of [data v]))) + (1)) to [die v]\n change [b v] by (6)\n end\nend\n\nwhen I start as a clone\nchange y by (10)\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\n change y by (-2)\nend\nif <[1] < (ID)> then\n delete this clone\nelse\n repeat ((最大ID) - (1))\n change [id v] by (1)\n create clone of (_myself_ v)\n wait (0.03) seconds\n end\nend\n\nwhen I receive [begin game v]\nset [die memo v] to [0]\ndelete this clone\n\ndefine クラウド更新 (内容)\nif <(a) = [1]> then\n set [☁ die 1 v] to (内容)\nend\nif <(a) = [2]> then\n set [☁ die 2 v] to (内容)\nend\nif <(a) = [3]> then\n set [☁ die 3 v] to (内容)\nend\nif <(a) = [4]> then\n set [☁ die 4 v] to (内容)\nend\nif <(a) = [5]> then\n set [☁ die 5 v] to (内容)\nend\nif <(a) = [6]> then\n set [☁ die 6 v] to (内容)\nend\nif <(a) = [7]> then\n set [☁ die 7 v] to (内容)\nend\nif <(a) = [8]> then\n set [☁ die 8 v] to (内容)\nend\nif <(a) = [9]> then\n set [☁ die 9 v] to (内容)\nend\nif <(a) = [10]> then\n set [☁ die 10 v] to (内容)\nend\n\nwhen [space v] key pressed\nif <(DIE MEMO) = [0]> then\n replace item (1) of [data v] with (☁ DIE 1)\n replace item (2) of [data v] with (☁ DIE 2)\n replace item (3) of [data v] with (☁ DIE 3)\n replace item (4) of [data v] with (☁ DIE 4)\n replace item (5) of [data v] with (☁ DIE 5)\n replace item (6) of [data v] with (☁ DIE 6)\n replace item (7) of [data v] with (☁ DIE 7)\n replace item (8) of [data v] with (☁ DIE 8)\n replace item (9) of [data v] with (☁ DIE 9)\n replace item (10) of [data v] with (☁ DIE 10)\n DIE読み込み\n DIE生成\nend\n\nwhen I receive [about to change level v]\nset [die memo v] to [0]\ndelete this clone\n\n@Cat\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine move (move)\nchange [falling v] by (1)\nrepeat (move)\n set [last position v] to (x position)\n change x by ((speed x) / (move))\n Level touching?\n if <(Level touching) > [0]> then\n Move x\n end\n set [last position v] to (y position)\n change y by ((speed y) / (move))\n Level touching?\n if <(Level touching) > [0]> then\n Move y\n end\nend\n\ndefine Level touching?\nset rotation style [don't rotate v]\nswitch costume to (hitbox v2 v)\ncheck\nset costume (Level touching)\n\ndefine player control\nMoved - by platform\nControl - up and down\nControl - right and left\nmove (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nif <(x position) > [235]> then\n Next level ((Level #) + (1)) [-235] []\nend\nif <(x position) < [-235]> then\n Next level ((Level #) + (-1)) [235] []\nend\nif <(y position) > [180]> then\n Next level ((Level #) + (100)) [] [-160]\nend\nif <(y position) < [-180]> then\n Next level ((Level #) + (-100)) [] [180]\nend\nif <<touching (dangear v)?> and <(INVULNERABLE) = [0]>> then\n broadcast (Lose Life v)\nend\nset costume (Level touching)\n\nwhen I receive [begin game v]\nNext level (SPAWN LEVEL) (SPAWN X) (SPAWN Y)\nset [ghost v] effect to (0)\npoint in direction (90)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\nbroadcast (Change level v)\nset costume (Level touching)\nwait (0.1) seconds\nset [invulnerable v] to [0]\nforever\n player control\nend\n\ndefine Fix position (direction)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (direction)\nrepeat (256)\n Level touching?\n if <(Level touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine Next level (level) (x) (y)\nset [level # v] to (level)\nbroadcast (About to change level v)\nbroadcast (Change level v)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\n\nwhen I receive [change level v]\nwait (0) seconds\nFix position [0]\nFix position [90]\n\ndefine Control - right and left\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key-x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KEY-X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY-X) * (1.5))\n point in direction ((KEY-X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (0.8))\n\ndefine Control - up and down\nif <key (up arrow v) pressed?> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n change [speed x v] by (((direction) / (90)) * (7))\n set [long jump v] to [12]\n set [jumping v] to [1]\n set [speed y v] to [15]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(falling) < [3]> and <<(jumping) > [0]> and <(jumping) < [6]>>> then\n set [jumping v] to [1]\n set [speed y v] to [15]\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (-1)\nif <(wall slide) > [0]> then\n Wall slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine set costume (level touching)\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) < [1]> then\n if <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\n else\n switch costume to (hit angle 0 v)\n repeat (5)\n check\n if <(Level touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n set [level touching v] to (level touching)\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\n set [level touching v] to (level touching)\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\nend\n\ndefine Move x\nWall slide\nchange y by (1)\nLevel touching?\nif <(Level touching) > [0]> then\n change y by (1)\n Level touching?\n if <(Level touching) > [0]> then\n change y by (-2)\n set [speed x v] to [0]\n set x to (last position)\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Move y\nset y to (last position)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nLevel touching?\nif <(Level touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nLevel touching?\nif <(Level touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange x by (1)\nchange y by (2)\n\ndefine Wall slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\ncheck\nset [wall slide v] to (Level touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (3) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [-99999]> then\n set [ghost v] effect to (0)\n broadcast (Begin game v)\nelse\n broadcast (Game Over v)\nend\n\ndefine check\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [level touching v] to [1]\nelse\n set [level touching v] to [0]\nend\n\ndefine Moved - by platform\nbroadcast (check platform moving v)\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nset [platform dx v] to []\nset [platform dy v] to []\nLevel touching?\nif <(Level touching) > [0]> then\n Find space (x position) (y position) max [12]\n if <<(Level touching) > [0]> and <(INVULNERABLE) = [0]>> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find space (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Level touching?\n if <(Level touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temp)\n\nwhen I receive [start game v]\nset [spawn x v] to [-150]\nset [spawn y v] to [-50]\nset [spawn level v] to [1]\nset [lives v] to [5]\nbroadcast (Setup v) and wait\nbroadcast (Begin game v)\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [frame v] to [0]\nset [die v] to [0]\nforever\n change [frame v] by (0.3)\n switch costume to (red1 v)\n Move - Left or Right\n Move - Down\n switch costume to (join [Red] ((([floor v] of (frame) ) mod (4)) + (1)))\n if <(DIE) = [1]> then\n add (ID) to [killed v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <<touching (cat v)?> and <(INVULNERABLE) = [0]>> then\n if <([speed y v] of [cat v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n add (ID) to [killed v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n broadcast (Lose Life v)\n end\nend\n\nwhen I receive [change level v]\nwait (0.1) seconds\nset [id v] to [0]\nPut enemy [100] [-10] [-90] [1]\nPut enemy [17] [-70] [90] [103]\nPut enemy [37] [-90] [90] [102]\nPut enemy [14] [-122] [-90] [203]\nPut enemy [135] [50] [-90] [204]\nPut enemy [-150] [-125] [-90] [4]\nPut enemy [140] [-125] [-90] [6]\n\nwhen I receive [about to change level v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nchange y by (-30)\nif <<touching (level v)?> or <<touching (platform v)?> or <touching (_edge_ v)?>>> then\n move (30) steps\n if <<touching (_edge_ v)?> or <not <<touching (level v)?> or <touching (platform v)?>>>> then\n move (-32) steps\n turn right (180) degrees\n change y by (-4)\n stop [this script v]\n end\n move (-30) steps\nend\nchange y by (30)\nrepeat (4)\n if <not <<touching (level v)?> or <<touching (platform v)?> or <touching (_edge_ v)?>>>> then\n stop [this script v]\n end\n change y by (1)\nend\nmove (-2) steps\nturn right (180) degrees\nchange y by (-4)\nmove (2) steps\nif <touching (platform v)?> then\n set [die v] to [1]\nend\nmove (-2) steps\n\nwhen I receive [setup v]\ndelete all of [killed v]\n\ndefine Put enemy (x) (y) (direction) (level)\nchange [id v] by (1)\nif <(Level #) = (level)> then\n if <not <[killed v] contains (ID)?>> then\n go to x: (x) y: (y)\n point in direction (direction)\n create clone of (_myself_ v)\n end\nend\n\nshow\nforever\n if <not <key (space v) pressed?>> then\n go to (mouse-pointer v)\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [change level v]\nChange level\nforever\n Stamp side line and shadow\nend\n\ndefine Change level\nswitch costume to (join [Level] (Level #))\n\ndefine Stamp side line and shadow\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-20)\nstamp\nchange y by (20)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\n\n@Item\n\nwhen I receive [change level v]\nif <(Level #) = (my level)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [flag0]> then\n forever\n if <(Level #) = (my level)> then\n if <<(SPAWN LEVEL) = (my level)> and <<(SPAWN X) = (x position)> and <(SPAWN Y) = (y position)>>> then\n switch costume to (flag1 v)\n else\n wait until <touching (cat v)?>\n start sound [Coin v]\n if <<(LIVES) < [5]> and <(costume [name v]) = [flag0]>> then\n change [lives v] by (1)\n end\n set [spawn level v] to (Level #)\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\n switch costume to (flag1 v)\n end\n end\n end\nelse\n repeat until <touching (cat v)?>\n change y by ((0.5) * ([sin v] of ((timer) * (180)) ))\n end\n set [my level v] to []\n if <(costume [name v]) = [apple]> then\n start sound [Chomp v]\n change [apple v] by (1)\n else\n start sound [Collect v]\n add (key ID) to [colected v]\n end\n repeat (20)\n change y by (2)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\ndelete all of [colected v]\nset [apple v] to [0]\nswitch costume to (apple v)\nSet item [-65] [-75] [1] [2]\nSet item [25] [150] [3] [3]\nSet item [84] [-140] [103] [3]\nSet item [-156] [-86] [102] [1]\nSet item [-170] [50] [101] [2]\nswitch costume to (key v)\nset [key id v] to [3]\nSet item [-170] [-95] [101] [1]\nset [key id v] to [104]\nSet item [-94] [36] [104] [1]\nswitch costume to (flag0 v)\nSet item [155] [-8] [3] [1]\nSet item [-100] [-112] [201] [1]\nSet item [-206] [-45] [203] [1]\nSet item [-180] [-114] [4] [1]\nSet item [-115] [-115] [106] [1]\nSet item [-160] [-104] [506] [1]\nSet item [140] [-127] [606] [1]\n\ndefine Set item (x) (y) (level) (repeat)\nset [my level v] to (level)\ngo to x: (x) y: (y)\nrepeat (repeat)\n create clone of (_myself_ v)\n change x by (45)\nend\nset [my level v] to []\n\nshow\nforever\n if <not <key (space v) pressed?>> then\n go to (mouse-pointer v)\n end\nend\n\nwhen I receive [start game v]\ndelete this clone\n\n@Platform\n\nwhen I receive [change level v]\nswitch costume to (brank v)\nswitch costume to (join (Level #) [-])\nif <<(Level #) = [4]> or <(Level #) = [506]>> then\n switch costume to (join (Level #) [-1])\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\nend\nif <(Level #) = [5]> then\n go to x: (-160) y: (0)\n switch costume to (5- v)\n repeat (10)\n create clone of (_myself_ v)\n change x by (29)\n end\nend\nif <not <(costume [name v]) = [brank]>> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [check platform moving v]\nTick (x position) (y position) (Level #)\nset [last x v] to (x position)\nset [last y v] to (y position)\nset [last level v] to (Level #)\n\ndefine Tick (new x) (new y) (level)\nif <(level) = (last level)> then\n if <(Turn) > []> then\n change y by (4)\n if <touching (cat v)?> then\n set [dx v] to (([x position v] of [cat v]) - (last x))\n set [dy v] to (([y position v] of [cat v]) - (last y))\n set [sin v] to ([sin v] of ((0) - (Turn)) )\n set [cos v] to ([cos v] of ((0) - (Turn)) )\n set [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\n set [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n end\n else\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (cat v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\n end\n go to x: (new x) y: (new y)\nend\n\ndefine Stamp side line and shadow\nset [brightness v] effect to (-100)\nset [temp v] to [0]\nrepeat (8)\n change x by (([sin v] of (Temp) ) * (3))\n change y by (([cos v] of (Temp) ) * (3))\n stamp\n change x by (([sin v] of (Temp) ) * (-3))\n change y by (([cos v] of (Temp) ) * (-3))\n change [temp v] by (45)\nend\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-20)\nstamp\nchange y by (20)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\n\ndefine move (speed) (repeat) (time) (direction)\nrepeat (repeat)\n if <(direction) = [x]> then\n change x by (speed)\n end\n if <(direction) = [y]> then\n change y by (speed)\n end\nend\nwait (time) seconds\n\nwhen I start as a clone\nforever\n Stamp side line and shadow\nend\n\nwhen I start as a clone\nset [turn v] to []\nif <(costume [name v]) = [3-]> then\n go to x: (-163) y: (-40)\n point in direction (90)\n show\n forever\n wait until <touching (cat v)?>\n if <[colected v] contains (Level #)?> then\n move [4] [23] [1] [y]\n move [-4] [23] [1] [y]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (cat v)?>>\n end\nend\nif <(costume [name v]) = [4-1]> then\n go to x: (0) y: (-147)\n point in direction (90)\n show\n set [turn v] to [-4]\n forever\n turn left (4) degrees\n end\nend\nif <(costume [name v]) = [4-2]> then\n go to x: (170) y: (180)\n point in direction (90)\n show\n forever\n move [-26] [10] [2] [y]\n move [4] [65] [1] [y]\n end\nend\nif <(costume [name v]) = [104-]> then\n go to x: (141) y: (-53)\n point in direction (90)\n show\n forever\n wait until <touching (cat v)?>\n if <[colected v] contains (Level #)?> then\n move [4] [35] [1] [y]\n move [-4] [35] [1] [y]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (cat v)?>>\n end\nend\nif <(costume [name v]) = [201-]> then\n go to x: (40) y: (-88)\n point in direction (90)\n show\n forever\n move [2] [78] [1] [x]\n move [-2] [78] [1] [x]\n end\nend\nif <(costume [name v]) = [202-]> then\n go to x: (-184) y: (-88)\n point in direction (90)\n show\n forever\n move [2] [142] [0] [x]\n move [-2] [142] [1.5] [x]\n end\nend\nif <(costume [name v]) = [105-]> then\n go to x: (120) y: (130)\n point in direction (90)\n show\n forever\n move [-3] [86] [2] [y]\n move [3] [86] [2] [y]\n end\nend\nif <(costume [name v]) = [205-]> then\n go to x: (120) y: (16)\n point in direction (90)\n show\n forever\n move [-3] [80] [3] [y]\n move [3] [80] [2] [y]\n end\nend\nif <(costume [name v]) = [5-]> then\n show\n forever\n set y to ((-50) + ((32) * ([sin v] of (((x position) * (1.5)) + ((timer) * (80))) )))\n end\nend\nif <(costume [name v]) = [6-]> then\n go to x: (-460) y: (85)\n show\n forever\n move [20] [24] [2] [x]\n move [-5] [96] [1] [x]\n end\nend\nif <(costume [name v]) = [106-]> then\n go to x: (230) y: (-90)\n show\n set [turn v] to [1]\n forever\n turn right (1) degrees\n end\nend\nif <(costume [name v]) = [406-]> then\n go to x: (5) y: (30)\n show\n set [turn v] to [2]\n forever\n turn right (2) degrees\n end\nend\nif <(costume [name v]) = [506-1]> then\n go to x: (-450) y: (70)\n show\n forever\n move [25] [9] [1] [x]\n move [-9] [25] [2] [x]\n end\nend\nif <(costume [name v]) = [506-2]> then\n go to x: (450) y: (70)\n show\n forever\n move [-25] [9] [1] [x]\n move [9] [25] [2] [x]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [about to change level v]\ndelete this clone\n\n@Dangear\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [change level v]\nhide\nChange level\n\ndefine Change level\nswitch costume to (blank v)\nswitch costume to (join [Level] (Level #))\nset y to (0)\nshow\nif <[lava level v] contains (Level #)?> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen I receive [change level v]\nwait (0.05) seconds\nif <not <(costume [name v]) = [brank]>> then\n forever\n Stamp side line and shadow\n end\nend\n\ndefine Stamp side line and shadow\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-20)\nstamp\nchange y by (20)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\n\n
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Arrow key ⇒ Move\n矢印キー ⇒ 移動\nSpace ⇒ See die\nスペースキー ⇒ やられた場所を見る\nLet's see "GOAL!!"\n「GOAL!!」という文字を見つけよう!\nCat is very tough\n体力は無限です。\n\nプラットフォーマーのプログラムが曖昧で、プレイヤーが埋まりまくっていたので、練習として作成しました。また、やられたところを表示するプログラムも作成したかったので、それの練習も兼ねて作成しました。プログラムの参考に @griffpatch 様の動画を参考にしました。\nwww.youtube.com/griffpatch(Youtubeチャンネル)\nhttps://youtu.be/D16hTnDGweo(第1回)\n\n参考:任天堂様「マリオメーカー」\n↑見ただけで、やってはいません(((
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Rescue 7 -Boss Fight- || A platformer ||
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@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [shake v]\nrepeat (7)\n repeat (2)\n go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n end\nend\ngo to x: (-70) y: (2)\n\nwhen I receive [endintro v]\nswitch backdrop to (lab 1 v)\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nclear graphic effects\nswitch backdrop to (mountain v)\n\nwhen I receive [start battle! v]\nswitch backdrop to (lab 2 v)\n\nwhen I receive [next level v]\nforever\n if <(level) = [2]> then\n switch backdrop to (mountain v)\n else\n switch backdrop to (lab 2 v)\n end\nend\n\nwhen I receive [booom v]\nswitch backdrop to (lab 3 v)\n\n@Blank\n\n@Talk\n\nwhen I receive [endintro v]\nwait (2) seconds\nshow\nclear graphic effects\nswitch costume to (you 1 v)\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (boss 1 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (boss 2 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (3) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (you 2 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (boss 3 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (2.5) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (boss 4 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (4) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (you 3 v)\nclear graphic effects\ngo to x: (0) y: (9999999999999)\nglide (1.5) secs to x: (0) y: (240)\nwait (2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nbroadcast (Start Battle! v)\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\nforever\n if <key (x v) pressed?> then\n broadcast (Start Battle! v)\n end\nend\n\nwhen I receive [start battle! v]\nhide\nstop [other scripts in sprite v]\n\n@Player\n\nwhen I receive [game on v]\nforever\n if <touching (trampoline v)?> then\n broadcast (Bounce v)\n set [y v] to [20]\n end\nend\n\nwhen I receive [game on v]\nforever\n if <touching (doublejump v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [13]\n end\n end\nend\n\nwhen I receive [endintro v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [game on v]\nforever\n if <touching (key v)?> then\n broadcast (Door Open v)\n end\nend\n\nwhen I receive [loss v]\nstop [other scripts in sprite v]\nclear graphic effects\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (trail v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [mati v]\nhide\nwait (0) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nset x to (-210)\nset y to (0)\nbroadcast (Start Battle! v)\n\nwhen I receive [game on v]\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n switch costume to (hitbox v)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by (1)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by (1)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by (1)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by (1)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by (1)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n switch costume to (hitbox v)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [13]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <<touching (red v)?> or <<touching (level v)?> or <touching (door v)?>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n if <(level) = [8]> then\n go to x: (-203) y: (-87)\n else\n if <<(level) = [5]> or <(level) = [7]>> then\n go to x: (-185) y: (-24)\n else\n go to x: (-190) y: (0)\n end\n end\n end\n if <(y position) < [-179]> then\n set [x v] to [0]\n set [y v] to [0]\n if <(level) = [8]> then\n go to x: (-203) y: (-87)\n else\n if <<(level) = [5]> or <(level) = [7]>> then\n go to x: (-185) y: (-24)\n else\n go to x: (-190) y: (-50)\n end\n end\n end\nend\n\nwhen I receive [game on v]\nforever\n Set Costume\nend\n\ndefine Set Costume\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (player v)\n point in direction (90)\nelse\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (player v)\n point in direction (-90)\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (player v)\n point in direction (direction)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player v)\n point in direction (90)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player v)\n point in direction (-90)\n else\n switch costume to (player v)\n end\n end\n end\n end\nend\n\nwhen I receive [game on v]\nforever\n if <touching (water v)?> then\n broadcast (In water v)\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (20))>>>> then\n set [x v] to [-2]\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>>> then\n set [x v] to [2]\n end\n if <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) < [10]>>>> then\n change [y v] by (-1)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [20]>>>> then\n change [y v] by (1)\n end\n set [y v] to ((Y) * (0.8))\n change [y v] by (((Y) / (15)) + (0.5))\n end\nend\n\nwhen I receive [game on v]\nforever\n if <not <touching (water v)?>> then\n broadcast (Out water v)\n end\nend\n\nwhen I receive [game on v]\nforever\n if <touching (map v)?> then\n broadcast (MAP find v)\n end\nend\n\nwhen I receive [start battle! v]\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (60) %\nswitch costume to (player v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nbroadcast (Game on v)\nset [level v] to [1]\n\nwhen I receive [game on v]\nforever\n if <<touching (spikey v)?> or <<touching (bullet v)?> or <<touching (boss v)?> or <<touching (attacks v)?> or <<touching (smasher v)?> or <<touching (laser v)?> or <<touching (movingspikes v)?> or <touching (attacks2 v)?>>>>>>>> then\n broadcast (Hands v)\n broadcast (Minus health v)\n repeat (1)\n set [brightness v] effect to (100)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\n set [brightness v] effect to (100)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [shake v]\ngo to x: (x position) y: (-5)\n\nwhen I receive [next level v]\nforever\n if <(level) = [2]> then\n say [Mom! Dad!] for (3) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [pdcb v]\nstop [other scripts in sprite v]\nclear graphic effects\n\n@Attacks\n\nwhen I receive [start battle! v]\nwait (0.5) seconds\nhide\nrepeat (15)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nbroadcast (+× v)\n\nwhen I start as a clone\ngo to x: (151) y: (43)\npoint towards (player v)\nswitch costume to (fireball v)\ngo to [back v] layer\nshow\nrepeat until <<touching (_edge_ v)?> or <<touching (player v)?> or <touching (level v)?>>>\n move (10) steps\nend\nwait (0) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [loss v]\nstop [other scripts in sprite v]\n\nwhen I receive [sime v]\nshow\npoint in direction (90)\nswitch costume to (ball v)\ngo to [back v] layer\ngo to x: (155) y: (-42)\nrepeat until <<touching (_edge_ v)?> or <<touching (player v)?> or <touching (level v)?>>>\n move (-30) steps\nend\nwait (0) seconds\nhide\nbroadcast (Boss UPPP v)\n\nwait (0.008) seconds\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Attacks2\n\nwhen I receive [fall v]\nhide\nrepeat (10)\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (240) to (-240)) y: (180)\nset size to (pick random (70) to (90)) %\nswitch costume to (ball v)\ngo to [back v] layer\nshow\nglide (pick random (1) to (0.3)) secs to x: (x position) y: (-180)\nbroadcast (BIGBIGBIG_LASER v)\n\nwhen flag clicked\nhide\n\nwhen I receive [loss v]\nstop [other scripts in sprite v]\n\nwait (0.008) seconds\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nswitch costume to (join [level] (level))\n\nwhen I receive [endintro v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [endintro v]\nbroadcast (no rain v)\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n broadcast (| Snow On | | Rain Off | v)\nend\n\nbroadcast (Shake v)\n\nwhen I receive [shake v]\nrepeat (7)\n repeat (2)\n go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n end\nend\ngo to x: (0) y: (0)\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\ngo to x: (158) y: (-24)\nswitch costume to (boss v)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [switcheyeposition v]\ngo to x: (158) y: (-24)\nglide (1.5) secs to x: (-6) y: (66)\nwait (0.5) seconds\nswitch costume to (boss v)\nwait (0.1) seconds\nswitch costume to (switcheyeposition1 v)\nwait (0.1) seconds\nswitch costume to (switcheyeposition2 v)\n\nwhen I receive [boss down v]\ngo to x: (-6) y: (66)\nswitch costume to (switcheyeposition2 v)\nglide (0.3) secs to x: (-6) y: (76)\nswitch costume to (eye down' v)\nglide (0.01) secs to x: (-6) y: (-24)\nwait (0.03) seconds\nbroadcast (Shake v)\n\nwhen I receive [jump back v]\nwait (1) seconds\nswitch costume to (jump1 v)\nrepeat (8)\n wait (0.05) seconds\n next costume\nend\nbroadcast (Slime time! v)\n\nwhen I receive [start battle! v]\ngo to x: (158) y: (-24)\nswitch costume to (boss v)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [slime time! v]\nswitch costume to (x hand v)\n\nwhen I receive [boss uppp v]\nhide\n\nwhen I receive [shake v]\nrepeat (7)\n repeat (2)\n go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n end\nend\ngo to x: (-6) y: (-24)\nglide (0.01) secs to x: (-6) y: (-24)\nbroadcast (Jump back v)\n\nwhen I receive [boss x_x v]\nstop [other scripts in sprite v]\nwait (1) seconds\nrepeat (50)\n change [brightness v] effect by (2)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [start battle! v]\nforever\n if <touching (piupiupiu v)?> then\n broadcast (Boss -♡ v)\n end\nend\n\nwhen I receive [shake v]\nrepeat (7)\n repeat (2)\n go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n end\nend\ngo to x: (0) y: (0)\n\n@Hand\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\ngo to x: (158) y: (-24)\nswitch costume to (boss v)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\nswitch costume to (boss v)\n\nwhen I receive [start battle! v]\nwait (0.1) seconds\nswitch costume to (boss v)\nrepeat (6)\n wait (0.03) seconds\n next costume\nend\nwait (1) seconds\nrepeat (5)\n wait (0.03) seconds\n next costume\nend\nswitch costume to (boss v)\n\nwhen I receive [switcheyeposition v]\ngo to x: (158) y: (-24)\nglide (1.5) secs to x: (-6) y: (66)\nswitch costume to (normal v)\nwait (1) seconds\ngo to x: (-6) y: (66)\nglide (1) secs to x: (-7) y: (86)\nbroadcast (Spikes Out v)\n\nwhen I receive [jump back v]\nswitch costume to (blank v)\nhide\n\nwhen I receive [slime time! v]\ngo to x: (154) y: (-25)\nshow\nswitch costume to (go 1 v)\nrepeat (3)\n wait (0.07) seconds\n next costume\nend\nwait (1) seconds\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\nend\nbroadcast (sime v)\n\nwhen I receive [boss uppp v]\nwait (0.5) seconds\ngo to x: (154) y: (-25)\nshow\nswitch costume to (up normal v)\nwait (1) seconds\nrepeat (3)\n wait (0.1) seconds\n next costume\nend\nwait (1) seconds\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\nend\nwait (1) seconds\nbroadcast (Fall v)\n\nwhen I receive [boss uppp v]\ngo to x: (154) y: (-25)\nglide (1.5) secs to x: (154) y: (78)\nwait (1) seconds\nglide (0.1) secs to x: (154) y: (-25)\n\nwhen I receive [boss x_x v]\nstop [other scripts in sprite v]\nwait (1) seconds\nrepeat (50)\n change [brightness v] effect by (2)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [shake v]\nrepeat (7)\n repeat (2)\n go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n end\nend\ngo to x: (0) y: (0)\n\nwhen I receive [start battle! v]\nforever\n if <touching (piupiupiu v)?> then\n broadcast (Boss -♡ v)\n end\nend\n\n@Saw\n\nwhen I receive [bigbigbig_laser v]\nwait (1) seconds\nset size to (100) %\nshow\ngo to [front v] layer\ngo to x: (-7) y: (-87)\nrepeat (8)\n set [brightness v] effect to (0)\n wait (0.1) seconds\n change [brightness v] effect by (30)\n wait (0.1) seconds\nend\nbroadcast (PRAAAAAA v)\n\nwhen flag clicked\nhide\n\nwhen I receive [spikey! 15 v]\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Hands\n\nwhen flag clicked\nhide\n\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [hands v]\nrepeat (1)\n set [brightness v] effect to (100)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\n set [brightness v] effect to (100)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen I receive [mati v]\nshow\nclear graphic effects\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [endintro v]\nshow\nset size to (60) %\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [loss v]\nstop [other scripts in sprite v]\nclear graphic effects\ngo to [back v] layer\n\nwhen I receive [endintro v]\nhide\n\nwhen I receive [start battle! v]\nshow\n\nwhen I receive [pdcb v]\nstop [other scripts in sprite v]\nclear graphic effects\ngo to [back v] layer\n\n@MAP\n\nwhen I receive [map find v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\nbroadcast (Credits v)\n\nwhen flag clicked\nhide\n\n@map\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\nforever\n if <(level) = [12]> then\n show\n go to x: (0) y: (0)\n forever\n set [ghost v] effect to (100)\n end\n else\n hide\n end\nend\n\nwhen I receive [credits v]\nhide\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [start battle! v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (download__1_-removebg-preview v)\nshow\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [boss x_x v]\nforever\n if <(level) = [1]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (download__1_-removebg-preview v)\n show\n else\n hide\n end\nend\n\n@Enemy\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <<touching (level v)?> or <touching (door v)?>> then\n repeat until <not <<touching (level v)?> or <touching (door v)?>>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([y position v] of [player v]) - (10))> and <(([abs v] of (yv) ) / (yv)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [player v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <<touching (level v)?> or <touching (door v)?>>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <<touching (level v)?> or <touching (door v)?>> then\n change y by (Enemy - Slope)\n repeat until <not <<touching (level v)?> or <touching (door v)?>>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\ndefine Clone at (x) (y) (type)\ngo to x: (x) y: (y)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [10] Speed [0.5] Friction [.75] Slope [5]\n if <<<touching color (#5f3400)?> or <touching color (#8a4d00)?>> or <<<touching color (#868686)?> or <touching color (#b2b2b2)?>> or <touching (piupiupiu v)?>>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [7] Speed [0.2] Friction [.75] Slope [2]\n if <<<touching color (#5f3400)?> or <touching color (#8a4d00)?>> or <<<touching (piupiu v)?> or <touching color (#868686)?>> or <touching color (#b2b2b2)?>>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\n else\n if <(costume [number v]) = [3]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [18] Speed [0.8] Friction [.75] Slope [5]\n if <<<touching color (#5f3400)?> or <touching color (#8a4d00)?>> or <<<touching (piupiu v)?> or <touching color (#868686)?>> or <touching color (#b2b2b2)?>>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [boss battle v]\nrepeat until <(HP) < [1]>\n wait (pick random (1) to (2)) seconds\n if <(pick random (0) to (3)) > [1]> then\n Clone at (pick random (100) to (200)) [-65] (pick random (1) to (3))\n else\n Clone at [-200] [-65] (pick random (2) to (3))\n end\nend\n\nwhen flag clicked\nhide\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime particles v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (SLIME TYPE)\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-40) to (10))\nset [is clone? v] to [1]\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-12) to (12))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [yv v] by (-2)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (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 else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(my variable) = [CircleExplosion]> then\n set size to (100) %\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (costume5 v)\n wait until <(Zsxgdb) = [1]>\n show\n repeat (22)\n turn right (5) degrees\n move (Move) steps\n change [move v] by (-.04)\n change size by (-2)\n end\n repeat (12)\n turn right (5) degrees\n move (Move) steps\n change size by (-4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(my variable) = [Cool]> then\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n set size to (21) %\n clear graphic effects\n show\n repeat (30)\n change size by (10)\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Cool]> then\n switch costume to (costume4 v)\n set size to (21) %\n show\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing1]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (217) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing2]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (122) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing3]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (28) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing4]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-65) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing5]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-158) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [BarThing6]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-250) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(my variable) = [Particles]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n set [x v] to [0]\n wait until <(Show) = [1]>\n clear graphic effects\n set size to (70) %\n set [x v] to [0]\n wait until <(Show) = [1]>\n show\n go to [front v] layer\n repeat until <touching (_edge_ v)?>\n change y by (Y)\n move (8) steps\n change [y v] by (-.07)\n end\n delete this clone\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change [ghost v] effect by (-30)\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(my variable) = [Bars]> then\n switch costume to (bar v)\n show\n point in direction (51)\n set size to (34) %\n wait (.02) seconds\n change size by (20)\n turn right (12) degrees\n wait (.02) seconds\n change size by (14)\n turn right (9) degrees\n wait (.02) seconds\n change size by (12)\n turn right (6) degrees\n wait (.02) seconds\n change size by (7)\n turn right (3) degrees\n wait (.02) seconds\n change size by (5)\n turn right (3) degrees\n wait (.02) seconds\n change size by (3)\n turn right (2) degrees\n wait (.02) seconds\n change size by (2)\n turn right (1.5) degrees\n wait (.02) seconds\n change size by (1)\n turn right (1) degrees\n wait (.02) seconds\n change size by (1)\n turn right (1) degrees\n wait (.02) seconds\n change size by (1)\n point in direction (90)\n wait (.02) seconds\nend\n\nwhen flag clicked\nhide\nset [my variable v] to [Bars]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [y v] to [8]\nset [show v] to [0]\nwait (.5) seconds\nstart sound [Avicii - Broken Arrows v]\nwait (.5) seconds\nclear graphic effects\nset [size v] to [12]\nset [my variable v] to [Bars]\nrepeat (3)\n go to x: (-216) y: (0)\n hide\n repeat (10)\n create clone of (_myself_ v)\n change x by (48)\n end\n change [brightness v] effect by (50)\nend\nwait () seconds\nset [my variable v] to [Line]\ncreate clone of (_myself_ v)\nwait () seconds\nset [my variable v] to [Thing]\ncreate clone of (_myself_ v)\nwait (1.2) seconds\nclear graphic effects\nrepeat (10)\n set [my variable v] to [Square]\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (.02) seconds\nend\nset [my variable v] to [BarThing1]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [my variable v] to [BarThing2]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [my variable v] to [BarThing3]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [my variable v] to [BarThing4]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [my variable v] to [BarThing5]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [my variable v] to [BarThing6]\ncreate clone of (_myself_ v)\nwait () seconds\nset [my variable v] to [Circleeeee]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [my variable v] to [Circleeeee2]\ncreate clone of (_myself_ v)\nwait () seconds\npoint in direction (90)\nrepeat (10)\n set [my variable v] to [Particles]\n create clone of (_myself_ v)\n turn right (pick random (-90) to (90)) degrees\nend\nset [show v] to [1]\nset [my variable v] to [Text]\ncreate clone of (_myself_ v)\nwait () seconds\nset [my variable v] to [Flash]\ncreate clone of (_myself_ v)\nwait (.4) seconds\ngo to x: (9) y: (91)\nset [my variable v] to [CoolThing]\nhide\nrepeat (7)\n create clone of (_myself_ v)\n change x by (36)\nend\ngo to x: (-25) y: (91)\nset [my variable v] to [CoolThing2]\nrepeat (7)\n create clone of (_myself_ v)\n change x by (-36)\nend\nwait (.2) seconds\nrepeat (15)\n turn right (pick random (-90) to (90)) degrees\n set [my variable v] to [Cool]\n create clone of (_myself_ v)\nend\nwait () seconds\nset [zsxgdb v] to [0]\nset [my variable v] to [CircleExplosion]\ngo to x: (0) y: (0)\nset [move v] to [12]\nrepeat (12)\n turn right (30) degrees\n create clone of (_myself_ v)\nend\nset [zsxgdb v] to [1]\nwait () seconds\nrepeat (30)\n turn right (pick random (-90) to (90)) degrees\n set [my variable v] to [Cool]\n create clone of (_myself_ v)\nend\nwait (.05) seconds\nset [my variable v] to [End]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(my variable) = [Bars]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Line]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (-480) y: (0)\n switch costume to (line v)\n set [ghost v] effect to (80)\n show\n set size to (100) %\n Smooth Glide x: (0) y: (0) speed: (3)\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.5))\n switch costume to (line v)\n turn left ((direction) * (.05)) degrees\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Thing]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (-201)\n switch costume to (thing v)\n wait (.8) seconds\n show\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing v)\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Particles]> then\n wait until <(Show) = [1]>\n wait (12) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(my variable) = [Square]> then\n set size to (100) %\n point in direction (45)\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n show\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (costume2 v)\n turn left ((direction) * (.2)) degrees\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Circleeeee]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (201)\n switch costume to (thing2 v)\n show\n wait (.05) seconds\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing2 v)\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Circleeeee]> then\n Smooth Glide x: (0) y: (0) speed: (3)\nend\n\nwhen I start as a clone\nif <(my variable) = [Circleeeee2]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (201)\n switch costume to (thing v)\n show\n wait (.05) seconds\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing v)\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Circleeeee2]> then\n Smooth Glide x: (0) y: (0) speed: (3)\nend\n\nwhen I start as a clone\nif <(my variable) = [Text]> then\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (20) %\n show\n switch costume to (text v)\n repeat (29)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((70) - (size)) / (12))\n end\n set size to (80) %\n forever\n switch costume to (text v)\n set size to (300) %\n repeat (29)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((70) - (size)) / (12))\n end\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Flash]> then\n switch costume to (flash v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n repeat (15)\n change [ghost v] effect by (8)\n end\n repeat (50)\n wait (.3) seconds\n switch costume to (flash v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Bars]> then\n set size to (100) %\n forever\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n go to [front v] layer\n show\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [CoolThing]> then\n switch costume to (coolthing1 v)\n point in direction (90)\n set size to (100) %\n clear graphic effects\n set y to (255)\n wait (.2) seconds\n show\n point in direction (90)\n repeat (3)\n change y by (-40)\n end\n go to x: (x position) y: (91)\n repeat (17)\n next costume\n end\nelse\n if <(my variable) = [CoolThing2]> then\n set size to (100) %\n point in direction (-90)\n switch costume to (coolthing1 v)\n clear graphic effects\n set y to (-255)\n show\n repeat (3)\n change y by (40)\n end\n go to x: (x position) y: (-91)\n repeat (17)\n next costume\n end\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Text]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Bars]> then\n repeat (100)\n switch costume to (sizehack v)\n set size to (100) %\n switch costume to (costume3 v)\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [Bars]> then\n wait (8.1) seconds\n repeat (1)\n change size by (-6)\n end\n repeat (1)\n change size by (-6)\n end\n repeat (1)\n change size by (-4)\n end\n repeat (1)\n change size by (-3)\n end\n repeat (2)\n change size by (-2)\n end\n repeat (2)\n change size by (-1)\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [CoolThing]> then\n forever\n set size to (100) %\n end\nelse\n if <(my variable) = [CoolThing2]> then\n forever\n set size to (100) %\n end\n end\nend\n\nwhen I start as a clone\nif <(my variable) = [End]> then\n switch costume to (costume6 v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n set [brightness v] effect to (-100)\n point in direction (90)\n set size to (100) %\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n broadcast (EndIntro v)\n wait (.3) seconds\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 <(my variable) = [End]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [endintro v]\nif <(costume [number v]) = [34]> then\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n broadcast (EndIntro v)\n end\nend\n\nwhen I receive [endintro v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Credits\n\nwhen I receive [credits v]\ngo to x: (0) y: (-999999)\nswitch costume to (credits v)\ngo to [front v] layer\nshow\nrepeat (900)\n change y by (1)\nend\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (99999999999)\nglide (0.5) secs to x: (0) y: (0)\nforever\n set y to ((4) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen flag clicked\nhide\n\n@Smasher\n\nwhen I receive [smasher down v]\nshow\nswitch costume to (smasher 1 v)\ngo to x: (0) y: (0)\nwait (0.01) seconds\nrepeat (7)\n change y by (-36)\nend\nset volume to (300) %\nstart sound [Slam v]\nwait (1) seconds\nrepeat (84)\n change y by (3)\nend\nhide\nbroadcast (Boss down v)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Laser\n\nwhen I receive [+× v]\nshow\nswitch costume to (vertical v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait (1.5) seconds\nswitch costume to (horizontal v)\nwait (2) seconds\nhide\nbroadcast (CanonBall v)\n\nhide\nwait (15) seconds\n\nwhen I receive [praaaaaa v]\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (-99999)\nglide (0.3) secs to x: (0) y: (0)\nwait (2) seconds\nglide (0.5) secs to x: (0) y: (363)\nhide\nbroadcast (Spikey! 15 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@MovingSpikes\n\nwhen I receive [spikes out v]\nset [brightness v] effect to (100)\nswitch costume to (costume1 v)\ngo to x: (0) y: (-123)\ngo to [back v] layer\nshow\nrepeat (10)\n change y by (5)\nend\nwait (3) seconds\nrepeat (25)\n change y by (-2)\nend\nbroadcast (Smasher down v)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@PiuPiuPiu\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<(costume [name v]) = [Bullet]> or <(costume [number v]) = [2]>> then\n go to (piupiu v)\n point in direction ([direction v] of [piupiu v])\n show\n set size to (20) %\n repeat until <<touching (hand v)?> or <<<<<touching (_edge_ v)?> or <touching (boss v)?>> or <touching (level v)?>> or <touching (smasher v)?>> or <<<touching (turret v)?> or <touching (bullet v)?>> or <<touching (movingspikes v)?> or <<touching (laser v)?> or <<touching (attacks2 v)?> or <<touching (smasher v)?> or <touching (attacks v)?>>>>>>>>\n move (11) steps\n end\n delete this clone\n end\nend\n\nwhen I receive [sword v]\nswitch costume to (blank v)\n\nwhen I receive [gun v]\nswitch costume to (bullet v)\n\nwhen I receive [start battle! v]\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n wait (0.3) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [boss x_x v]\nstop [other scripts in sprite v]\nhide\ngo [backward v] (99999999999999999999999) layers\n\n@YourHealthbar\n\nwhen I receive [start battle! v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [minus health v]\nnext costume\n\nwhen I receive [minus health v]\nif <<(costume [number v]) = [13]> or <(costume [name v]) = [costume13]>> then\n broadcast (Loss v)\nend\n\nwhen I receive [add life v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [boss x_x v]\nforever\n hide\n set [ghost v] effect to (100000)\n set size to (0000) %\nend\n\nwhen I receive [endintro v]\nhide\n\n@BossHealthbar\n\nwhen flag clicked\nhide\n\nwhen I receive [start battle! v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [boss -♡ v]\nnext costume\n\nwhen I receive [start battle! v]\nforever\n if <<(costume [number v]) = [100]> or <(costume [name v]) = [costume100]>> then\n broadcast (boss x_x v)\n stop [this script v]\n end\nend\n\nwhen I receive [boss x_x v]\nforever\n hide\n set [ghost v] effect to (100000)\n set size to (0000) %\nend\n\nwhen I receive [endintro v]\nhide\n\n@Black\n\nwhen I receive [loss v]\nshow\nset [ghost v] effect to (0)\ngo [forward v] (999999999999999) layers\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nbroadcast (Game over out v)\n\nwhen flag clicked\nhide\n\nwhen I receive [game over out v]\nshow\n\nwhen I receive [endintro v]\nhide\n\nwhen I receive [pdcb v]\nshow\nset [ghost v] effect to (0)\ngo [forward v] (999999999999999) layers\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nbroadcast (GOO v)\n\nwhen I receive [start battle! v]\nhide\n\n@Restart\n\nwhen flag clicked\nhide\n\nwhen I receive [retry out v]\nshow\nswitch costume to (retry v)\ngo [forward v] (9999999999999999999999999999999999999999999999999) layers\ngo to x: (0) y: (-9999999)\nrepeat (30)\n change y by (5)\nend\nrepeat (20)\n change y by (-1)\nend\n\nwhen I receive [ro v]\nshow\nswitch costume to (costume1 v)\ngo [forward v] (9999999999999999999999999999999999999999999999999) layers\ngo to x: (0) y: (-9999999)\nrepeat (30)\n change y by (5)\nend\nrepeat (20)\n change y by (-1)\nend\n\nwhen I receive [start battle! v]\nhide\n\n@Game over\n\nwhen I receive [game over out v]\nshow\ngo [forward v] (9999999999999999999999999999999999999999) layers\ngo to x: (0) y: (99999999999)\nrepeat (40)\n change y by (-4)\nend\nwait (0.1) seconds\nrepeat (20)\n change y by (1)\nend\nrepeat (20)\n change y by (-1)\nend\nbroadcast (Retry out v)\n\nwhen flag clicked\nhide\n\nwhen I receive [goo v]\nshow\ngo [forward v] (9999999999999999999999999999999999999999) layers\ngo to x: (0) y: (99999999999)\nrepeat (40)\n change y by (-4)\nend\nwait (0.1) seconds\nrepeat (20)\n change y by (1)\nend\nrepeat (20)\n change y by (-1)\nend\nbroadcast (RO v)\n\nwhen I receive [start battle! v]\nhide\n\n@PiuPiu\n\nwhen flag clicked\n\nwhen I receive [start battle! v]\nforever\n go to (player v)\n if <<(costume [name v]) = [pistol]> or <(costume [number v]) = [2]>> then\n broadcast (gun v)\n show\n point towards (mouse-pointer v)\n go to [front v] layer\n set size to (60) %\n if <<(costume [number v]) = [1]> or <(costume [name v]) = [sword]>> then\n hide\n end\n end\nend\n\nwhen I receive [loss v]\nstop [other scripts in sprite v]\ngo [backward v] (99999999999999999999999) layers\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nstart sound [Sword v]\nset size to (80) %\npoint in direction (0)\ngo to [back v] layer\nforever\n go to (player v)\nend\n\nwhen [space v] key pressed\nif <<(costume [name v]) = [sword]> or <(costume [number v]) = [1]>> then\n broadcast (sword v)\n set rotation style [all around v]\n set size to (80) %\n point in direction (0)\n go to [back v] layer\n show\n repeat (12)\n turn right (30) degrees\n end\n hide\nend\n\nwhen [z v] key pressed\nnext costume\n\nwhen [z v] key pressed\nforever\n if <<(costume [name v]) = [pistol]> or <(costume [number v]) = [2]>> then\n show\n else\n hide\n wait (1) seconds\n end\nend\n\nshow\n\nwhen I receive [start battle! v]\nforever\n if <<(costume [number v]) = [1]> and <(costume [name v]) = [sword]>> then\n if <touching (boss v)?> then\n broadcast (What I want to put here v)\n end\n end\nend\n\nwhen I receive [pdcb v]\nstop [other scripts in sprite v]\ngo [backward v] (99999999999999999999999) layers\n\nwhen I receive [boss x_x v]\nstop [other scripts in sprite v]\nhide\ngo [backward v] (99999999999999999999999) layers\n\n@Lives\n\nwhen flag clicked\nhide\n\nwhen I receive [start battle! v]\nforever\n wait (pick random (15) to (30)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [endintro v]\nhide\n\nwhen I receive [shake v]\nrepeat (7)\n repeat (2)\n go to x: (pick random (-15) to (15)) y: (pick random (-15) to (15))\n end\nend\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to x: (pick random (60) to (-240)) y: (pick random (-70) to (0))\nshow\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Add life v)\n hide\n end\nend\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [pdcb v]\nhide\nstop [other scripts in sprite v]\n\n@Turret\n\nwhen I receive [canonball v]\nshow\nset size to (0) %\nrepeat (10)\n change size by (10)\nend\nset size to (100) %\nrepeat (15)\n point towards (player v)\n go to x: (163) y: (75)\n create clone of (bullet v)\n wait (1.2) seconds\nend\nset size to (100) %\nrepeat (10)\n change size by (-10)\nend\nset size to (0) %\nhide\nbroadcast (SwitchEyePosition v)\n\nwhen flag clicked\nwait until <(level) = [2]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Bullet\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to (turret v)\npoint in direction ([direction v] of [turret v])\nrepeat until <<<touching (player v)?> or <touching (level v)?>> or <<touching (_edge_ v)?> or >>\n move (7) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Thumbnail\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [Satisfied v] until done\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (maybe this :\) v)\n\nwhen I receive [endintro v]\nforever\n hide\n set volume to (50) %\n play sound [Lost and stoned v] until done\nend\n\nwhen I receive [map find v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen flag clicked\nstop all sounds\n\n@Door\n\nwhen I receive [start battle! v]\nforever\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n set size to (100) %\n clear graphic effects\n show\nend\n\nwhen I receive [boss x_x v]\nstop [other scripts in sprite v]\nforever\n hide\nend\n\n@Spikey\n\nwhen I receive [spikey! 15 v]\nshow\ngo to [front v] layer\npoint in direction (-90)\ngo to x: (-60) y: (172)\nrepeat (2)\n repeat (25)\n turn left (5) degrees\n end\n repeat (5)\n turn left (8) degrees\n end\n repeat (5)\n turn left (10) degrees\n end\n repeat (20)\n turn left (8) degrees\n end\n wait (1) seconds\n repeat (25)\n turn left (-5) degrees\n end\n repeat (5)\n turn left (-8) degrees\n end\n repeat (5)\n turn left (-10) degrees\n end\n repeat (20)\n turn left (-8) degrees\n end\n wait (0.5) seconds\nend\nrepeat (4)\n repeat (30)\n turn left (30) degrees\n end\nend\nhide\nwait (0.001) seconds\nbroadcast (BOOOM v)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss x_x v]\nhide\nstop [other scripts in sprite v]\n\n@Key\n\nwhen flag clicked\nset [key? v] to [0]\nhide\n\nwhen I receive [boss x_x v]\nshow\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (180) y: (-40)\nswitch costume to (super key v)\nforever\n set y to ((4) * ([sin v] of ((timer) * (180)) ))\n change [color v] effect by (1.5)\nend\n\nwhen I receive [boss x_x v]\nforever\n if <touching (player v)?> then\n set [key? v] to [1]\n hide\n end\nend\n\n@Jail\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nforever\n if <(level) = [2]> then\n show\n switch costume to (costume1 v)\n go to [back v] layer\n set size to (100) %\n go to x: (34) y: (-35)\n if <<(Key?) = [1]> and <touching (player v)?>> then\n repeat (20)\n change [ghost v] effect by (5)\n change y by (5)\n end\n hide\n broadcast (Credits v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@Family\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nforever\n if <(level) = [2]> then\n show\n switch costume to (costume1 v)\n go to [back v] layer\n set size to (100) %\n go to x: (37) y: (-61)\n say [Son!] for (2) seconds\n stop [this script v]\n else\n hide\n end\nend\n\n@Boom\n\nwhen I receive [booom v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nbroadcast (PDCB v)\n\nwhen flag clicked\nhide\n\n
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!!! Read the rules first !!!\n!!! Click the Green Flag TWICE !!!\n\nAll parts: https://scratch.mit.edu/studios/31195693\nPart 1: https://scratch.mit.edu/projects/629372491/\nPart 2: https://scratch.mit.edu/projects/634135768/\nPart 3: https://scratch.mit.edu/projects/640642835/\nPart 4: https://scratch.mit.edu/projects/650839915/\nPart 5: https://scratch.mit.edu/projects/650849246/\nPart 6: https://scratch.mit.edu/projects/656069524/\n\nFinally, the Boss Fight is here!\nI use 1 month to do it so please ♡&✩!\nRemember to follow me @hern1 for more fun platformer!\nNew game: https://scratch.mit.edu/projects/678652372/\n\nRules: \n> Use WASD or arrow keys to move. (Sorry it isn't mobile \n friendly. )\n> Don't touch any attacks and the boss. \n> Z to change weapons. (I think you don't need to change \n because the boss is harmless to sword.)\n> Click to shoot.\n> Collect hearts to earn lives.\n> N to skip intro\n> X to skip dialog. (The dialog will advanced itself.)\n> Turbowarp: https://turbowarp.org/674019097\n> Tell me if it have any glitch!\n\nCredits:\n \nThanks to I don't know who ( If you know please\ntell me. ) for the Intro. -1%\n \nThanks to @Tao196 for helping me fixing some\nglitch. -0.1%\n \nThanks to @Kokasgui for the key costume. -0.1%\n \nThanks to @Capt_Boanerges for the background\nand level costume. (Heavily modified by me) -1%\n\nThanks to @MJM3 for the health bar art. - 2%\n\n\n\n\nTags ( Ignore ): \n\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#Tutorials #Tutorials #Tutorials #Tutorials #Tutorials \n#games #all #fun #platformer #spikes #awesome #saw\n#lava #text #like #fav #art #follow #hern1 #enjoy #lol #good #water #ground #hope #you #enjoy #thumbnail #music #sword #slime #background #enemy #turbowarp #credits #cave\n#cloud #map #grassland #rescue #map #story #intro #key #door #trampoline #jump #boost #jumpboost #good #awesome #Iceland #7 #Ice #Icicles #Advertise #Love #Star #Remix #Follow #Lab #Laser #Fight #BossFight #Boss\n\n\n\n\n\n\nPro tip: Memorize the pattern and it will become easier.
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≪ Platformer-25‼ ≫ ≪ プラットフォーマ― 25‼ ≫
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@Stage\n\nwhen flag clicked\nset volume to (60) %\nforever\n play sound [BGM v] until done\nend\n\nwhen [0 v] key pressed\nset volume to (0) %\n\nwhen [1 v] key pressed\nset volume to (60) %\n\n@プレイヤー\n\nwhen flag clicked\ngo to x: (-200) y: (100)\nset rotation style [left-right v]\nswitch costume to (普通 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\nset [動いていい? v] to [OK]\nset [ステージ v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<mouse down?> and <[0] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <touching (水 v)?> then\n change [x v] by (0.5)\n switch costume to (右 v)\n create clone of (_myself_ v)\n else\n change [x v] by (0.88)\n switch costume to (右 v)\n create clone of (_myself_ v)\n end\n end\n if <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <touching (水 v)?> then\n change [x v] by (-0.5)\n switch costume to (左 v)\n create clone of (_myself_ v)\n else\n change [x v] by (-0.88)\n switch costume to (左 v)\n create clone of (_myself_ v)\n end\n end\n if <not <<<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<mouse down?> and <[0] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (普通 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (水 v)?> then\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-5)\n change x by ((0) - (x))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n else\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-5)\n change x by ((0) - (x))\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [壁キック v]\n if <[0] < (x)> 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 if <touching (水 v)?> then\n change [y v] by (-0.4)\n else\n change [y v] by (-1)\n end\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <touching (ステージ v)?> then\n if <touching (水 v)?> then\n set [y v] to [5]\n create clone of (_myself_ v)\n else\n set [y v] to [13]\n create clone of (_myself_ v)\n end\n end\n if <touching (水 v)?> then\n set [y v] to [5]\n create clone of (_myself_ v)\n end\n end\n change y by (1)\n if <[235] < (x position)> then\n go to x: (-200) y: (100)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (NEXT v) and wait\n end\n if <<touching (トゲ v)?> or <(y position) < [-178]>> then\n start sound [う v]\n go to x: (-200) y: (100)\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (バネ v)?> then\n start sound [大ジャンプ v]\n set [y v] to [20]\n end\nend\n\nwhen I start as a clone\nhide\nset [ghost v] effect to (55)\nswitch costume to (クローン v)\ngo to [back v] layer\ngo [forward v] (1) layers\nset size to (80) %\nshow\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [次 v]\ngo to x: (-200) y: (100)\npoint in direction (90)\nchange [ステージ v] by (1)\nset [x v] to [0]\nset [y v] to [0]\n\n@ステージ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (ステージ1 v)\ngo to [back v] layer\ngo [forward v] (2) layers\nshow\n\nwhen I receive [ステージ系 次 v]\ngo to [back v] layer\ngo [forward v] (2) layers\nnext costume\n\n@後ろの草とか\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (ステージ1 v)\ngo to [back v] layer\nshow\n\nwhen I receive [ステージ系 次 v]\ngo to [back v] layer\nnext costume\n\n@トゲ\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (1 v)\nshow\n\nwhen I receive [ステージ系 次 v]\ngo to [back v] layer\ngo [forward v] (1) layers\nnext costume\n\nswitch costume to (4 v)\n\n@バネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (1 v)\nshow\n\nwhen I receive [ステージ系 次 v]\ngo to [back v] layer\ngo [forward v] (1) layers\nnext costume\n\nswitch costume to (4 v)\n\n@水\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (30)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (1 v)\nshow\n\nwhen I receive [ステージ系 次 v]\ngo to [front v] layer\ngo [backward v] (1) layers\nnext costume\n\n@NEXT\n\nwhen flag clicked\nset [next v] to [0]\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [next v]\nstart sound [フォッ v]\nswitch costume to (1 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\n wait (0.15) seconds\nend\nwait until <(NEXT) = [2]>\nwait (0.8) seconds\nbroadcast (ステージ系 次 v)\nwait until <(NEXT) = [0]>\nbroadcast (次 v)\n\nwhen I start as a clone\nchange [next v] by (1)\ngo to x: (0) y: (350)\nset [ghost v] effect to (0)\nshow\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (8))\nend\nwait (0.1) seconds\nrepeat (5)\n set [ghost v] effect to (20)\nend\nchange [next v] by (-1)\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
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【日本語】\n≪ プラットフォーマ― 25‼ ≫\n矢印キーで操作(WASD、スマホでも可能)\n 25コース頑張って作ったので♥と★、フォローをお願いします(_ _)\n\n【English】\n≪ Platformer-25‼ ≫\nOperate with arrow keys (WASD, smartphone can also be used)\nI worked hard to make 25 courses, so please follow me ♥ and ★ (_ _)\n\n傾向にのりたいから拡散よろしく‼
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A Platformer
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@Stage\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [5]> then\n switch backdrop to (snowy peaks v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Guy\n\nwhen flag clicked\nhide\n\nwhen I receive [begin project + uncopiable djhkbhkdhvdkllh12093ighfdk38qur3u82ufoejj48932jfo289jff2u0f380u0 v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (-70)\nset rotation style [left-right v]\nswitch costume to (1 v)\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\n end\n change [y v] by (-0.5)\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [8]\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (ground v)?>> then\n set [y v] to [8]\n end\n change y by (0.5)\n if <(x position) > [237]> then\n broadcast (nexttt v)\n go to x: (-210) y: (-70)\n if <([costume # v] of [ground v]) < [3]> then\n next costume\n end\n end\n if <touching (bad stuff v)?> then\n go to x: (-210) y: (-70)\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [nexttt v]\nnext costume\n\nwhen I receive [begin project + uncopiable djhkbhkdhvdkllh12093ighfdk38qur3u82ufoejj48932jfo289jff2u0f380u0 v]\nshow\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [nexttt v]\nnext costume\n\nwhen I receive [begin project + uncopiable djhkbhkdhvdkllh12093ighfdk38qur3u82ufoejj48932jfo289jff2u0f380u0 v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\n@Bad stuff\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n if <([costume # v] of [ground v]) = [8]> then\n go to x: (pick random (3) to (-3)) y: (pick random (3) to (-3))\n end\nend\n\nwhen I receive [nexttt v]\nnext costume\n\n@Clickbait\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nhide\nstart sound [Clip1 v]\nset [#clone-id v] to [x4]\ncreate clone of (_myself_ v)\nset [#clone-id v] to [x5]\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (logo v)\nset size to (0) %\nset [ghost v] effect to (0)\nset [a v] to [0]\nBurst\nshow\nrepeat (18)\n change [a v] by (5)\n set size to (([sin v] of (a) ) * (100)) %\nend\nBig burst\nBurst\nset [#clone-id v] to [x2]\ncreate clone of (_myself_ v)\nset size to (100) %\nset [a v] to [0]\nrepeat (18)\n change [a v] by (5)\n point in direction ((([sin v] of (a) ) * (360)) + (90))\n set x to (([cos v] of ((a) + (270)) ) * (-120))\nend\npoint in direction (90)\nset size to (100) %\nbroadcast (Up n away v)\n\ndefine Burst\nset [#clone-id v] to [x1]\npoint in direction (90)\nrepeat (8)\n turn left (45) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(#Clone-Id) = [x1]> then\n show\n set size to (100) %\n switch costume to (burst v)\n move (0) steps\n set [a v] to [90]\n repeat (18)\n change [a v] by (5)\n move (([sin v] of (a) ) * (10)) steps\n change [ghost v] effect by ((100) / (18))\n end\n delete this clone\nend\nif <(#Clone-Id) = [x2]> then\n switch costume to (back v)\n set size to (0) %\n set [a v] to [0]\n repeat (18)\n change [a v] by (5)\n set size to (([sin v] of (a) ) * (100)) %\n end\nend\nif <(#Clone-Id) = [x3]> then\n set size to (100) %\n switch costume to (burst2 v)\n move (0) steps\n set [a v] to [90]\n repeat (18)\n change [a v] by (5)\n move (([sin v] of (a) ) * (20)) steps\n change [ghost v] effect by ((100) / (18))\n end\n delete this clone\nend\nif <(#Clone-Id) = [x4]> then\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (poof v)\n set size to (0) %\n set [a v] to [0]\n repeat (18)\n change [a v] by (5)\n set size to (([sin v] of (a) ) * (100)) %\n change [ghost v] effect by ((100) / (18))\n end\nend\nif <(#Clone-Id) = [x5]> then\n show\n point in direction (90)\n go to x: (200) y: (0)\n switch costume to (big v)\n go to [back v] layer\n set size to (100) %\n set [a v] to [0]\n wait (0) seconds\n repeat (40)\n change [a v] by (2)\n switch costume to (midget v)\n set x to ((([sin v] of (a) ) * (-480)) + (240))\n switch costume to (big v)\n end\n repeat (5)\n change [a v] by (2)\n switch costume to (midget v)\n set x to ((([sin v] of (a) ) * (-480)) + (240))\n switch costume to (big v)\n change [ghost v] effect by (20)\n end\nend\n\nwhen I receive [up n away v]\nif <not <<(costume [name v]) = [Big]> or <(costume [name v]) = [Midget]>>> then\n set [a v] to [45]\n repeat (27)\n change [a v] by (5)\n set y to ((([sin v] of (a) ) * (180)) - (135))\n change [ghost v] effect by (2)\n end\n repeat (5)\n change [ghost v] effect by (10)\n end\n if <(costume [name v]) = [Logo]> then\n broadcast (Begin Project + uncopiable DJHKbhkdhvdkllh12093ighfdk38qur3u82ufoejj48932jfo289jff2u0f380u0 v)\n end\nend\n\ndefine Big burst\nset [#clone-id v] to [x3]\npoint in direction (90)\nrepeat (8)\n turn left (45) degrees\n create clone of (_myself_ v)\nend\n\n
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Read Notes & Credits. Arrow Keys to move. Please don't report me for being honest.
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Ninja Pursuit | Part 2 | Desert | A Platformer | #All Games #Stories #Trending
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@Stage\n\nwhen I receive [yell v]\nswitch costume to (house v)\nset [pain v] to [0]\nstart sound [yell v]\nrepeat (50)\n go to x: (0) y: (0)\n change x by (pick random (-10) to (5))\n change y by (pick random (-10) to (5))\nend\ngo to x: (0) y: (0)\nwait (0.1) seconds\nbroadcast (beep v)\n\nwhen I receive [start! v]\nforever\n play sound [RetroVision - Puzzle _NCS Release_ v] until done\nend\n\n@Player\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (1.8)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1.8))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <<touching (platform v)?> or <touching (trampoline v)?>>\nend\nif <<touching (platform v)?> or <touching (trampoline v)?>> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <<touching (platform v)?> or <touching (trampoline v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <<touching (platform v)?> or <touching (trampoline v)?>> then\n start sound [huh v]\n set [y v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\nswitch costume to (player2 v)\n\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nswitch costume to (player v)\nshow\n\nwhen I receive [start! v]\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <<touching (spikes v)?> or <touching (enemies v)?>> then\n broadcast (yell v)\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <touching (flag v)?> then\n broadcast (Next v)\n wait (1) seconds\n change [level v] by (1)\n reset X [-200] Y [0]\n end\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [yell v]\nswitch costume to (house v)\nset [pain v] to [0]\nstart sound [yell v]\nrepeat (10)\n go to x: (0) y: (0)\n change x by (pick random (-6) to (5))\n change y by (pick random (-6) to (5))\nend\ngo to x: (0) y: (0)\nwait (0.1) seconds\nbroadcast (beep v)\n\nwhen I receive [start! v]\nswitch costume to (level1 v)\nforever\n show\n switch costume to (level)\nend\n\nshow\nwait (7) seconds\nstop [this script v]\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen I receive [yell v]\nswitch costume to (house v)\nset [pain v] to [0]\nstart sound [yell v]\nrepeat (10)\n go to x: (0) y: (0)\n change x by (pick random (-6) to (5))\n change y by (pick random (-6) to (5))\nend\ngo to x: (0) y: (0)\nwait (0.1) seconds\nbroadcast (beep v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nswitch costume to (player v)\nshow\n\n@sun\n\nwhen flag clicked\ngo to x: (209) y: (171)\ngo to [back v] layer\nforever\n set size to ((100) + (([cos v] of ((timer) * (200)) ) * (10))) %\nend\n\nwhen I receive [start! v]\nswitch costume to (player v)\nshow\n\nwhen flag clicked\nhide\n\n@background\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [yell v]\nswitch costume to (house v)\nset [pain v] to [0]\nstart sound [yell v]\nrepeat (10)\n go to x: (0) y: (0)\n change x by (pick random (-6) to (5))\n change y by (pick random (-6) to (5))\nend\ngo to x: (0) y: (0)\nwait (0.1) seconds\nbroadcast (beep v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nswitch costume to (player v)\nshow\n\n@Affect\n\nwhen flag clicked\nswitch costume to (0 v)\nforever\n go to (player v)\nend\n\nwhen I receive [yell v]\nrepeat (5)\n next costume\nend\nswitch costume to (0 v)\n\n@Sprite2\n\n@Transition\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nif <[0] = [0]> then\n delete this clone\nend\nset [幽霊 v] to [80]\nrepeat (5)\n クローン [1]\n change [幽霊 v] by (-20)\n wait (0) seconds\nend\n\ndefine 初期設定 x (x) y (y) 大きさ (大きさ) 向き (向き)\nset [x v] to (x)\nset [y v] to (y)\nset [大きさ v] to (大きさ)\nset [向き v] to (向き)\n\ndefine どこにでもいけるよ\nset [コスチューム v] to (costume [name v])\nset size to ((1) / (0)) %\ngo to x: (x) y: (y)\nif <[100] < (大きさ)> then\n switch costume to (無限 v)\n set size to (大きさ) %\n switch costume to (コスチューム)\nelse\n switch costume to (大きい v)\n set size to (大きさ) %\n switch costume to (コスチューム)\nend\npoint in direction (向き)\n\ndefine クローン (クローン)\nset [クローン番号 v] to (クローン)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(クローン番号) = [1]> then\n set [ghost v] effect to (幽霊)\n show\n 初期設定 x [0] y [-400] 大きさ [100] 向き [90]\n repeat until <([abs v] of ((y) - (0)) ) < [1]>\n どこにでもいけるよ\n if <[-200] < (y)> then\n change [y v] by (((0) - (y)) / (10))\n else\n change [y v] by (((y) + (450)) / (10))\n end\n end\n wait (0) seconds\n if <(幽霊) = [0]> then\n broadcast (ゲームスタート v)\n end\n wait (0) seconds\n repeat (10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\nif <(クローン番号) = [2]> then\n set [ghost v] effect to (幽霊)\n show\n 初期設定 x [0] y [-400] 大きさ [100] 向き [90]\n repeat until <([abs v] of ((y) - (0)) ) < [1]>\n go to [front v] layer\n どこにでもいけるよ\n if <[-200] < (y)> then\n change [y v] by (((0) - (y)) / (10))\n else\n change [y v] by (((y) + (450)) / (10))\n end\n end\n wait (0) seconds\n broadcast (Home準備 v)\n if <(幽霊) = [0]> then\n broadcast (Home v)\n end\n wait (0) seconds\n repeat (10)\n change [ghost v] effect by (30)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(クローン番号) = [1]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [ほめ画面切り替え v]\nif <[0] = [0]> then\n delete this clone\nend\nset [幽霊 v] to [80]\nrepeat (2)\n クローン [2]\n change [幽霊 v] by (-20)\n wait (0) seconds\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (130) to (150))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\n@Flag\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nswitch costume to (player v)\nshow\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n end\nend\n\nwhen I receive [start! v]\nswitch costume to (costume1 v)\nshow\nforever\n go to (player v)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [yell v]\nif <(level) > [4]> then\n hide\n wait (0.8) seconds\n show\nend\n\nwhen I receive [whoosh v]\n\nwhen I receive [cut v]\nwait (0) seconds\nstart sound [Low Whoosh v]\nrepeat (6)\n next costume\nend\nswitch costume to (costume1 v)\n\nif <key (space v) pressed?> then\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n start sound [Low Whoosh v]\n repeat (6)\n next costume\n end\n wait (0.1) seconds\n end\nend\n\nwhen I receive [start! v]\nif <<(level) = [3]> and <touching (player v)?>> then\n hide\n wait (0.8) seconds\n show\n broadcast (whoosh v)\nend\n\n@Enemies\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n if <touching (sprite1 v)?> then\n start sound [splat v]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n if <touching (sprite1 v)?> then\n start sound [splat v]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n if <touching (sprite1 v)?> then\n start sound [splat v]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n end\n if <touching (sprite1 v)?> then\n start sound [splat v]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start! v]\ngo to [front v] layer\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [next v]\nhide\n\n\n\nforever\n\n@Click (Mobile Friendly)\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n go to [front v] layer\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nwait (0) seconds\nbroadcast (Cut v)\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen I receive [start! v]\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@Thanks\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (3 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (3 v)\n\n@Intro\n\nwhen I start as a clone\nif <(ID) = [Chev1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev3 v)\n set size to (1) %\n if <(#) = [1]> then\n set [ghost v] effect to (86)\n else\n set [ghost v] effect to (90)\n end\n set [svel v] to [5]\n show\n if <(#) = [1]> then\n repeat (((#) * (2)) + (4))\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n change [direction v] by (2.5)\n end\n repeat until <[5] < (timer)>\n switch costume to (size hack v)\n change size by ((((#) * (350)) - (size)) / (6))\n switch costume to (chev3 v)\n change [direction v] by (2.5)\n end\n repeat (4)\n change [brightness v] effect by (25)\n change [ghost v] effect by (2)\n switch costume to (size hack v)\n change size by ((((#) * (350)) - (size)) / (6))\n switch costume to (chev3 v)\n change [direction v] by (2.5)\n end\n repeat until <[7.3] < (timer)>\n switch costume to (size hack v)\n change size by ((((#) * (350)) - (size)) / (6))\n switch costume to (chev3 v)\n change [direction v] by (2.5)\n end\n repeat (20)\n switch costume to (size hack v)\n change size by ((((#) * (350)) - (size)) / (6))\n switch costume to (chev3 v)\n change [direction v] by (2.5)\n change [ghost v] effect by (2)\n end\n delete this clone\n else\n repeat (((#) * (2)) + (4))\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n change [direction v] by (-2.5)\n end\n repeat until <[5] < (timer)>\n switch costume to (size hack v)\n change size by ((((#) * (425)) - (size)) / (6))\n switch costume to (chev3 v)\n change [direction v] by (-2.5)\n end\n repeat (4)\n change [brightness v] effect by (25)\n change [ghost v] effect by (2)\n switch costume to (size hack v)\n change size by ((((#) * (425)) - (size)) / (6))\n switch costume to (chev3 v)\n change [direction v] by (-2.5)\n end\n repeat until <[7.5] < (timer)>\n switch costume to (size hack v)\n change size by ((((#) * (425)) - (size)) / (6))\n switch costume to (chev3 v)\n change [direction v] by (-2.5)\n end\n repeat (20)\n switch costume to (size hack v)\n change size by ((((#) * (425)) - (size)) / (6))\n switch costume to (chev3 v)\n change [direction v] by (-2.5)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CircExplo1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (DefY)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (0)\n set [svel v] to [25]\n set [xvel v] to [25]\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * (0.9))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [BCircExplo1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (0)\n set [svel v] to [35]\n set [xvel v] to [30]\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * (0.9))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine Shake (vel) (deter) (domain)\nset [var v] to [0]\nset [shakevel v] to (vel)\nrepeat until <(ShakeVel) < [0.2]>\n set [camx v] to (([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camy v] to (([cos v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camd v] to ((([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10))) + (90))\n change [var v] by (domain)\n set [shakevel v] to ((ShakeVel) - (deter))\nend\n\nwhen I start as a clone\nif <not << (ID) contains [par]?> or < (ID) contains [line]?>>> then\n wait (0.1) seconds\n set [defx v] to (x position)\n set [defy v] to (y position)\n forever\n if <not <<[6.4] < (timer)> and <(ID) = [Circ3]>>> then\n go to x: ((DefX) + (CamX)) y: ((DefY) + (CamY))\n point in direction ((CamD) + (Direction))\n end\n end\nend\n\nwhen flag clicked\nhide\nset [camd v] to [90]\nset [direction v] to [0]\nset [shakevel v] to [0]\nset [var v] to [0]\nset [defx v] to [0]\nset [defy v] to [0]\npoint in direction (90)\nShake [1] [3] [1]\nwait until <[2.7] < (timer)>\nShake [50] [3] [4]\nwait until <[3.5] < (timer)>\nShake [25] [3] [4]\nwait until <[4.2] < (timer)>\nShake [25] [3] [4]\nwait until <[4.6] < (timer)>\nShake [50] [3] [4]\nwait until <[5.4] < (timer)>\nShake [25] [3] [4]\nwait until <[5.9] < (timer)>\nShake [50] [3] [4]\n\nwhen I start as a clone\nif <(ID) = [Fade]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (fade v)\n set size to (200) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (25)\n wait until <[2.7] < (timer)>\n show\n repeat (5)\n change [ghost v] effect by (-2)\n end\n repeat until <[8] < (timer)>\n go to [front v] layer\n end\n repeat (10)\n change [ghost v] effect by (2)\n delete this clone\n end\nend\n\nwhen I receive [end v]\nif << (ID) contains [Text]?> or << (ID) contains [par]?> or << (ID) contains [fade]?> or << (ID) contains [hex]?> or << (ID) contains [arrows]?> or < (ID) contains [chev]?>>>>>> then\n if <(ID) = [hex2]> then\n set [svel v] to [-3]\n switch costume to (size hack v)\n set size to (1200) %\n repeat (25)\n switch costume to (size hack v)\n change size by (Svel)\n change [svel v] by ((Svel) / (8))\n switch costume to (chev4 v)\n change [direction v] by ((Svel) / (6))\n end\n repeat until <(size) < [15]>\n change size by (Svel)\n change [svel v] by ((Svel) / (12))\n change [direction v] by ((Svel) / (6))\n end\n delete this clone\n end\n if <(ID) = [hex1]> then\n wait (0.3) seconds\n set [svel v] to [-3]\n switch costume to (size hack v)\n set size to (1200) %\n repeat (25)\n switch costume to (size hack v)\n change size by (Svel)\n change [svel v] by ((Svel) / (8))\n switch costume to (chev2 v)\n change [direction v] by ((Svel) / (6))\n end\n repeat until <(size) < [15]>\n change size by (Svel)\n change [svel v] by ((Svel) / (12))\n change [direction v] by ((Svel) / (6))\n end\n Clone [par2] [7]\n Clone [circexplo2] [1]\n delete this clone\n end\nelse\n delete this clone\nend\n\ndefine Clone (id) (#)\nset [id v] to (id)\nset [# v] to [1]\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nreset timer\nstart sound [RetroVision - Heroes \[NCS Release\] v]\nClone [fade] [1]\nClone [fade2] [1]\nwait until <[1.8] < (timer)>\nClone [Arrows1] [1]\nClone [text1] [1]\nwait until <[2.1] < (timer)>\nClone [Hex3] [1]\nClone [text2] [1]\nwait until <[2.3] < (timer)>\nClone [text3] [1]\nClone [Hex1] [1]\nClone [Chev1] [2]\nwait until <[2.7] < (timer)>\nClone [Par1] [7]\nClone [CircExplo1] [1]\nwait until <[2.85] < (timer)>\nClone [SplineTurn1] [4]\nwait until <[3.5] < (timer)>\nClone [Par1] [7]\nwait until <[4.55] < (timer)>\nClone [BCircExplo1] [1]\nClone [Par1] [7]\nwait until <[4.8] < (timer)>\nClone [Hex2] [1]\nwait until <[5.35] < (timer)>\nClone [Par2] [7]\nClone [BGtext1] [1]\nwait until <[5.9] < (timer)>\nClone [BCircExplo2] [1]\nClone [Par2] [7]\nClone [Spline2] [4]\n\nwhen I start as a clone\nif <(ID) = [Par1]> then\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (pick random (3) to (4))\n set size to (pick random (35) to (25.11)) %\n Turn\n turn right (pick random (-25) to (25.1)) degrees\n set [ddir v] to (direction)\n point in direction (pick random (-180) to (180))\n set [vdir v] to (direction)\n set [brightness v] effect to (0)\n set [ghost v] effect to (pick random (10) to (0))\n show\n set [svel v] to (pick random (14) to (18.11))\n repeat (pick random (15) to (25))\n point in direction (DDir)\n move (Svel) steps\n change [vdir v] by (Svel)\n change [svel v] by (((0) - (Svel)) / (9))\n point in direction (VDir)\n end\n repeat (10)\n point in direction (DDir)\n move (Svel) steps\n change [vdir v] by (Svel)\n change [svel v] by (((0) - (Svel)) / (9))\n point in direction (VDir)\n change size by (-2)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Turn\npoint in direction (90)\nrepeat (#)\n turn right ((360) / (7)) degrees\nend\n\nwhen I start as a clone\nif <(ID) = [CircRight]> then\n hide\n switch costume to (pos hack v)\n go to x: (240) y: (0)\n switch costume to (circ1 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [svel v] to [9]\n show\n repeat (12)\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((1075) - (size)) / (6))\n switch costume to (circ1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Par2]> then\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (pick random (3) to (4))\n set size to (pick random (35) to (25.11)) %\n Turn\n turn right (pick random (-25) to (25.1)) degrees\n set [ddir v] to (direction)\n point in direction (pick random (-180) to (180))\n set [vdir v] to (direction)\n set [brightness v] effect to (100)\n set [ghost v] effect to (pick random (10) to (0))\n show\n set [svel v] to (pick random (14) to (18.11))\n repeat (pick random (15) to (25))\n point in direction (DDir)\n move (Svel) steps\n change [vdir v] by (Svel)\n change [svel v] by (((0) - (Svel)) / (9))\n point in direction (VDir)\n end\n repeat (10)\n point in direction (DDir)\n move (Svel) steps\n change [vdir v] by (Svel)\n change [svel v] by (((0) - (Svel)) / (9))\n point in direction (VDir)\n change size by (-2)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [SplineTurn1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (spline1 v)\n set size to (50) %\n point in direction (((#) * (90)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (90)) + (-45))\n point in direction (((#) * (90)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to [-16]\n show\n repeat (7)\n turn right ((Svel) / (2)) degrees\n change [svel v] by (((0) - (Svel)) / (5))\n next costume\n change size by ((Svel) / (-1))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Spline2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (spline1 v)\n set size to (50) %\n point in direction (((#) * (90)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (90)) + (-45))\n point in direction (((#) * (90)) + (45))\n set [brightness v] effect to (100)\n set [svel v] to [16]\n show\n repeat (7)\n change [svel v] by (((0) - (Svel)) / (5))\n next costume\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [BCircExplo2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (100)\n set [svel v] to [35]\n set [xvel v] to [30]\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * (0.9))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [CircExplo2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (100)\n set [svel v] to [25]\n set [xvel v] to [25]\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * (0.9))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Fade2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (fade2 v)\n set size to (200) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (25)\n wait until <[2.7] < (timer)>\n show\n repeat (5)\n change [ghost v] effect by (-3)\n end\n repeat until <[8] < (timer)>\n go to [front v] layer\n end\n repeat (10)\n change [ghost v] effect by (2)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Text1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (text1 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [svel v] to [2]\n show\n repeat (5)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat until <[2.9] < (timer)>\n change size by (((100) - (size)) / (3))\n end\n set [rvel v] to [-1]\n repeat until <[3.4] < (timer)>\n change size by (((100) - (size)) / (3))\n change [direction v] by (Rvel)\n change [rvel v] by ((Rvel) / (3))\n end\n repeat until <[4.1] < (timer)>\n change size by (((100) - (size)) / (3))\n set [direction v] to (Rvel)\n change [rvel v] by (((-360) - (Rvel)) / (4))\n end\n set [svel v] to [3]\n repeat until <[4.6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((125) - (size)) / (3)))\n set [direction v] to (Rvel)\n change [rvel v] by (((-360) - (Rvel)) / (4))\n end\n set [svel v] to [4]\n repeat until <[5] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((145) - (size)) / (3)))\n set [direction v] to (Rvel)\n change [rvel v] by (((-360) - (Rvel)) / (4))\n end\n set [svel v] to [3]\n repeat until <[6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((125) - (size)) / (4)))\n change [brightness v] effect by (25)\n end\n set [svel v] to [3]\n repeat until <[7.3] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((150) - (size)) / (4)))\n end\n set [svel v] to [-1]\n repeat until <[8] < (timer)>\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Text2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (text2 v)\n set size to (1) %\n set [svel v] to [2]\n show\n repeat (5)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat until <[2.9] < (timer)>\n change size by (((100) - (size)) / (3))\n end\n set [rvel v] to [-1]\n repeat until <[3.4] < (timer)>\n change size by (((100) - (size)) / (3))\n change [direction v] by (Rvel)\n change [rvel v] by ((Rvel) / (3))\n end\n repeat until <[4.1] < (timer)>\n change size by (((100) - (size)) / (3))\n set [direction v] to (Rvel)\n change [rvel v] by (((-360) - (Rvel)) / (4))\n end\n set [svel v] to [3]\n repeat until <[4.6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((125) - (size)) / (3)))\n set [direction v] to (Rvel)\n change [rvel v] by (((-360) - (Rvel)) / (4))\n end\n set [svel v] to [4]\n repeat until <[5] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((145) - (size)) / (3)))\n set [direction v] to (Rvel)\n change [rvel v] by (((-360) - (Rvel)) / (4))\n end\n set [svel v] to [3]\n repeat until <[6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((125) - (size)) / (4)))\n change [brightness v] effect by (25)\n end\n set [svel v] to [3]\n repeat until <[7.3] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((150) - (size)) / (4)))\n end\n set [svel v] to [-1]\n repeat until <[8] < (timer)>\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n delete this clone\nend\n\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(ID) = [text3]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (text3 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [svel v] to [2]\n show\n repeat (5)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat until <[2.9] < (timer)>\n change size by (((100) - (size)) / (3))\n end\n set [rvel v] to [-1]\n repeat until <[3.4] < (timer)>\n change size by (((100) - (size)) / (3))\n change [direction v] by (Rvel)\n change [rvel v] by ((Rvel) / (3))\n end\n repeat until <[4.1] < (timer)>\n change size by (((100) - (size)) / (3))\n set [direction v] to (Rvel)\n change [rvel v] by (((-360) - (Rvel)) / (4))\n end\n set [svel v] to [3]\n repeat until <[4.6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((125) - (size)) / (3)))\n set [direction v] to (Rvel)\n change [rvel v] by (((-360) - (Rvel)) / (4))\n end\n set [svel v] to [4]\n repeat until <[5] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((145) - (size)) / (3)))\n set [direction v] to (Rvel)\n change [rvel v] by (((-360) - (Rvel)) / (4))\n end\n set [svel v] to [3]\n repeat until <[6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((125) - (size)) / (4)))\n change [brightness v] effect by (0)\n end\n set [svel v] to [3]\n repeat until <[6.6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((150) - (size)) / (4)))\n end\n broadcast (End v)\n wait until <[7.3] < (timer)>\n set [svel v] to [-1]\n repeat until <[8] < (timer)>\n change size by (Svel)\n change [svel v] by ((Svel) / (4))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Hex1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to ()\n go to [back v] layer\n set [svel v] to [8]\n show\n repeat (11)\n change [direction v] by ((Svel) / (6))\n change size by (Svel)\n change [svel v] by ((Svel) / (3))\n end\n change [svel v] by (-10)\n repeat (25)\n switch costume to (size hack v)\n change size by (((1200) - (size)) / (5))\n switch costume to (chev2 v)\n set [svel v] to ((Svel) * (0.6))\n change [direction v] by (Svel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Hex2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev4 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (1) layers\n set [svel v] to [8]\n show\n repeat (11)\n change [direction v] by ((Svel) / (6))\n change size by (Svel)\n change [svel v] by ((Svel) / (3))\n end\n change [svel v] by (-10)\n repeat (25)\n switch costume to (size hack v)\n change size by (((1200) - (size)) / (5))\n switch costume to (chev4 v)\n set [svel v] to ((Svel) * (0.6))\n change [direction v] by (Svel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Arrows1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (arrows v)\n set size to (1) %\n set [ghost v] effect to (65)\n set [brightness v] effect to (0)\n set [svel v] to [2]\n show\n set [yvel v] to [-5]\n repeat (5)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n change [direction v] by (Yvel)\n end\n repeat until <[2.9] < (timer)>\n change size by (((100) - (size)) / (3))\n change [direction v] by (Yvel)\n end\n set [rvel v] to [-2]\n repeat until <[3.4] < (timer)>\n change size by (((100) - (size)) / (3))\n change [direction v] by (Rvel)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Yvel)\n end\n repeat until <[4.1] < (timer)>\n change size by (((100) - (size)) / (3))\n change [direction v] by (Rvel)\n change [rvel v] by (((0) - (Rvel)) / (4))\n change [direction v] by (Yvel)\n end\n set [svel v] to [3]\n repeat until <[4.6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((125) - (size)) / (3)))\n change [direction v] by (Rvel)\n change [rvel v] by (((0) - (Rvel)) / (4))\n change [direction v] by (Yvel)\n end\n set [svel v] to [4]\n repeat until <[5] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((135) - (size)) / (3)))\n change [direction v] by (Rvel)\n change [rvel v] by (((0) - (Rvel)) / (4))\n change [direction v] by (Yvel)\n end\n set [svel v] to [3]\n repeat until <[5.3] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((125) - (size)) / (4)))\n change [brightness v] effect by (25)\n change [direction v] by (Yvel)\n end\n set [svel v] to [-1]\n repeat (10)\n change [ghost v] effect by (5)\n change size by (Svel)\n change [svel v] by ((Svel) / (3))\n change [brightness v] effect by (25)\n change [direction v] by (Yvel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [BGtext1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (2022 v)\n set size to (1) %\n set [ghost v] effect to (90)\n set [brightness v] effect to (100)\n show\n set [svel v] to [3]\n repeat (4)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat until <[5.9] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((200) - (size)) / (3)))\n end\n set [svel v] to [5]\n repeat (4)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat until <[7.6] < (timer)>\n change size by (Svel)\n set [svel v] to (((Svel) * (0.6)) + (((250) - (size)) / (3)))\n end\n repeat (4)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Hex3]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n set [svel v] to [9]\n show\n repeat (11)\n change [direction v] by ((Svel) / (6))\n change size by (Svel)\n change [svel v] by ((Svel) / (3))\n go to [back v] layer\n end\n change [svel v] by (-10)\n repeat until <[3.1] < (timer)>\n switch costume to (size hack v)\n go to [back v] layer\n change size by (((1300) - (size)) / (5))\n switch costume to (chev2 v)\n set [svel v] to ((Svel) * (0.6))\n change [direction v] by (Svel)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (8) seconds\nbroadcast (START! v)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen I receive [start! v]\nforever\n play sound [Vexento - Tevo v] until done\nend\n\n
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NEW ANIMATION IS OUT!!! https://scratch.mit.edu/projects/679415995/\n\n▶︎▶︎▶︎Welcome to... Ninja Pursuit PART 2!!◀︎◀︎◀︎\nI would really appreciate it if we could get this trending! :D\n\nTopped loved Again! :O\nPart 3 at 3.5k followers! :D \n\nSorry, I took long to make this! XD\n\nYup! Mobile Friendly! :D\n==============INSTRUCTIONS===============\n\n❖ Arrow keys or A, D to move\n❖ Up arrow key or W to jump\n❖ Press space or click the slice button so you can slice with the sword.\n\nPut the magic word in the comments when you are done!\n(Also put your Time)\n\nSorry for taking a While to post this.\n\nTags:\n#games #all #platformers #music #art #stories #tutorials #animations #trending #generic #1st #toploved #topremixed #remixed #loved #featured #Animations #Stories #Games #Music #Art #Trending #All #Animations #Stories #Games #Music #Art #Trending #All #Animations #Stories #Games #Music #Art #Trending #All #Animations #Stories #Games #Music #Art #Trending #All #Animations #Storiese
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The Tornado--A platformer #games
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@Stage\n\nwhen flag clicked\nforever\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\nend\n\nplay sound [cartersirenambiance v] until done\n\nwhen flag clicked\nforever\n play sound [Model 120 Attack by SeanSean9275 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Camper\n\nwhen flag clicked\nReset Player Position\nset [force walk v] to [3]\nset [force gravity v] to [-1.5]\nset [force jump v] to [17]\nset [player speed x v] to [0]\nforever\n Check Player Gravity\n Check Player Walk\n Check Player Touching\nend\n\ndefine move out (dx) (dy)\nrepeat until <not <<touching color (#006c02)?> or <touching color (#805c00)?>>>\n change x by (dx)\n change y by (dy)\nend\n\ndefine Check Player Gravity\nchange [player speed y v] by (FORCE GRAVITY)\nchange y by (Player Speed Y)\nif <<touching color (#006c02)?> or <touching color (#805c00)?>> then\n if <(Player Speed Y) > [0]> then\n move out [0] [-1]\n set [player speed y v] to [0]\n else\n move out [0] [1]\n if <key (up arrow v) pressed?> then\n set [player speed y v] to (FORCE JUMP)\n else\n set [player speed y v] to [0]\n end\n end\nend\n\ndefine Check Player Walk\nif <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [player speed x v] by ((-1) * (FORCE WALK))\nend\nif <key (right arrow v) pressed?> then\n switch costume to (player v)\n change [player speed x v] by ((1) * (FORCE WALK))\nend\nset [player speed x v] to ((Player Speed X) * (0.7))\nchange x by (Player Speed X)\nif <(Player Speed X) > [0]> then\n move out [-1] [0]\nelse\n move out [1] [0]\nend\n\ndefine Check Player Touching\nif <<touching color (#ff0000)?> and <(Game end) = [0]>> then\n broadcast (Complete level v) and wait\n Reset Player Position\n next backdrop\nend\nif <touching color (#fbfb12)?> then\n set [player speed y v] to [24]\nend\nif <<touching color (#4e4e4e)?> and <(Game end) = [0]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n Reset Player Position\nend\n\ndefine Reset Player Position\nclear graphic effects\ngo to x: (-200) y: (-10)\n\nwhen flag clicked\nset [game end v] to [0]\nforever\n if <(costume [number v]) = [13]> then\n set [game end v] to [1]\n else\n set [game end v] to [0]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (228) y: (26)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (213) y: (55)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (228) y: (26)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (200) y: (27)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (199) y: (-14)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (228) y: (26)\n\n@Sprite1\n\nwhen flag clicked\nshow\nwait (0.5) seconds\nhide\n\n@Logo\n\nwhen flag clicked\nset size to (15) %\nforever\n go to x: (214) y: (-149)\nend\n\n
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This is my first platformer! (yes i know its short) Instructions: Arrow keys to move. Get to the red flag at the end of each level. \n touch the pointy rocks.\nFullscreen sometimes glitches you to level 2. So only use fullscreen after you beat level 1\n\nStory: You were camping in a forest when you heard tornado sirens. Then you noticed a tornado in the distance and then you know you had to find shelter, FAST
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CAR - A Platformer The Cave
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@Stage\n\nwhen flag clicked\nbroadcast (\[Intro\] Start Intro v)\n\nwhen flag clicked\nwait (8) seconds\nforever\n play sound [The Piano Moosic v] until done\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [sound v]) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@Player\n\nwhen I receive [reset v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-200) y: (40)\n\ndefine Engine\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1.5)\nend\nset [x vel v] to ((X Vel) * (.85))\nchange x by (X Vel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((X Vel) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\nend\nchange [y vel v] by (-1)\nchange y by (Y Vel)\nif <touching (ground v)?> then\n change y by ((Y Vel) - ((Y Vel) * (2)))\n set [y vel v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y vel v] to [15]\nend\nchange y by (1)\nif <touching (flag v)?> then\n change [level v] by (1)\n broadcast (Next v)\n broadcast (Reset v)\n start sound [Ding v]\nend\nif <touching (danger v)?> then\n start sound [Death v]\n broadcast (Reset v)\nend\n\nwhen I receive [play v]\nset volume to (100) %\nshow\nswitch backdrop to (sunset v)\nbroadcast (Reset v)\nset [level v] to [1]\nforever\n Engine\nend\n\nwhen flag clicked\nhide variable [cloneid v]\nhide variable [spin v]\nhide variable [level v]\nhide variable [x vel v]\nhide variable [y vel v]\nhide\nbroadcast (Reset v)\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Trail\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nforever\n go to (player v)\n switch costume to ([costume # v] of [player v])\n create clone of (_myself_ v)\nend\n\n@Background\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Level)\n if <(Level) = [1]> then\n switch costume to (background v)\n else\n switch costume to (background2 v)\n end\nend\n\n@Intro \n\nwhen I start as a clone\nif <(Clone ID) = [Box]> then\n switch costume to (box v)\n point in direction (180)\n set [ghost v] effect to (50)\n set [brightness v] effect to (100)\n set size to (15) %\n show\n go to x: ((Var 1) * (40)) y: (-190)\n go to [front v] layer\n repeat until <(y position) > (((Var 2) * (40)) - (1))>\n change y by (((((Var 2) * (40)) + (2)) - (y position)) / (5))\n end\n set y to ((Var 2) * (40))\n repeat until <(size) > [89]>\n change size by (((91) - (size)) / (5))\n turn right (((180) - (direction)) / (5)) degrees\n change [ghost v] effect by (-5)\n end\n set size to (90) %\n set [ghost v] effect to (0)\n point in direction (180)\n wait (1) seconds\n repeat (30)\n turn right (7) degrees\n change [ghost v] effect by (4)\n change size by (-4)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow]> then\n set [ghost v] effect to (0)\n set size to (185) %\n switch costume to (arrow v)\n show\n go to x: (0) y: (-70000000)\n Smooth Glide x: [0] y: [-250] speed: [9] [0]\n wait until <(timer) > [3.5]>\n delete this clone\nend\nif <(Clone ID) = [Letter]> then\n wait until <(timer) > [2]>\n if <((Length) / (3)) > (#)> then\n wait (0.25) seconds\n else\n if <(((Length) / (3)) + ((Length) / (3))) > (#)> then\n wait (0.6) seconds\n else\n if <((Length) + (1)) > (#)> then\n wait (1) seconds\n end\n end\n end\n go to [front v] layer\n show\n set size to (Size) %\n set [ghost v] effect to (0)\n go to x: (x position) y: (300)\n Smooth Glide x: (x position) y: [0] speed: [3] []\n wait until <(timer) > [3.5]>\n delete this clone\nend\nif <(Clone ID) = [Logo]> then\n wait until <(timer) > [3.5]>\n Clone Particles\n show\n switch costume to (logo v)\n go to x: (0) y: (0)\n set size to (0) %\n Bounce with (75) , (10) and (100)\n wait until <(timer) > [5.7]>\n Clone Particles\n point in direction (90)\n set [var 1 v] to [5]\n turn right (2) degrees\n repeat until <(round (direction)) = [90]>\n go to [front v] layer\n point in direction ((([tan v] of (Var 1) ) * (10)) + (90))\n change [var 1 v] by (4)\n end\n point in direction (90)\n Clone Particles\n set [var 1 v] to [10]\n repeat (33)\n change y by ((0) - (Var 1))\n change size by (((Var 1) - (10)) / (5))\n change [var 1 v] by (-1)\n end\n delete this clone\nend\nif <(Clone ID) = [Letter 1]> then\n wait until <(timer) > [6]>\n wait ((#) / (Length)) seconds\n go to [front v] layer\n set size to (Size) %\n show\n set [var 1 v] to (x position)\n go to x: (300) y: (-130)\n Smooth Glide x: (Var 1) y: [-130] speed: [5] [0]\n wait (0.5) seconds\n Smooth Glide x: [-230] y: [-130] speed: [5] [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n set [color v] effect to (0)\n switch costume to (back v)\n set size to (2000) %\n show\n go to [back v] layer\n go to x: (0) y: (0)\n wait until <(timer) > [3]>\n switch costume to (back 2 v)\n set [color v] effect to (-60)\n repeat until <(timer) > [10.3]>\n repeat (16)\n change y by (4)\n change x by (-4)\n end\n go to x: (0) y: (0)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ghost]> then\n wait until <(timer) > [3]>\n switch costume to (ghost v)\n set size to (2000) %\n show\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\n wait until <(timer) > [10.3]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n set [color v] effect to (pick random (110) to (130))\n go to [back v] layer\n go [forward v] (2) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\npoint in direction (90)\n\ndefine Clone Row of Boxes\nset [brightness v] effect to (10)\nrepeat (9)\n create clone of (_myself_ v)\n change [var 2 v] by (-1)\n change [brightness v] effect by (-2)\nend\n\ndefine Bounce with (bounciness) , (speed) and (finishing size)\nset [var 1 v] to [0]\nrepeat until <<(finishing size) = (size)> and <(Var 1) = (size)>>\n set [var 2 v] to (((Var 2) * ((bounciness) / (100))) + (((finishing size) - (size)) * ((speed) / (20))))\n set [var 1 v] to (size)\n change size by (Var 2)\nend\nset size to (finishing size) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed) (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n change [ghost v] effect by (ghost)\nend\ngo to x: (x) y: (y)\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [length v] to (length of (text))\nrepeat (length of (text))\n reset timer\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\ndefine Setup Lists\ndelete all of [character widths v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((size) / (7))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > (SizeLimit)>>\n reset timer\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > ((SizeLimit) + (1))> then\n set [size v] to ((SizeLimit) - (10))\n end\nend\nset [x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nFind Size (text) (size)\nType: System (text) (X) (y) (Size) (color) (brightness) (speed)\n\nwhen I receive [\[intro\] start intro v]\nset [username v] to [welcome to road trip :\)]\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nSetup Lists\nset [sizelimit v] to [400]\nset [clone id v] to [Letter]\nType (Username) [0] [0] [0] [0] [100] [0]\nset [sizelimit v] to [150]\nset [clone id v] to [Letter 1]\nType (Username) [0] [-100] [0] [0] [100] [0]\nreset timer\nstart sound [JJD - Velocity v]\nhide\npoint in direction (90)\nclear graphic effects\nset [clone id v] to [Arrow]\nrepeat (5)\n set [brightness v] effect to (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Ghost]\ncreate clone of (_myself_ v)\nwait until <(timer) > [9]>\nset [var 1 v] to [-6]\nhide\nset size to (90) %\nswitch costume to (box v)\ngo to x: (-220) y: (160)\nset [clone id v] to [Box]\nrepeat (13)\n set [var 2 v] to [4]\n Clone Row of Boxes\n change [var 1 v] by (1)\nend\nwait until <(timer) > [10.7]>\nbroadcast (Play v)\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (36) y: (28)\nset rotation style [don't rotate v]\nforever\n switch costume to (Level)\nend\n\nchange [level v] by (-1)\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (36) y: (28)\nforever\n switch costume to (Level)\n if <(Level) = [11]> then\n hide\n else\n show\n end\nend\n\n@Love, Fav, and Follow\n\nwhen I receive [play v]\nhide\ngo to x: (-130) y: (-212)\nforever\n wait (pick random (8) to (14)) seconds\n go to x: (130) y: (-200)\n show\n repeat (10)\n change y by (5)\n end\n wait (1) seconds\n turn left (5) degrees\n repeat (2)\n repeat (2)\n turn right (5) degrees\n end\n repeat (2)\n turn right (-5) degrees\n end\n end\n turn left (-5) degrees\n wait (1) seconds\n repeat (10)\n change y by (-5)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\n@Sound\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (sound v)\nelse\n switch costume to (no sound v)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (-115) y: (-150)\nforever\n go to [front v] layer\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nset size to (100) %\nshow\ngo to x: (-189) y: (-150)\nforever\n go to [front v] layer\n if <(Level) = [11]> then\n hide\n else\n show\n end\nend\n\n@Flash\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [next v]\nset [ghost v] effect to (100)\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (.01) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Trail2\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nforever\n go to (player v)\n switch costume to ([costume # v] of [player v])\n create clone of (_myself_ v)\nend\n\n
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Welcome to CAR - A Platformer!\n\nInstructions:\nArrow Keys or WASD to move.\nS or Down Arrow to crouch.\n\nPlease heart and fave because I spent a good deal of time on this. I really want it to get top loved or something.\n\nCredits:\n@talexat for green flag + mute and skip buttons.\n@Shock-Waves for his amazing intro template.\n@TrentonTNT for love, fave, and follow art.\n@coolcoder1213 for the rest.\n\nThat concludes everything. Now, go win!!!\n
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*:Valley:* A Platformer #games#game#Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [始まり始まり v]\nswitch backdrop to (背景1 v)\n\n@プレイヤー\n\ndefine 始め\nswitch costume to (コスチューム1 v)\ngo to x: (-225) y: (40)\nwait (0.3) seconds\nset [x v] to [8]\nset [y v] to [5]\n\ndefine 左右\nif <(はい変数) = [0]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n switch costume to (コスチューム2 v)\n change [x v] by (0.9)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>>> then\n switch costume to (コスチューム3 v)\n change [x v] by (-0.9)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\nend\n\ndefine 上\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <(はい変数) = [0]> then\n if <touching (地面 v)?> then\n change y by (-3)\n change x by ((X) * (-1.16))\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > [20]> and <mouse down?>>>> then\n switch costume to (コスチューム1 v)\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > [20]> and <mouse down?>>>> then\n set [y v] to [14]\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [時間 v]\nhide\n\ndefine 1\nreset timer\nhide variable [stage v]\nshow\nset [stage v] to [1]\n始め\ngo to [front v] layer\n\ndefine 2\nif <(x position) > [239]> then\n broadcast (次 v)\n change [stage v] by (1)\n hide\n wait (3) seconds\n show\n 始め\nend\nif <(y position) < [-179]> then\n broadcast (うわ~死んでるだぁさー v)\n 始め\nend\nif <touching (とげ v)?> then\n broadcast (うわ~死んでるだぁさー v)\n 始め\nend\n\nwhen I receive [始まり始まり v]\nshow\n1\nforever\n 左右\n 上\n 2\nend\n\nwhen I receive [次 v]\n\nwhen I receive [始まり始まり v]\nrepeat until <(stage) = [10]>\n change [時間 v] by (timer)\nend\nset [時間 v] to (timer)\nwait (3) seconds\nshow variable [時間 v]\n\nwhen I receive [次 v]\n始め\n\n@地面\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [始まり始まり v]\nshow\n\nwhen I receive [次 v]\nnext costume\n\n@とげ\n\nwhen flag clicked\n軽くしよう\n\nwhen I receive [nextstage v]\nnext costume\nbroadcast (はい v)\n\ndefine 軽くしよう\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [上下 v] to [0]\nforever\n go to [back v] layer\n repeat (30)\n change [上下 v] by (-0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\n end\n repeat (30)\n change [上下 v] by (0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\n end\nend\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@イントロ\n\nwhen flag clicked\nset size to (200) %\nset [クローン判定 v] to [0]\nswitch costume to ( v)\nrepeat (5)\n change [クローン判定 v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine A・Z・R・I・Y (x)\nshow\ngo to x: (x) y: (180)\nrepeat (10)\n change y by ((-1) - ((y position) / (3)))\n turn right ((30.2) - ((direction) / (3))) degrees\nend\n\nwhen I start as a clone\nif <(クローン判定) = [1]> then\n switch costume to (a v)\n A・Z・R・I・Y [-100]\n wait (0.2) seconds\n 三〇 〇三左\nelse\n if <(クローン判定) = [2]> then\n switch costume to (az v)\n A・Z・R・I・Y [-50]\n wait (0.16) seconds\n 三〇 〇三左\n else\n if <(クローン判定) = [3]> then\n switch costume to (azr v)\n A・Z・R・I・Y [0]\n wait (1.5) seconds\n glide (0.2) secs to x: (250) y: (0)\n hide\n else\n if <(クローン判定) = [4]> then\n switch costume to (azri v)\n A・Z・R・I・Y [50]\n wait (0.08) seconds\n 三〇 〇三右\n else\n if <(クローン判定) = [5]> then\n switch costume to (azriy v)\n A・Z・R・I・Y [100]\n wait (0.04) seconds\n 三〇 〇三右\n end\n end\n end\n end\nend\nwait (0.3) seconds\nbroadcast (始まり始まり v)\n\ndefine 三〇 〇三右\nrepeat (16)\n change x by ((x position) * (0.03))\nend\nif <(costume [number v]) = [6]> then\n glide (0.1) secs to x: (40) y: (0)\n start sound [Finger Snap v]\nelse\n glide (0.1) secs to x: (80) y: (0)\nend\nwait (0.7) seconds\nglide (0.2) secs to x: (250) y: (0)\nhide\n\ndefine 三〇 〇三左\nrepeat (16)\n change x by ((x position) * (0.03))\nend\nif <(costume [number v]) = [3]> then\n glide (0.1) secs to x: (-80) y: (0)\nelse\n glide (0.1) secs to x: (-40) y: (0)\nend\nwait (0.7) seconds\nglide (0.2) secs to x: (250) y: (0)\nhide\n\n@Next!\n\nwhen I receive [次 v]\n+\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\ndefine +\nbroadcast (新たな音をならs v)\nhide\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\n@サムネだぅ\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@音様や\n\nwhen flag clicked\nswitch costume to (音様や v)\n軽くしよう\n\nwhen flag clicked\nhide\n\ndefine 軽くしよう\nforever\n go to x: (-200) y: (140)\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n end\n if <(costume [number v]) = [2]> then\n set volume to (50) %\n end\n if <(costume [number v]) = [3]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n next costume\n wait (0.1) seconds\n end\nend\n\nwhen I receive [始まり始まり v]\nshow\ngo to [front v] layer\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [うわ~死んでるだぁさー v]\nstart sound [タヒぬ v]\n\nwhen I receive [新たな音をならs v]\nstart sound [High Whoosh v]\n\n
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普通の操作ですよ。\n\n↑適当ですみません\n\n星が欲しい、ハートが欲しい!!\n
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ハムットフォーマー/Hamster Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound [MusMus-BGM-107 v] until done\nend\n\nwhen I receive [2 v]\nset [ステージ v] to [1]\n\nwhen I receive [4 v]\nset [ステージ v] to [2]\n\nwhen I receive [5 v]\nset [ステージ v] to [3]\n\nwhen I receive [6 v]\nset [ステージ v] to [4]\n\nwhen I receive [7 v]\nset [ステージ v] to [5]\n\nwhen I receive [8 v]\nset [ステージ v] to [6]\n\nwhen I receive [7.2 v]\nset [ステージ v] to [5.2]\n\nwhen I receive [9 v]\nset [ステージ v] to [7]\n\nwhen I receive [10 v]\nset [ステージ v] to [8]\n\nwhen I receive [11 v]\nset [ステージ v] to [9]\n\nwhen I receive [クリア v]\nset [ステージ v] to [10]\nswitch backdrop to (背景2 v)\nif <(おまけステージ権限) = [0]> then\n switch backdrop to (背景3 v)\nend\n\nwhen I receive [おまけ v]\nswitch backdrop to (背景3 v)\nset [ステージ v] to [おまけ]\n\nwhen I receive [あたり v]\nset [ステージ v] to [11]\nif <(おまけステージ権限) = [0]> then\n switch backdrop to (背景3 v)\nend\n\n@地面\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen [timer v] > (0)\nhide\nswitch costume to (0 v)\n\n@ばね\n\nwhen flag clicked\nhide\n\ndefine ばね\nshow\nswitch costume to (コスチューム1 v)\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム9 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム1 v)\n wait until <not <touching (プレイヤー v)?>>\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [8 v]\ngo to x: (-67) y: (-113)\nばね\n\ncreate clone of (_myself_ v)\n\nwhen I receive [9 v]\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I start as a clone\ngo to x: (-178) y: (-3)\n\nばね\n\n@針\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen [timer v] > (0)\nswitch costume to (0 v)\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n switch costume to (ステージ)\nend\n\n@プレイヤー\n\nwhen I receive [4 v]\nプレイヤーリスポーン\n\ndefine プレイヤーリスポーン\ngo to x: (-200) y: (-107)\n\nwhen I receive [5 v]\nプレイヤーリスポーン\n\nwhen I receive [6 v]\nプレイヤーリスポーン\n\nwhen I receive [7 v]\nプレイヤーリスポーン\n\nwhen I receive [7.2 v]\nプレイヤーリスポーン\n\nwhen I receive [8 v]\nプレイヤーリスポーン\n\nwhen I receive [9 v]\nプレイヤーリスポーン\n\nwhen I receive [10 v]\nプレイヤーリスポーン\n\nwhen I receive [11 v]\ngo to x: (-200) y: (-106)\n\nwhen I receive [クリア v]\n\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [2 v]\nプレイヤーリスポーン\n\nif <not <(ステージ) = [1]>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n show\nend\n\nwhen I receive [4 v]\nプレイヤーリスポーン\n\nwhen I receive [6 v]\n\n\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [jump-cute1 v]\n set [y v] to [15]\n end\n change y by (1)\n if <<(y position) < [-165]> or <touching (針 v)?>> then\n start sound [Teleport2 v]\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-198) y: (-103)\n show\n end\n go to [front v] layer\nend\n\ngo to x: (-200) y: (-106)\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nforever\n\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n start sound [jump-anime1 v]\n set [y v] to [18]\n end\n if <key (down arrow v) pressed?> then\n set [しゃがめ v] to [1]\n switch costume to (コスチューム2 v)\n else\n set [しゃがめ v] to [0]\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n go to x: (-200) y: (-106)\n end\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-1.5)\nend\ndelete this clone\n\nwait (0.5) seconds\n\nwhen flag clicked\n\nforever\nend\n\nプレイヤーリスポーン\n\nbroadcast (死 v)\n\nwhen I receive [死 v]\nプレイヤーリスポーン\n\nwhen I receive [クリア v]\nプレイヤーリスポーン\nwait (0.1) seconds\nforever\n if <<<[220] < (x position)> and <(ステージ) = [10]>> and <(おまけステージ権限) = [1]>> then\n プレイヤーリスポーン\n broadcast (おまけ v)\n end\n go to [front v] layer\nend\n\n@種\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (147) y: (-106)\npoint in direction (90)\nset size to (100) %\nset [おまけステージ権限 v] to [1]\nset [クリア v] to [0]\nrepeat until <(クリア) = [1]>\n if <(クリア) = [0]> then\n if <touching (プレイヤー v)?> then\n set [クリア v] to [1]\n broadcast (メッセージ1 v)\n wait (0.5) seconds\n broadcast (2 v)\n end\n end\nend\nrepeat until <(クリア) = [2]>\n clear graphic effects\n show\n if <(クリア) = [1]> then\n if <touching (プレイヤー v)?> then\n set [クリア v] to [2]\n broadcast (メッセージ1 v)\n wait (0.5) seconds\n broadcast (4 v)\n end\n end\nend\nrepeat until <(クリア) = [3]>\n clear graphic effects\n show\n if <(クリア) = [2]> then\n if <touching (プレイヤー v)?> then\n set [クリア v] to [3]\n broadcast (メッセージ1 v)\n wait (0.5) seconds\n broadcast (5 v)\n end\n end\nend\nrepeat until <(クリア) = [4]>\n clear graphic effects\n show\n if <(クリア) = [3]> then\n if <touching (プレイヤー v)?> then\n set [クリア v] to [4]\n broadcast (メッセージ1 v)\n wait (0.5) seconds\n broadcast (6 v)\n end\n end\nend\nrepeat until <(クリア) = [5]>\n clear graphic effects\n show\n if <(クリア) = [4]> then\n if <touching (プレイヤー v)?> then\n set [クリア v] to [5]\n broadcast (メッセージ1 v)\n wait (0.5) seconds\n broadcast (7 v)\n end\n end\nend\nrepeat until <(クリア) = [6]>\n clear graphic effects\n show\n if <(クリア) = [5]> then\n if <touching (プレイヤー v)?> then\n set [クリア v] to [6]\n broadcast (メッセージ1 v)\n wait (0.5) seconds\n broadcast (8 v)\n end\n end\nend\nrepeat until <(クリア) = [6]>\n clear graphic effects\n show\n if <<(クリア) = [5]> and <(mobile) = [1]>> then\n set size to (100) %\n go to x: (147) y: (-106)\n end\nend\nrepeat until <(クリア) = [7]>\n clear graphic effects\n show\n if <(クリア) = [6]> then\n if <touching (プレイヤー v)?> then\n set [クリア v] to [7]\n broadcast (メッセージ1 v)\n wait (0.5) seconds\n broadcast (9 v)\n end\n end\nend\nrepeat until <(クリア) = [8]>\n clear graphic effects\n show\n if <(クリア) = [7]> then\n if <touching (プレイヤー v)?> then\n set [クリア v] to [8]\n broadcast (メッセージ1 v)\n wait (0.5) seconds\n broadcast (10 v)\n end\n end\nend\nrepeat until <(クリア) = [9]>\n clear graphic effects\n show\n if <(クリア) = [8]> then\n if <touching (プレイヤー v)?> then\n set [クリア v] to [9]\n broadcast (メッセージ1 v)\n wait (0.5) seconds\n broadcast (11 v)\n end\n end\nend\nrepeat until <(クリア) = [10]>\n if <(クリア) = [9]> then\n if <touching (プレイヤー v)?> then\n set [クリア v] to [10]\n broadcast (12 v)\n wait (0.5) seconds\n broadcast (クリア v)\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nrepeat (10)\n change y by (2)\nend\n\nwhen I receive [メッセージ1 v]\nclear graphic effects\nshow\nstart sound [Coin v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (166) y: (-104)\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [8 v]\ngo to x: (162) y: (150)\n\nwhen I receive [11 v]\ngo to x: (147) y: (-106)\nset [ghost v] effect to (20)\n\nwhen I receive [クリア v]\nhide\n\nwhen I receive [11 v]\nshow\n\nwhen I receive [12 v]\nclear graphic effects\nshow\nstart sound [Coin v]\nrepeat (5)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (166) y: (-104)\n\nbroadcast (11 v)\n\nwhen I receive [おまけ v]\nclear graphic effects\nshow\ngo to x: (-137) y: (-100)\nset [タネあたり v] to (pick random (1) to (2))\ncreate clone of (_myself_ v)\nif <(タネあたり) = [1]> then\n set [たねはずれ v] to [2]\nend\nif <(タネあたり) = [2]> then\n set [たねはずれ v] to [1]\nend\nwait until <touching (プレイヤー v)?>\nif <touching (プレイヤー v)?> then\n if <(タネあたり) = [1]> then\n start sound [Chomp v]\n say [ハズレ]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (2)\n end\n say []\n hide\n set [おまけステージ権限 v] to [0]\n broadcast (クリア v)\n end\n if <(タネあたり) = [2]> then\n start sound [Coin v]\n say [あたり]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (2)\n end\n set [おまけステージ権限 v] to [0]\n say []\n hide\n broadcast (あたり v)\n end\nend\nforever\n if <(おまけステージ権限) = [0]> then\n hide\n end\nend\n\nif <(タネあたり) = [1]> then\n set [タネあたり v] to [2]\nend\nif <(タネあたり) = [2]> then\n set [タネあたり v] to [1]\nend\n\nset [タネあたり v] to [0]\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (25) y: (-100)\nshow\nset size to (100) %\nclear graphic effects\nforever\n if <touching (プレイヤー v)?> then\n if <(タネあたり) = [1]> then\n say [ハズレ]\n start sound [Chomp v]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (2)\n end\n hide\n say []\n broadcast (クリア v)\n set [おまけステージ権限 v] to [0]\n delete this clone\n end\n if <(タネあたり) = [2]> then\n start sound [Coin v]\n say [あたり]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (2)\n end\n hide\n broadcast (あたり v)\n say []\n set [おまけステージ権限 v] to [0]\n delete this clone\n end\n end\n if <(おまけステージ権限) = [0]> then\n create clone of (_myself_ v)\n end\nend\n\n@タネ×\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (93) y: (133)\nshow\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [8 v]\ngo to x: (44) y: (45)\n\nwhen I receive [9 v]\ngo to x: (93) y: (133)\n\nwhen I receive [クリア v]\nhide\n\n@数\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (207) y: (135)\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [8 v]\ngo to x: (164) y: (45)\n\nwhen I receive [9 v]\ngo to x: (207) y: (135)\n\nwhen I receive [クリア v]\nhide\n\n@もヴィール\n\nwhen flag clicked\nhide\n\nwhen I receive [7 v]\ngo to x: (-137) y: (73)\nshow\nwait until <(ステージ) = [6]>\nhide\n\nwhen [timer v] > (0)\nset [mobile v] to [0]\nhide\n\nwhen this sprite clicked\nforever\n if <(ステージ) = [5]> then\n broadcast (7.2 v)\n hide\n set [mobile v] to [1]\n end\nend\n\n@隠し球2\n\nwhen flag clicked\nhide\n\nwhen I receive [11 v]\nhide\n\nwhen I receive [10 v]\ngo to [front v] layer\nshow\n\n@スプライト1\n\nwhen I receive [10 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [11 v]\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n wait until <(ステージ) = [2]>\n if <not <(ステージ) = [2]>> then\n show\n else\n hide\n end\n wait until <(ステージ) = [3]>\n if <not <(ステージ) = [3]>> then\n show\n else\n hide\n end\n wait until <(ステージ) = [4]>\n if <not <(ステージ) = [4]>> then\n show\n else\n hide\n end\n wait until <(ステージ) = [5]>\n if <not <(ステージ) = [5]>> then\n show\n else\n hide\n end\nend\n\n\n\n\n\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen flag clicked\nforever\n play sound [jump-anime1 v] until done\nend\n\n@コメント\n\nwhen flag clicked\nshow\ngo to x: (0) y: (130)\nswitch costume to (0 v)\nshow\nforever\n go to [front v] layer\n switch costume to (ステージ)\n if <(おまけステージ権限) = [0]> then\n hide\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [クリア v]\nhide\n\n@隠し球\n\nwhen flag clicked\nhide\n\nwhen I receive [7.2 v]\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [11 v]\nswitch costume to (コスチューム2 v)\nshow\n\nwhen I receive [クリア v]\nhide\n\n@スプライト3\n\nwhen flag clicked\nwait (0.000000000000000001) seconds\nshow variable [タイム v]\nhide variable [☁ 世界タイム v]\nset [タイム v] to [0]\nhide\nrepeat until <(ステージ) = [10]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nif <(☁ 世界タイム) > (タイム)> then\n set [☁ 世界タイム v] to (タイム)\nend\nshow variable [☁ 世界タイム v]\ngo to x: (-145) y: (-150)\nshow\ngo to [front v] layer\n\n@ターーーーーーーぼ\n\nwhen flag clicked\nforever\n set [ターボ v] to [0]\n wait (0.001) seconds\n if <[3] < (ターボ)> then\n show\n stop [all v]\n else\n hide\n end\nend\n\nwhen flag clicked\nhide variable [ターボ v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [ターボ v] by (1)\nend\n\n
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❤️と⭐️とフォローよろしく!\n❤️ and ⭐️ and follow me!\n\n【使い方 instraction】\n\nキーボード keyboard\n\n上キー:ジャンプ ↑:jump\n下キー:しゃがむ ↓:crouch\n右キー:移動 →:move\n左キー:移動 ←:move\nスペース:埋まった時にリスポーン\npress space key when you get stuck : restart\n\nモバイル Mobile\n\nタップ操作 Tap to operate\n\n----------------------------キリトリ-----------------------------\n\nバグだったりこれ無理ってとこあったら教えて!\n\n※モバイルの人は...のところは、多分タブレットなどでは、できないと思ったので必ず押してください!\n(挑戦は、勝手にどうぞ ((出来たら教えて)
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3D Platformer Engine! 100% Pen! Make your own 3D Platformer Games! Version 2.1 #All #Games #Art
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@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound (pick random (1) to (10)) until done\nend\n\nwhen flag clicked\nset [background v] to [1]\nforever\n if <key (b v) pressed?> then\n if <(background) = [1]> then\n set [background v] to [2]\n else\n set [background v] to [1]\n end\n end\n wait until <not <key (b v) pressed?>>\nend\n\nwhen flag clicked\nforever\n if <(background) = [2]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Blank\n\n@Engine\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Check for Solid Hitbox | x: (x) y: (y) z: (z) player height: (height)\nif <<(cam y) > [-20]> and <(cam y) < [0]>> then\n set [hitbox detected? v] to [1]\n stop [this script v]\nend\nset [i v] to [0]\nrepeat ((length of [solid hitboxes v]) / (6))\n if <<(x) > (item ((i) + (1)) of [solid hitboxes v])> and <(x) < (item ((i) + (2)) of [solid hitboxes v])>> then\n if <<(y) > (item ((i) + (3)) of [solid hitboxes v])> and <((y) - (height)) < (item ((i) + (4)) of [solid hitboxes v])>> then\n if <<(z) > (item ((i) + (5)) of [solid hitboxes v])> and <(z) < (item ((i) + (6)) of [solid hitboxes v])>> then\n set [hitbox detected? v] to [1]\n stop [this script v]\n end\n end\n end\n change [i v] by (6)\nend\nset [hitbox detected? v] to [0]\n\ndefine Add Hitbox | x: (x1) (x2) y: (y1) (y2) z: (z1) (z2)\nif <(x1) < (x2)> then\n add (x1) to [solid hitboxes v]\n add (x2) to [solid hitboxes v]\nelse\n add (x2) to [solid hitboxes v]\n add (x1) to [solid hitboxes v]\nend\nif <(y1) < (y2)> then\n add (y1) to [solid hitboxes v]\n add (y2) to [solid hitboxes v]\nelse\n add (y2) to [solid hitboxes v]\n add (y1) to [solid hitboxes v]\nend\nif <(z1) < (z2)> then\n add (z1) to [solid hitboxes v]\n add (z2) to [solid hitboxes v]\nelse\n add (z2) to [solid hitboxes v]\n add (z1) to [solid hitboxes v]\nend\n\ndefine Platform at x: (x) y: (y) z: (z)\nset pen color to (#005dff)\nset pen (transparency v) to (0)\n--- [Back of Cube]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) - (50)) ((z) + (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) - (50)) ((z) + (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) + (50)) ((z) + (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) + (50))\n--- [Front of Cube]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) - (50)) to ((x) + (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) - (50)) to ((x) - (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) - (50)) to ((x) - (50)) ((y) + (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) - (50)) to ((x) + (50)) ((y) + (50)) ((z) - (50))\n--- [Lines from Front to Back]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) - (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) + (50)) to ((x) + (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) + (50)) to ((x) - (50)) ((y) + (50)) ((z) - (50))\n--- [Hitbox of Cube]\nAdd Hitbox | x: ((x) - (50)) ((x) + (50)) y: ((y) - (50)) ((y) + (50)) z: ((z) - (50)) ((z) + (50))\n\ndefine Level\nPlatform at x: [0] y: [0] z: [-100]\nif <(difficulty) = [easy]> then\n if <(Level) = [1]> then\n Water Platform at x: [-100] y: [0] z: [0]\n Water Platform at x: [-100] y: [100] z: [0]\n Water Platform at x: [-100] y: [200] z: [0]\n Platform at x: [0] y: [0] z: [0]\n Platform at x: [0] y: [0] z: [100]\n Trap Platform at x: [100] y: [0] z: [100]\n Trap Platform at x: [200] y: [0] z: [100]\n Bounce Platform at x: [100] y: [0] z: [0]\n End Platform at x: [0] y: [0] z: [200]\n else\n if <(Level) = [2]> then\n Platform at x: [0] y: [100] z: [100]\n Trap Platform at x: [200] y: [0] z: [100]\n Bounce Platform at x: [100] y: [0] z: [0]\n End Platform at x: [0] y: [200] z: [300]\n else\n if <(Level) = [3]> then\n Platform at x: [0] y: [100] z: [100]\n Trap Platform at x: [0] y: [0] z: [100]\n Trap Platform at x: [0] y: [200] z: [200]\n End Platform at x: [0] y: [200] z: [300]\n else\n if <(Level) = [4]> then\n Platform at x: [50] y: [100] z: [100]\n Trap Platform at x: [0] y: [0] z: [100]\n Trap Platform at x: [0] y: [200] z: [200]\n Bounce Platform at x: [0] y: [200] z: [300]\n End Platform at x: [0] y: [500] z: [650]\n else\n if <(Level) = [5]> then\n Platform at x: [0] y: [100] z: [-200]\n Platform at x: [0] y: [200] z: [-300]\n Platform at x: [0] y: [100] z: [0]\n Platform at x: [0] y: [200] z: [0]\n Trap Platform at x: [0] y: [0] z: [100]\n Trap Platform at x: [0] y: [200] z: [200]\n Bounce Platform at x: [0] y: [200] z: [300]\n End Platform at x: [0] y: [500] z: [650]\n end\n end\n end\n end\n end\nend\nif <(difficulty) = [medium]> then\n if <(Level) = [1]> then\n Platform at x: [0] y: [100] z: [100]\n Platform at x: [0] y: [200] z: [400]\n Water Platform at x: [0] y: [0] z: [600]\n Water Platform at x: [0] y: [0] z: [700]\n Water Platform at x: [0] y: [0] z: [800]\n Water Platform at x: [0] y: [0] z: [900]\n Trap Platform at x: [100] y: [0] z: [100]\n Trap Platform at x: [200] y: [0] z: [100]\n Bounce Platform at x: [100] y: [0] z: [0]\n End Platform at x: [0] y: [0] z: [1000]\n else\n if <(Level) = [2]> then\n Trap Platform at x: [0] y: [0] z: [100]\n Trap Platform at x: [100] y: [0] z: [100]\n Trap Platform at x: [200] y: [0] z: [100]\n Bounce Platform at x: [100] y: [0] z: [0]\n End Platform at x: [0] y: [200] z: [350]\n else\n if <(Level) = [3]> then\n Platform at x: [0] y: [100] z: [100]\n Bounce Platform at x: [-50] y: [100] z: [100]\n Bounce Platform at x: [50] y: [100] z: [100]\n Trap Platform at x: [0] y: [0] z: [0]\n Trap Platform at x: [0] y: [0] z: [100]\n Water Platform at x: [0] y: [100] z: [0]\n Trap Platform at x: [0] y: [200] z: [200]\n End Platform at x: [0] y: [200] z: [550]\n else\n if <(Level) = [4]> then\n Platform at x: [50] y: [100] z: [100]\n Trap Platform at x: [0] y: [0] z: [100]\n Trap Platform at x: [0] y: [200] z: [200]\n Bounce Platform at x: [100] y: [200] z: [400]\n End Platform at x: [0] y: [500] z: [750]\n else\n if <(Level) = [5]> then\n Water Platform at x: [0] y: [100] z: [0]\n Water Platform at x: [0] y: [200] z: [0]\n Water Platform at x: [0] y: [100] z: [100]\n Water Platform at x: [0] y: [200] z: [100]\n Water Platform at x: [0] y: [100] z: [200]\n Water Platform at x: [0] y: [200] z: [200]\n Water Platform at x: [100] y: [100] z: [200]\n Water Platform at x: [-100] y: [200] z: [200]\n Water Platform at x: [100] y: [100] z: [300]\n Water Platform at x: [-100] y: [200] z: [300]\n Trap Platform at x: [0] y: [0] z: [100]\n Trap Platform at x: [0] y: [200] z: [200]\n Bounce Platform at x: [0] y: [200] z: [300]\n End Platform at x: [0] y: [500] z: [700]\n end\n end\n end\n end\n end\nend\nif <(difficulty) = [hard]> then\n if <(Level) = [1]> then\n Water Platform at x: [0] y: [0] z: [0]\n Water Platform at x: [0] y: [200] z: [0]\n Water Platform at x: [0] y: [200] z: [100]\n Water Platform at x: [0] y: [200] z: [200]\n Water Platform at x: [0] y: [200] z: [300]\n Platform at x: [0] y: [0] z: [0]\n Platform at x: [0] y: [0] z: [100]\n Trap Platform at x: [100] y: [0] z: [100]\n Trap Platform at x: [200] y: [0] z: [100]\n Bounce Platform at x: [0] y: [0] z: [500]\n End Platform at x: [0] y: [0] z: [1000]\n else\n if <(Level) = [2]> then\n Platform at x: [0] y: [100] z: [100]\n Platform at x: [0] y: [200] z: [100]\n Platform at x: [0] y: [300] z: [100]\n Platform at x: [0] y: [350] z: [100]\n Trap Platform at x: [200] y: [0] z: [100]\n Bounce Platform at x: [0] y: [0] z: [0]\n End Platform at x: [0] y: [200] z: [575]\n else\n if <(Level) = [3]> then\n Platform at x: [0] y: [100] z: [50]\n Platform at x: [0] y: [100] z: [100]\n Trap Platform at x: [0] y: [0] z: [100]\n Trap Platform at x: [0] y: [100] z: [200]\n End Platform at x: [0] y: [200] z: [500]\n else\n if <(Level) = [4]> then\n Platform at x: [50] y: [100] z: [100]\n Trap Platform at x: [0] y: [120] z: [100]\n Trap Platform at x: [0] y: [200] z: [200]\n Bounce Platform at x: [0] y: [200] z: [300]\n End Platform at x: [0] y: [500] z: [650]\n else\n if <(Level) = [5]> then\n Platform at x: [0] y: [100] z: [-200]\n Platform at x: [0] y: [200] z: [-300]\n Platform at x: [0] y: [100] z: [0]\n Platform at x: [0] y: [200] z: [0]\n Trap Platform at x: [0] y: [0] z: [100]\n Trap Platform at x: [0] y: [200] z: [200]\n Bounce Platform at x: [0] y: [200] z: [300]\n End Platform at x: [0] y: [500] z: [760]\n end\n end\n end\n end\n end\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < [0]> and <(z2) < [0]>>> then\n Z Clipping\n Set Screen Point 1: ((FOV) * ((x1) / (z1))) ((FOV) * ((y1) / (z1)))\n Set Screen Point 2: ((FOV) * ((x2) / (z2))) ((FOV) * ((y2) / (z2)))\n XY Clipping\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\nwhen I receive [c v]\nswitch costume to (vector blank v)\nset pen size to (8)\nshow list [end hitboxes v]\nshow list [solid hitboxes v]\nshow list [bad hitboxes v]\nshow list [bounce hitboxes v]\nset [time : v] to [0]\nset [fov v] to [200]\nset [level v] to [1]\nhide variable [cam x v]\nhide variable [cam y v]\nhide variable [cam z v]\nhide variable [rot x v]\nhide variable [rot y v]\nhide variable [level v]\nshow variable [time : v]\nshow variable [mouse sensivity v]\nReset\nforever\n set [falling? v] to [0]\n erase all\n Render\n if <<key (w v) pressed?> or <(STICK Y) > [0.5]>> then\n change [cam z vel v] by ((1) * ((cam speed) * (cos Y)))\n change [cam x vel v] by ((-1) * ((cam speed) * (sin Y)))\n end\n if <<key (s v) pressed?> or <(STICK Y) < [-0.5]>> then\n change [cam z vel v] by ((-1) * ((cam speed) * (cos Y)))\n change [cam x vel v] by ((1) * ((cam speed) * (sin Y)))\n end\n if <<key (a v) pressed?> or <(STICK X) < [-0.5]>> then\n change [cam z vel v] by ((-1) * ((cam speed) * (sin Y)))\n change [cam x vel v] by ((-1) * ((cam speed) * (cos Y)))\n end\n if <<key (d v) pressed?> or <(STICK X) > [0.5]>> then\n change [cam z vel v] by ((1) * ((cam speed) * (sin Y)))\n change [cam x vel v] by ((1) * ((cam speed) * (cos Y)))\n end\n if <(Falling?) = [0]> then\n change [cam y vel v] by (-1)\n end\n set [cam x vel v] to ((cam x vel) * (0.6))\n set [cam y vel v] to ((cam y vel) * (0.99))\n set [cam z vel v] to ((cam z vel) * (0.6))\n change [cam x v] by (cam x vel)\n Check for Solid Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [1]> then\n set [falling? v] to [1]\n change [cam x v] by ((0) - (cam x vel))\n set [cam x vel v] to ((0.3) * (cam x vel))\n end\n Check for Bad Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [2]> then\n Reset\n end\n Check for Bounce Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [3]> then\n start sound [Jump v]\n set [cam y vel v] to ((Jump Height) * (1.5))\n end\n Check for End Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [4]> then\n start sound [ding v]\n change [level v] by (1)\n Reset\n end\n Check for Water Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [5]> then\n set [falling? v] to [1]\n set [cam y vel v] to ((cam y vel) * (0.9))\n set [cam x vel v] to ((cam x vel) * (0.5))\n set [cam z vel v] to ((cam z vel) * (0.5))\n if <key (space v) pressed?> then\n change [cam y vel v] by (1)\n end\n end\n change [cam y v] by (cam y vel)\n Check for Solid Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [1]> then\n set [falling? v] to [1]\n change [cam y v] by ((0) - (cam y vel))\n set [cam y vel v] to ((0.3) * (cam y vel))\n if <<<key (space v) pressed?> or <(Jump?) = [1]>> and <(cam y vel) < [0]>> then\n start sound [Jump v]\n set [cam y vel v] to (Jump Height)\n end\n end\n Check for Bad Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [2]> then\n Reset\n end\n Check for Bounce Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [3]> then\n start sound [Jump v]\n set [cam y vel v] to ((Jump Height) * (1.5))\n end\n Check for End Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [4]> then\n start sound [ding v]\n change [level v] by (1)\n Reset\n end\n Check for Water Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [5]> then\n set [falling? v] to [1]\n set [cam y vel v] to ((cam y vel) * (0.9))\n set [cam x vel v] to ((cam x vel) * (0.5))\n set [cam z vel v] to ((cam z vel) * (0.5))\n if <key (space v) pressed?> then\n change [cam y vel v] by (1)\n end\n end\n change [cam z v] by (cam z vel)\n Check for Solid Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [1]> then\n set [falling? v] to [1]\n change [cam z v] by ((0) - (cam z vel))\n set [cam z vel v] to ((0.3) * (cam z vel))\n end\n Check for Bad Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [2]> then\n Reset\n end\n Check for Bounce Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [3]> then\n start sound [Jump v]\n set [cam y vel v] to ((Jump Height) * (1.5))\n end\n Check for End Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [4]> then\n start sound [ding v]\n change [level v] by (1)\n Reset\n end\n Check for Water Hitbox | x: (cam x) y: (cam y) z: (cam z) player height: (Player Height)\n if <(Hitbox Detected?) = [5]> then\n set [falling? v] to [1]\n set [cam y vel v] to ((cam y vel) * (0.9))\n set [cam x vel v] to ((cam x vel) * (0.5))\n set [cam z vel v] to ((cam z vel) * (0.5))\n if <key (space v) pressed?> then\n change [cam y vel v] by (1)\n end\n end\n if <(device) = [PC]> then\n if <(MODE) = [1]> then\n set [rot x v] to ((mouse sensivity) * (mouse y))\n set [rot y v] to (((0) - (mouse sensivity)) * (mouse x))\n else\n if <key (up arrow v) pressed?> then\n change [rot x v] by (3)\n end\n if <key (down arrow v) pressed?> then\n change [rot x v] by (-3)\n end\n if <key (right arrow v) pressed?> then\n change [rot y v] by (-3)\n end\n if <key (left arrow v) pressed?> then\n change [rot y v] by (3)\n end\n end\n end\n if <(device) = [Mobile]> then\n if <(STICK X2) > [0.5]> then\n set [rot y v] to ((rot Y) + (-3))\n end\n if <(STICK Y2) > [0.5]> then\n set [rot x v] to ((rot X) + (3))\n end\n if <(STICK X2) < [-0.5]> then\n set [rot y v] to ((rot Y) + (3))\n end\n if <(STICK Y2) < [-0.5]> then\n set [rot x v] to ((rot X) + (-3))\n end\n end\n if <(cam y) < [50]> then\n Reset\n end\nend\n\ndefine Render\nTrig Values\ndelete all of [water hitboxes v]\ndelete all of [solid hitboxes v]\ndelete all of [bad hitboxes v]\ndelete all of [bounce hitboxes v]\ndelete all of [end hitboxes v]\nLevel\n\ndefine Z Clipping\nif <<(z1) < [0]> or <(z2) < [0]>> then\n set [percent v] to (((0) - (z1)) / ((z2) - (z1)))\n if <(z1) < [0]> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (0)\n else\n if <(z2) < [0]> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (0)\n end\n end\nend\n\ndefine XY Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (m)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((180) - (y1)) / (m))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (m)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((-180) - (y1)) / (m))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\nend\n\ndefine --- (label)\n\ndefine Trig Values\nset [sin x v] to ([sin v] of (rot X) )\nset [cos x v] to ([cos v] of (rot X) )\nset [sin y v] to ([sin v] of (rot Y) )\nset [cos y v] to ([cos v] of (rot Y) )\n\ndefine Trap Platform at x: (x) y: (y) z: (z)\nset pen color to (#ff0000)\nset pen (transparency v) to (0)\n--- [Back of Cube]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) - (50)) ((z) + (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) - (50)) ((z) + (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) + (50)) ((z) + (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) + (50))\n--- [Front of Cube]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) - (50)) to ((x) + (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) - (50)) to ((x) - (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) - (50)) to ((x) - (50)) ((y) + (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) - (50)) to ((x) + (50)) ((y) + (50)) ((z) - (50))\n--- [Lines from Front to Back]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) - (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) + (50)) to ((x) + (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) + (50)) to ((x) - (50)) ((y) + (50)) ((z) - (50))\n--- [Hitbox of Cube]\nAdd Bad Hitbox | x: ((x) - (50)) ((x) + (50)) y: ((y) - (50)) ((y) + (50)) z: ((z) - (50)) ((z) + (50))\n\ndefine Add Bad Hitbox | x: (x1) (x2) y: (y1) (y2) z: (z1) (z2)\nif <(x1) < (x2)> then\n add (x1) to [bad hitboxes v]\n add (x2) to [bad hitboxes v]\nelse\n add (x2) to [bad hitboxes v]\n add (x1) to [bad hitboxes v]\nend\nif <(y1) < (y2)> then\n add (y1) to [bad hitboxes v]\n add (y2) to [bad hitboxes v]\nelse\n add (y2) to [bad hitboxes v]\n add (y1) to [bad hitboxes v]\nend\nif <(z1) < (z2)> then\n add (z1) to [bad hitboxes v]\n add (z2) to [bad hitboxes v]\nelse\n add (z2) to [bad hitboxes v]\n add (z1) to [bad hitboxes v]\nend\n\ndefine Check for Bad Hitbox | x: (x) y: (y) z: (z) player height: (height)\nif <<(cam y) > [-20]> and <(cam y) < [0]>> then\n set [hitbox detected? v] to [2]\n stop [this script v]\nend\nset [i v] to [0]\nrepeat ((length of [bad hitboxes v]) / (6))\n if <<(x) > (item ((i) + (1)) of [bad hitboxes v])> and <(x) < (item ((i) + (2)) of [bad hitboxes v])>> then\n if <<(y) > (item ((i) + (3)) of [bad hitboxes v])> and <((y) - (height)) < (item ((i) + (4)) of [bad hitboxes v])>> then\n if <<(z) > (item ((i) + (5)) of [bad hitboxes v])> and <(z) < (item ((i) + (6)) of [bad hitboxes v])>> then\n set [hitbox detected? v] to [2]\n stop [this script v]\n end\n end\n end\n change [i v] by (6)\nend\nset [hitbox detected? v] to [0]\n\ndefine Reset\nset [cam x v] to [0]\nset [cam y v] to [300]\nset [cam z v] to [-100]\nset [cam x vel v] to [0]\nset [cam y vel v] to [0]\nset [cam z vel v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nThing you CAN touch\n\ndefine Bounce Platform at x: (x) y: (y) z: (z)\nset pen color to (#faff00)\nset pen (transparency v) to (0)\n--- [Back of Cube]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) - (50)) ((z) + (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) - (50)) ((z) + (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) + (50)) ((z) + (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) + (50))\n--- [Front of Cube]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) - (50)) to ((x) + (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) - (50)) to ((x) - (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) - (50)) to ((x) - (50)) ((y) + (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) - (50)) to ((x) + (50)) ((y) + (50)) ((z) - (50))\n--- [Lines from Front to Back]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) - (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) + (50)) to ((x) + (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) + (50)) to ((x) - (50)) ((y) + (50)) ((z) - (50))\n--- [Hitbox of Cube]\nAdd Bounce Hitbox | x: ((x) - (50)) ((x) + (50)) y: ((y) - (50)) ((y) + (50)) z: ((z) - (50)) ((z) + (50))\n\ndefine Add Bounce Hitbox | x: (x1) (x2) y: (y1) (y2) z: (z1) (z2)\nif <(x1) < (x2)> then\n add (x1) to [bounce hitboxes v]\n add (x2) to [bounce hitboxes v]\nelse\n add (x2) to [bounce hitboxes v]\n add (x1) to [bounce hitboxes v]\nend\nif <(y1) < (y2)> then\n add (y1) to [bounce hitboxes v]\n add (y2) to [bounce hitboxes v]\nelse\n add (y2) to [bounce hitboxes v]\n add (y1) to [bounce hitboxes v]\nend\nif <(z1) < (z2)> then\n add (z1) to [bounce hitboxes v]\n add (z2) to [bounce hitboxes v]\nelse\n add (z2) to [bounce hitboxes v]\n add (z1) to [bounce hitboxes v]\nend\n\ndefine Check for Bounce Hitbox | x: (x) y: (y) z: (z) player height: (height)\nif <<(cam y) > [-20]> and <(cam y) < [0]>> then\n set [hitbox detected? v] to [3]\n stop [this script v]\nend\nset [i v] to [0]\nrepeat ((length of [bounce hitboxes v]) / (6))\n if <<(x) > (item ((i) + (1)) of [bounce hitboxes v])> and <(x) < (item ((i) + (2)) of [bounce hitboxes v])>> then\n if <<(y) > (item ((i) + (3)) of [bounce hitboxes v])> and <((y) - (height)) < (item ((i) + (4)) of [bounce hitboxes v])>> then\n if <<(z) > (item ((i) + (5)) of [bounce hitboxes v])> and <(z) < (item ((i) + (6)) of [bounce hitboxes v])>> then\n set [hitbox detected? v] to [3]\n stop [this script v]\n end\n end\n end\n change [i v] by (6)\nend\nset [hitbox detected? v] to [0]\n\ndefine End Platform at x: (x) y: (y) z: (z)\nset pen color to (#00ff2e)\nset pen (transparency v) to (0)\n--- [Back of Cube]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) - (50)) ((z) + (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) - (50)) ((z) + (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) + (50)) ((z) + (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) + (50))\n--- [Front of Cube]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) - (50)) to ((x) + (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) - (50)) to ((x) - (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) - (50)) to ((x) - (50)) ((y) + (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) - (50)) to ((x) + (50)) ((y) + (50)) ((z) - (50))\n--- [Lines from Front to Back]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) - (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) + (50)) to ((x) + (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) + (50)) to ((x) - (50)) ((y) + (50)) ((z) - (50))\n--- [Hitbox of Cube]\nAdd End Hitbox | x: ((x) - (50)) ((x) + (50)) y: ((y) - (50)) ((y) + (50)) z: ((z) - (50)) ((z) + (50))\n\ndefine Add End Hitbox | x: (x1) (x2) y: (y1) (y2) z: (z1) (z2)\nif <(x1) < (x2)> then\n add (x1) to [end hitboxes v]\n add (x2) to [end hitboxes v]\nelse\n add (x2) to [end hitboxes v]\n add (x1) to [end hitboxes v]\nend\nif <(y1) < (y2)> then\n add (y1) to [end hitboxes v]\n add (y2) to [end hitboxes v]\nelse\n add (y2) to [end hitboxes v]\n add (y1) to [end hitboxes v]\nend\nif <(z1) < (z2)> then\n add (z1) to [end hitboxes v]\n add (z2) to [end hitboxes v]\nelse\n add (z2) to [end hitboxes v]\n add (z1) to [end hitboxes v]\nend\n\ndefine Check for End Hitbox | x: (x) y: (y) z: (z) player height: (height)\nif <<(cam y) > [-20]> and <(cam y) < [0]>> then\n set [hitbox detected? v] to [4]\n stop [this script v]\nend\nset [i v] to [0]\nrepeat ((length of [end hitboxes v]) / (6))\n if <<(x) > (item ((i) + (1)) of [end hitboxes v])> and <(x) < (item ((i) + (2)) of [end hitboxes v])>> then\n if <<(y) > (item ((i) + (3)) of [end hitboxes v])> and <((y) - (height)) < (item ((i) + (4)) of [end hitboxes v])>> then\n if <<(z) > (item ((i) + (5)) of [end hitboxes v])> and <(z) < (item ((i) + (6)) of [end hitboxes v])>> then\n set [hitbox detected? v] to [4]\n stop [this script v]\n end\n end\n end\n change [i v] by (6)\nend\nset [hitbox detected? v] to [0]\n\ndefine Thing you CAN touch\nset [player height v] to [100]\nset [cam speed v] to [5]\nset [jump height v] to [20]\n\nPlatform at x: [] y: [] z: []\nBounce Platform at x: [] y: [] z: []\nEnd Platform at x: [] y: [] z: []\nTrap Platform at x: [] y: [] z: []\nWater Platform at x: [] y: [] z: []\n\nwhen [e v] key pressed\nif <(username) = [ChaoNoi]> then\n stop [all v]\nend\n\nwhen I receive [c v]\nset [mode v] to [1]\nforever\n if <key ((join [m] []) v) pressed?> then\n if <(MODE) = [1]> then\n set [mode v] to [2]\n else\n set [mode v] to [1]\n end\n end\n wait until <not <key ((join [m] []) v) pressed?>>\nend\n\nwhen I receive [c v]\nforever\n if <(difficulty) = [easy]> then\n if <(Level) = [6]> then\n broadcast (The End v)\n stop [this script v]\n end\n end\n if <(difficulty) = [medium]> then\n if <(Level) = [6]> then\n broadcast (The End v)\n stop [this script v]\n end\n end\n if <(difficulty) = [hard]> then\n if <(Level) = [6]> then\n broadcast (The End v)\n stop [this script v]\n end\n end\nend\n\ndefine Water Platform at x: (x) y: (y) z: (z)\nset pen color to (#609aff)\nset pen (transparency v) to (50)\n--- [Back of Cube]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) - (50)) ((z) + (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) - (50)) ((z) + (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) + (50)) ((z) + (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) + (50))\n--- [Front of Cube]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) - (50)) to ((x) + (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) - (50)) to ((x) - (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) - (50)) to ((x) - (50)) ((y) + (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) - (50)) to ((x) + (50)) ((y) + (50)) ((z) - (50))\n--- [Lines from Front to Back]\nDraw Line ((x) + (50)) ((y) + (50)) ((z) + (50)) to ((x) + (50)) ((y) + (50)) ((z) - (50))\nDraw Line ((x) + (50)) ((y) - (50)) ((z) + (50)) to ((x) + (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) - (50)) ((z) + (50)) to ((x) - (50)) ((y) - (50)) ((z) - (50))\nDraw Line ((x) - (50)) ((y) + (50)) ((z) + (50)) to ((x) - (50)) ((y) + (50)) ((z) - (50))\n--- [Hitbox of Cube]\nAdd Water Hitbox | x: ((x) - (50)) ((x) + (50)) y: ((y) - (50)) ((y) + (50)) z: ((z) - (50)) ((z) + (50))\n\ndefine Add Water Hitbox | x: (x1) (x2) y: (y1) (y2) z: (z1) (z2)\nif <(x1) < (x2)> then\n add (x1) to [water hitboxes v]\n add (x2) to [water hitboxes v]\nelse\n add (x2) to [water hitboxes v]\n add (x1) to [water hitboxes v]\nend\nif <(y1) < (y2)> then\n add (y1) to [water hitboxes v]\n add (y2) to [water hitboxes v]\nelse\n add (y2) to [water hitboxes v]\n add (y1) to [water hitboxes v]\nend\nif <(z1) < (z2)> then\n add (z1) to [water hitboxes v]\n add (z2) to [water hitboxes v]\nelse\n add (z2) to [water hitboxes v]\n add (z1) to [water hitboxes v]\nend\n\ndefine Check for Water Hitbox | x: (x) y: (y) z: (z) player height: (height)\nif <<(cam y) > [-20]> and <(cam y) < [0]>> then\n set [hitbox detected? v] to [5]\n stop [this script v]\nend\nset [i v] to [0]\nrepeat ((length of [water hitboxes v]) / (6))\n if <<(x) > (item ((i) + (1)) of [water hitboxes v])> and <(x) < (item ((i) + (2)) of [water hitboxes v])>> then\n if <<(y) > (item ((i) + (3)) of [water hitboxes v])> and <((y) - (height)) < (item ((i) + (4)) of [water hitboxes v])>> then\n if <<(z) > (item ((i) + (5)) of [water hitboxes v])> and <(z) < (item ((i) + (6)) of [water hitboxes v])>> then\n set [hitbox detected? v] to [5]\n stop [this script v]\n end\n end\n end\n change [i v] by (6)\nend\nset [hitbox detected? v] to [0]\n\nwhen I receive [c v]\nwait until <<<key (w v) pressed?> or <(STICK Y) > [0.5]>> or <<<key (s v) pressed?> or <(STICK Y) < [-0.5]>> or <<<key (a v) pressed?> or <(STICK X) < [-0.5]>> or <<key (d v) pressed?> or <(STICK X) > [0.5]>>>>>\nforever\n if <(timer) < [10]> then\n set [time : v] to (join (join (letter (1) of (timer)) (letter (2) of (timer))) (letter (3) of (timer)))\n end\n if <(timer) > [10]> then\n set [time : v] to (join (join (join (letter (1) of (timer)) (letter (2) of (timer))) (letter (3) of (timer))) (letter (4) of (timer)))\n end\n if <(timer) > [100]> then\n set [time : v] to (join (join (join (join (letter (1) of (timer)) (letter (2) of (timer))) (letter (3) of (timer))) (letter (4) of (timer))) (letter (5) of (timer)))\n end\nend\n\nwhen I receive [c v]\nrepeat until <<<key (w v) pressed?> or <(STICK Y) > [0.5]>> or <<<key (s v) pressed?> or <(STICK Y) < [-0.5]>> or <<<key (a v) pressed?> or <(STICK X) < [-0.5]>> or <<key (d v) pressed?> or <(STICK X) > [0.5]>>>>>\n reset timer\nend\nstop [this script v]\n\nset [level v] to [5]\n\nReset\n\nwhen flag clicked\nforever\n set size to (join [Infinity] []) %\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Control Stick\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen I receive [c v]\nif <(device) = [Mobile]> then\n go to x: (-176) y: (-116)\n show\n set [myself v] to [Control Stick]\n set [max stick v] to [25]\n switch costume to (base v)\n set [ghost v] effect to (60)\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@Jump Button\n\nwhen I receive [c v]\nif <(device) = [Mobile]> then\n go to x: (-80) y: (-116)\n show\n set [ghost v] effect to (60)\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [jump? v] to [1]\n end\n end\n if <not <mouse down?>> then\n set [jump? v] to [0]\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@Detector\n\ndefine detect\nshow\nforever\n wait until <touching (mouse-pointer v)?>\n if <mouse down?> then\n set [device v] to [Mobile]\n else\n set [device v] to [PC]\n end\n broadcast (c v)\n hide\n stop [this script v]\nend\n\nwhen I receive [easy v]\nset [difficulty v] to [easy]\nshow variable [☁ highscore \(easy\) : v]\nshow variable [☁ record holder \(easy\) v]\nwait (1) seconds\ndetect\n\nwhen I receive [medium v]\nset [difficulty v] to [medium]\nshow variable [☁ highscore \(medium\) : v]\nshow variable [☁ record holder \(medium\) v]\nwait (1) seconds\ndetect\n\nwhen I receive [hard v]\nset [difficulty v] to [hard]\nshow variable [☁ highscore \(hard\) : v]\nshow variable [☁ record holder \(hard\) v]\nwait (1) seconds\ndetect\n\n@Control Stick2\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x2 v] to [0]\n set [stick y2 v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x2 v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y2 v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen I receive [c v]\nif <(device) = [Mobile]> then\n go to x: (176) y: (-116)\n show\n set [myself v] to [Control Stick2]\n set [max stick v] to [25]\n switch costume to (base v)\n set [ghost v] effect to (60)\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <(distance to [mouse-pointer v]) < ((size) * (0.6))>> then\n set [can look? v] to [1]\n end\n if <not <<mouse down?> and <(distance to [mouse-pointer v]) < ((size) * (0.6))>>> then\n set [can look? v] to [0]\n end\nend\n\n@Other thing at the beginning \n\nwhen flag clicked\nerase all\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [c v]\nhide\n\n@The End\n\nwhen I receive [the end v]\ndelete all of [timer v]\nadd (Time :) to [timer v]\ngo to x: (0) y: (0)\nshow\nforever\n set [time : v] to (item (1) of [timer v])\n if <(difficulty) = [easy]> then\n if <(Time :) < (☁ Highscore \(easy\) :)> then\n set [☁ highscore \(easy\) : v] to (join (join (join (letter (1) of (Time :)) (letter (2) of (Time :))) (letter (3) of (Time :))) (letter (4) of (Time :)))\n if <not <[easy holder v] contains (username)?>> then\n delete all of [easy holder v]\n add (username) to [easy holder v]\n end\n end\n end\n if <(difficulty) = [medium]> then\n if <(Time :) < (☁ Highscore \(medium\) :)> then\n set [☁ highscore \(medium\) : v] to (join (join (join (letter (1) of (Time :)) (letter (2) of (Time :))) (letter (3) of (Time :))) (letter (4) of (Time :)))\n if <not <[medium holder v] contains (username)?>> then\n delete all of [medium holder v]\n add (username) to [medium holder v]\n end\n end\n end\n if <(difficulty) = [hard]> then\n if <(Time :) < (☁ Highscore \(hard\) :)> then\n set [☁ highscore \(hard\) : v] to (join (join (join (join (letter (1) of (Time :)) (letter (2) of (Time :))) (letter (3) of (Time :))) (letter (4) of (Time :))) (letter (5) of (Time :)))\n if <not <[hard holder v] contains (username)?>> then\n delete all of [hard holder v]\n add (username) to [hard holder v]\n end\n end\n end\n if <(background) = [1]> then\n switch costume to (background-1 v)\n end\n if <(background) = [2]> then\n switch costume to (background-2 v)\n end\nend\n\nwhen flag clicked\nhide\n\nset [☁ highscore \(easy\) : v] to (join (join (letter (2) of (Time :)) (letter (4) of (Time :))) (letter (3) of (Time :)))\n\nwhen flag clicked\nforever\n set [☁ record holder \(easy\) v] to (item (1) of [easy holder v])\n set [☁ record holder \(medium\) v] to (item (1) of [medium holder v])\n set [☁ record holder \(hard\) v] to (item (1) of [hard holder v])\nend\n\n@Thanks!\n\nwhen flag clicked\nhide\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (-3)\nreset timer\ngo to [front v] layer\nswitch costume to (2 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n if <(THEME) = [DARK]> then\n switch costume to (2 v)\n else\n switch costume to (3 v)\n end\nend\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\nchange [clicks v] by (2000)\n\n@updating thing\n\n@Menu\n\nwhen flag clicked\nhide variable [time : v]\nhide variable [☁ record holder \(easy\) v]\nhide variable [☁ record holder \(medium\) v]\nhide variable [☁ record holder \(hard\) v]\nhide variable [☁ highscore \(easy\) : v]\nhide variable [☁ highscore \(medium\) : v]\nhide variable [☁ highscore \(hard\) : v]\nhide variable [mouse sensivity v]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (0)\ngo to [front v] layer\nshow\nforever\n if <(costume [number v]) = [1]> then\n go to x: (0) y: (75)\n forever\n if <(background) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume4 v)\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (10))\n if <mouse down?> then\n broadcast (easy v)\n end\n else\n change size by (((100) - (size)) / (10))\n end\n end\n end\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n forever\n if <(background) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume5 v)\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (10))\n if <mouse down?> then\n broadcast (medium v)\n end\n else\n change size by (((100) - (size)) / (10))\n end\n end\n end\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (-75)\n forever\n if <(background) = [1]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume6 v)\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (10))\n if <mouse down?> then\n broadcast (hard v)\n end\n else\n change size by (((100) - (size)) / (10))\n end\n end\n end\nend\n\nwhen I receive [easy v]\ndelete this clone\n\nwhen I receive [medium v]\ndelete this clone\n\nwhen I receive [hard v]\ndelete this clone\n\n@other things\n\nwhen flag clicked\nset [hitbox detected? v] to [0]\nforever\n if <(Hitbox Detected?) = [5]> then\n switch costume to (costume1 v)\n set [ghost v] effect to (50)\n end\n if <not <(Hitbox Detected?) = [5]>> then\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n end\nend\n\n
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Hi everyone! ☺\nI made a *UNIQUE* 3D Platformer Engine.\n-----------------------C O N T R O L S-----------------------\nW - Move forward A - Move left S - Move backwards\nD - Move right -----------------------------------------\n------------------------- EXTRA M - CAMERA B - BACK\nGROUND\n-----------------------------------------------------------------\nFull title - 3D Platformer Engine! 100% Pen! Make your own 3D Platformer Games! Version 2.1 -------------------------------------------------------------------------------------\nMove Your Mouse to Look around!\nOr use the Arrow Keys! (press M) -------------------------------------------------------------------------------------------\nIt's really easy to make a 3D platformer with it! ---------------------------------------------------------------- *SCROLL\nDOWN TO SEE HOW TO MAKE IT *\n\nBlue:\nNormal Platform\nRed:\nAVOID IT AVOID IT\nYellow:\nIt's like jumping but 1.5x higher\nGreen:\nNext Level\n-\nJust find the "Level" Custom Block and make your own levels!!\n\nYou can also find other usefull comments inside of the project\n\n\n\n*BONUS*\nThere are also Mobile/PC detector!\nAND YES YOU CAN PLAY IT ON MOBILE!!!!!\nWITH JOYSTICK AND SOME BUTTONS !!!\nISNT THAT AWESOME?!\nYESSS\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #engine #3d #trending #art #unique #funny\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment:\nEngin'3De\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ngot you :)\n\n\n\n\n\n\n\n\n
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(halloween) car platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [play v]\nswitch backdrop to (a v)\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<touching (lava v)?> or <touching (lava2 v)?>> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nforever\n\n@Ground\n\nwhen flag clicked\nset [the level v] to [1]\nhide\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nset [magma v] to [0]\nforever\n change [magma v] by (0.1)\n create clone of (_myself_ v)\nend\n\nrepeat (10)\nend\nrepeat (20)\n change [magma v] by (1)\nend\nrepeat (10)\n change [magma v] by (1)\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nclear graphic effects\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen I receive [play v]\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\n@LUVANDFAV\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen I receive [won v]\nshow\nwait (0.1) seconds\n\nwhen I receive [killallclones v]\nhide\n\n@EPICINTROFORXX4SUPERCAT4XX\n\ndefine Shake X (x) Y (y) Size (s) Repeat (#) direction: (direction) speed: (speed)\nshow\nset size to (s) %\nrepeat (#)\n go to [front v] layer\n change size by (((100) - (size)) / (8))\n turn right (((direction) - (direction)) / (speed)) degrees\n go to x: ((([sin v] of ((timer) * (1000)) ) * (((100) - (size)) / (2))) + (x)) y: ((([cos v] of ((timer) * (800)) ) * (((100) - (size)) / (2))) + (y))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Glide x position: (x) Y position: (y) Smoothness: (speed) Direction: (direction) Size: (size)\nrepeat until <<(round (x position)) = (round (x))> and <<(round (y position)) = (round (y))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n turn right (((round (direction)) - (round (direction))) / (speed)) degrees\n change size by (((round (size)) - (round (size))) / (speed))\nend\n\nwhen flag clicked\nplay sound [Jim Yosef - Archer \[Fairytale\] v] until done\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nhide\n\nwhen flag clicked\nset [color v] effect to (Color)\n\ndefine Clone: (id)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\ndefine beat\nClone: [Chev]\nbroadcast (chev v)\n\nwhen I start as a clone\nif <(cloneID) = [Chev]> then\n show\n set size to (0) %\n switch costume to (chev v)\n forever\n go to x: ((cam x) * (-1)) y: ((cam y) * (-1))\n point in direction ((cam d) * (-1))\n set [color v] effect to (Color)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [Name]> then\n set size to (0) %\n go to [front v] layer\n show\n switch costume to (name v)\n repeat (10)\n change size by (((100) - (size)) / (7))\n end\n Clone: [Flash]\n Line explo [] [] [75]\n Shake X [0] Y [0] Size [175] Repeat [40] direction: [90] speed: [3]\n set [color v] to [15]\n Clone: [Flash]\n Line explo [] [] [75]\n Shake X [0] Y [0] Size [175] Repeat [35] direction: [90] speed: [3]\n set [color v] to [35]\n Clone: [thing2]\n Line explo [-150] [150] [75]\n Line explo [150] [-150] [75]\n repeat (12)\n turn left (15) degrees\n end\n set [color v] to [75]\n Line explo [] [] [75]\n Clone: [Flash]\n Shake X [0] Y [0] Size [150] Repeat [15] direction: [-90] speed: [1.5]\n Clone: [Thing]\n Line explo [150] [150] [75]\n Line explo [-150] [-150] [75]\n repeat (24)\n turn right (15) degrees\n end\n set [color v] to [125]\n Clone: [Flash]\n Line explo [] [] [75]\n Shake X [0] Y [0] Size [150] Repeat [15] direction: [-90] speed: [1.5]\n Clone: [thing2]\n repeat (12)\n turn left (15) degrees\n end\n set [color v] to [150]\n Clone: [Flash]\n Line explo [] [] [75]\n Shake X [0] Y [0] Size [190] Repeat [15] direction: [90] speed: [2]\n set [color v] to [0]\n Clone: [Flash]\n Line explo [] [] [75]\n Shake X [0] Y [0] Size [190] Repeat [15] direction: [90] speed: [2]\n set [color v] to [0]\n repeat (24)\n turn right (15) degrees\n end\nend\n\nbeat\n\nwhen I receive [chev v]\nif <(cloneID) = [Chev]> then\n if <(size) > [1250]> then\n delete this clone\n end\n set [size v] to ((size) + (350))\n repeat until <(round (size)) = (size)>\n switch costume to (hack v)\n change size by (((size) - (size)) / (7))\n switch costume to (chev v)\n end\nend\n\nset [cam d v] to [90]\n\n\n\nClone: [Name]\n\nwhen flag clicked\nClone: [T1]\nrepeat (10)\n wait (0.05) seconds\n Clone: [T2]\nend\n\nwhen I start as a clone\nif <(cloneID) = [T1]> then\n switch costume to (t1 v)\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n show\n repeat (30)\n change size by (0.5)\n end\n change size by (-15)\n repeat (20)\n switch costume to (hack v)\n change size by (75)\n switch costume to (t1 v)\n end\n wait (6.5) seconds\nend\n\nwhen I start as a clone\nif <(cloneID) = [T2]> then\n switch costume to (trandom 1 v)\n repeat (pick random (0) to (2))\n next costume\n end\n go to x: (pick random (100) to (-100)) y: (pick random (-100) to (100))\n show\n Smooth Glide x position: [0] Y position: [0] Smoothness: [3] Direction: [90] Size: [100]\n delete this clone\nend\n\nwhen flag clicked\nClone: [Space]\n\nwhen I start as a clone\nif <(cloneID) = [Space]> then\n switch costume to (space v)\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n show\n clear graphic effects\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n delete this clone\nend\n\nwhen flag clicked\nwait (1) seconds\nClone: [Name]\nbeat\nwait (0.7) seconds\nClone: [ME]\nbeat\nwait (0.7) seconds\nClone: [ME]\nbeat\nwait (0.7) seconds\nClone: [ME]\nbeat\nwait (0.7) seconds\nClone: [ME]\nbeat\nwait (0.7) seconds\nClone: [ME]\nbeat\nwait (0.7) seconds\nClone: [ME]\nbeat\nwait (0.7) seconds\nClone: [ME]\nbeat\nwait (0.7) seconds\nClone: [ME]\nbeat\nwait (0.3) seconds\nClone: [ME]\nbeat\nwait (0.7) seconds\nClone: [ME]\nbeat\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(cloneID) = [Name]> then\n forever\n set [cam x v] to (x position)\n set [cam y v] to (y position)\n set [cam d v] to (direction)\n set [color v] effect to (Color)\n end\nend\n\nif <(cam d) > [180]> then\n point in direction ((cam d) * (2))\nend\n\ngo to x: (cam x) y: (cam y)\npoint in direction (cam d)\n\nwhen I start as a clone\nif <(cloneID) = [T1]> then\n forever\n set [color v] effect to (Color)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [Flash]> then\n go to x: (0) y: (0)\n switch costume to (flash v)\n set size to (100) %\n go to [front v] layer\n clear graphic effects\n show\n repeat (15)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [Flash]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nset [color v] to [0]\nwait (1.3) seconds\n\nwhen I start as a clone\nif <(cloneID) = [T2]> then\n forever\n set [color v] effect to (Color)\n end\nend\n\nwait (.7) seconds\n\nwait (.7) seconds\n\nwhen I start as a clone\nif <(cloneID) = [Pin]> then\n go to x: (0) y: (0)\n switch costume to (pinwheel v)\n show\n repeat (1000000)\n turn right (5) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [Pin]> then\n forever\n set [color v] effect to (Color)\n end\nend\n\nwhen flag clicked\nwait (1.2) seconds\nClone: [Pin]\n\nwhen I start as a clone\nif <(cloneID) = [Thing]> then\n set [spin v] to [1]\n go to x: (0) y: (0)\n point in direction (90)\n show\n switch costume to (spin thing v)\n show\n repeat (19)\n turn left (spin) degrees\n change [spin v] by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [Thing]> then\n switch costume to (spin thing v)\n wait (.5) seconds\n repeat (2)\n wait (0.02) seconds\n next costume\n end\nend\n\nClone: [Thing]\n\nwhen I start as a clone\nif <(cloneID) = [Thing2]> then\n set [spin v] to [1]\n go to x: (0) y: (0)\n point in direction (90)\n show\n switch costume to (spin thing v)\n show\n repeat (19)\n turn right (spin) degrees\n change [spin v] by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [Thing2]> then\n switch costume to (spin thing v)\n wait (.5) seconds\n repeat (2)\n wait (0.02) seconds\n next costume\n end\nend\n\nwhen flag clicked\nwait (2.2) seconds\nrepeat (25)\n Clone: [S1]\nend\n\nwhen flag clicked\nwait (2.2) seconds\nrepeat (25)\n Clone: [S2]\nend\n\nwhen I start as a clone\nif <(cloneID) = [S1]> then\n switch costume to (flash v)\n go to x: (-250) y: (-125)\n switch costume to (splines v)\n go to [front v] layer\n point in direction (90)\n show\n repeat (10)\n move (7) steps\n turn right (5) degrees\n end\n repeat (10)\n move (7) steps\n turn left (7) degrees\n end\n repeat (10)\n move (7) steps\n turn right (7) degrees\n end\n repeat (10)\n move (7) steps\n turn left (10) degrees\n end\n repeat (5)\n move (7) steps\n turn left (5) degrees\n end\n repeat (10)\n move (7) steps\n turn right (7) degrees\n end\n repeat (10)\n move (7) steps\n turn right (10) degrees\n end\n repeat (10)\n move (7) steps\n turn left (7) degrees\n end\n repeat (10)\n move (7) steps\n turn right (7) degrees\n end\n repeat (10)\n move (7) steps\n turn left (7) degrees\n end\n repeat (10)\n move (7) steps\n turn left (7) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [S2]> then\n switch costume to (flash v)\n go to x: (250) y: (125)\n switch costume to (splines v)\n go to [front v] layer\n point in direction (-90)\n show\n repeat (10)\n move (7) steps\n turn right (5) degrees\n end\n repeat (10)\n move (7) steps\n turn left (7) degrees\n end\n repeat (10)\n move (7) steps\n turn right (7) degrees\n end\n repeat (10)\n move (7) steps\n turn left (10) degrees\n end\n repeat (5)\n move (7) steps\n turn left (5) degrees\n end\n repeat (10)\n move (7) steps\n turn right (7) degrees\n end\n repeat (10)\n move (7) steps\n turn right (10) degrees\n end\n repeat (10)\n move (7) steps\n turn left (7) degrees\n end\n repeat (10)\n move (7) steps\n turn right (7) degrees\n end\n repeat (10)\n move (7) steps\n turn left (7) degrees\n end\n repeat (10)\n move (7) steps\n turn left (7) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [S2]> then\n forever\n set [color v] effect to (Color)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [S1]> then\n forever\n set [color v] effect to (Color)\n end\nend\n\nwait () seconds\n\nwait () seconds\n\nwhen I start as a clone\nif <(cloneID) = [Shockwave 1]> then\n switch costume to (shock v)\n clear graphic effects\n show\n set size to (0) %\n repeat (9)\n next costume\n change size by (((350) - (size)) / (5))\n end\n repeat (4)\n next costume\n change size by (((350) - (size)) / (2))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\ndefine Circle shock (x) (y)\ngo to x: (x) y: (y)\nClone: [Shockwave 1]\n\nwhen I start as a clone\nif <(cloneID) = [Shockwave 2]> then\n switch costume to (square shock v)\n clear graphic effects\n show\n set size to (0) %\n repeat (10)\n next costume\n change size by (((275) - (size)) / (5))\n end\n repeat (4)\n next costume\n change size by (((275) - (size)) / (2))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\ndefine Square shock (x) (y)\ngo to x: (x) y: (y)\nClone: [Shockwave 2]\n\nwhen flag clicked\nwait (1.3) seconds\nAll\nwait (1.3) seconds\nAll\nwait (1.3) seconds\nAll\nwait (1.3) seconds\nAll\nwait (1.3) seconds\nAll\nwait (1.3) seconds\nAll\n\ndefine All\nCircle shock [-125] [125]\nCircle shock [125] [-125]\nSquare shock [-125] [-125]\nSquare shock [125] [125]\n\nAll\n\nwhen I start as a clone\nif <(cloneID) = [Shockwave 2]> then\n forever\n set [color v] effect to (Color)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [Shockwave 1]> then\n forever\n set [color v] effect to (Color)\n end\nend\n\ndefine Line explo (x) (y) (z)\nset size to (z) %\nrepeat (14)\n Clone: [LE]\n turn right (25) degrees\nend\n\nwhen I start as a clone\nif <(cloneID) = [LE]> then\n go to x: (x) y: (y)\n switch costume to (line v)\n show\n repeat (9)\n move (10) steps\n next costume\n end\n repeat (5)\n move (6) steps\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [LE]> then\n forever\n set [color v] effect to (Color)\n end\nend\n\nLine explo [] [] [75]\n\nwhen flag clicked\nwait (7.5) seconds\nClone: [O1]\nClone: [O2]\nClone: [O3]\nwait (1) seconds\nbroadcast (End v)\n\nwhen I start as a clone\nif <(cloneID) = [O1]> then\n switch costume to (flash v)\n go to x: (0) y: (-353)\n switch costume to (out v)\n show\n repeat (30)\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [O2]> then\n switch costume to (flash v)\n go to x: (150) y: (353)\n switch costume to (out v)\n show\n repeat (30)\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [O3]> then\n switch costume to (flash v)\n go to x: (300) y: (-353)\n switch costume to (out v)\n show\n repeat (30)\n change y by (((0) - (y position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <<<(cloneID) = [O1]> or <(cloneID) = [O2]>> or <(cloneID) = [O3]>> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (1) seconds\nbroadcast (Start project v)\ndelete this clone\n\nwhen [space v] key pressed\nbroadcast (End v)\n\n\n\nwhen I start as a clone\nif <(cloneID) = [ME]> then\n set rotation style [left-right v]\n set [oofalotl v] to (pick random (1) to (2))\n if <(oofalotl) = [1]> then\n go to x: (-1230123) y: (pick random (-180) to (180))\n else\n go to x: (2143443) y: (pick random (-180) to (180))\n end\n show\n if <(oofalotl) = [1]> then\n Smooth Glide x position: [290] Y position: (pick random (-180) to (180)) Smoothness: [8] Direction: [-90] Size: [100]\n else\n Smooth Glide x position: [-290] Y position: (pick random (-180) to (180)) Smoothness: [8] Direction: [90] Size: [100]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [ME]> then\n forever\n set rotation style [left-right v]\n switch costume to (me! v)\n go to [front v] layer\n clear graphic effects\n end\nend\n\n@Sprite1\n\nwhen this sprite clicked\nhide list [difficulty level v]\n\nwhen I receive [close v]\nhide\n\nwhen [space v] key pressed\nshow\n\n@Sprite2\n\nwhen this sprite clicked\nshow list [difficulty level v]\nbroadcast (close v)\n\n@Button3\n\nwhen I receive [message1 v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to x: (70) y: (0)\nforever\n point in direction ((([sin v] of ((my variable) + (50)) ) * (-5)) + (90))\n change [my variable v] by (5)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n go to [front v] layer\n set [brightness v] effect to (50)\n else\n set size to (100) %\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume1 v)\n else\n switch costume to (credits v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [play v]\nhide\n\n@Button2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [message1 v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to x: (-70) y: (-80)\nforever\n point in direction ((([sin v] of ((my variable) + (50)) ) * (-5)) + (90))\n change [my variable v] by (3)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n go to [front v] layer\n set [brightness v] effect to (50)\n else\n set size to (100) %\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume1 v)\n else\n switch costume to (help v)\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nask [what code do u know......] and wait\nif <(answer) = [p0g]> then\n broadcast (code v)\nend\n\n@Button1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [message1 v]\nshow\nset [my variable v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to x: (70) y: (-80)\nforever\n point in direction ((([sin v] of ((my variable) + (50)) ) * (-5)) + (90))\n change [my variable v] by (3)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n go to [front v] layer\n set [brightness v] effect to (50)\n else\n set size to (100) %\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Play v) and wait\n end\nend\n\nwhen I receive [play v]\nhide\n\n@Button4\n\nwhen I receive [message1 v]\nshow\nswitch costume to (shop v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to x: (-70) y: (0)\nforever\n point in direction ((([sin v] of ((my variable) + (50)) ) * (-5)) + (90))\n change [my variable v] by (3)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n go to [front v] layer\n set [brightness v] effect to (50)\n else\n set size to (100) %\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume1 v)\n else\n switch costume to (shop v)\n end\nend\n\nwhen flag clicked\nbroadcast (message1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\n\n@Lava2\n\nwhen flag clicked\n\nwhen I receive [play v]\nshow\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (0)\n end\n repeat (20)\n change [magma v] by (0)\n end\n repeat (10)\n change [magma v] by (-)\n end\nend\n\nwhen I receive [play v]\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\nwhen I receive [play v]\nforever\n hide\nend\n\n@Sprite4\n\n@pog cat\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nforever\n move (-10) steps\n glide (1) secs to (player v)\nend\n\ngo to (player trail v)\n\n
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(UPDATE LOG)\n new starter pets \n flood escape event has ended\n new menu\n new jungle zone with a trap\n new intro\n new difficulty levels (space to show)\n minor bugs fixed
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Hero - A Platformer||Part 5
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@Stage\n\nwhen flag clicked\nbroadcast (\[Intro\] Start Intro v)\n\nwhen flag clicked\nwait (8) seconds\nforever\n play sound [The Piano Moosic v] until done\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [sound v]) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@Player\n\nwhen I receive [reset v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-200) y: (40)\n\ndefine Engine\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1.5)\nend\nset [x vel v] to ((X Vel) * (.85))\nchange x by (X Vel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((X Vel) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\nend\nchange [y vel v] by (-1)\nchange y by (Y Vel)\nif <touching (ground v)?> then\n change y by ((Y Vel) - ((Y Vel) * (2)))\n set [y vel v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\nend\nchange y by (-1)\nif <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y vel v] to [15]\nend\nchange y by (1)\nif <touching (flag v)?> then\n change [level v] by (1)\n broadcast (Next v)\n broadcast (Reset v)\n start sound [Ding v]\nend\nif <touching (danger v)?> then\n start sound [Death v]\n broadcast (Reset v)\nend\n\nwhen I receive [play v]\nset volume to (100) %\nshow\nswitch backdrop to (sunset v)\nbroadcast (Reset v)\nset [level v] to [1]\nforever\n Engine\nend\n\nwhen flag clicked\nhide variable [cloneid v]\nhide variable [spin v]\nhide variable [level v]\nhide variable [x vel v]\nhide variable [y vel v]\nhide\nbroadcast (Reset v)\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Trail\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nforever\n go to (player v)\n switch costume to ([costume # v] of [player v])\n create clone of (_myself_ v)\nend\n\n@Background\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (background v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\n@Intro \n\nwhen I start as a clone\nif <(Clone ID) = [Box]> then\n switch costume to (box v)\n point in direction (180)\n set [ghost v] effect to (50)\n set [brightness v] effect to (100)\n set size to (15) %\n show\n go to x: ((Var 1) * (40)) y: (-190)\n go to [front v] layer\n repeat until <(y position) > (((Var 2) * (40)) - (1))>\n change y by (((((Var 2) * (40)) + (2)) - (y position)) / (5))\n end\n set y to ((Var 2) * (40))\n repeat until <(size) > [89]>\n change size by (((91) - (size)) / (5))\n turn right (((180) - (direction)) / (5)) degrees\n change [ghost v] effect by (-5)\n end\n set size to (90) %\n set [ghost v] effect to (0)\n point in direction (180)\n wait (1) seconds\n repeat (30)\n turn right (7) degrees\n change [ghost v] effect by (4)\n change size by (-4)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow]> then\n set [ghost v] effect to (0)\n set size to (185) %\n switch costume to (arrow v)\n show\n go to x: (0) y: (-70000000)\n Smooth Glide x: [0] y: [-250] speed: [9] [0]\n wait until <(timer) > [3.5]>\n delete this clone\nend\nif <(Clone ID) = [Letter]> then\n wait until <(timer) > [2]>\n if <((Length) / (3)) > (#)> then\n wait (0.25) seconds\n else\n if <(((Length) / (3)) + ((Length) / (3))) > (#)> then\n wait (0.6) seconds\n else\n if <((Length) + (1)) > (#)> then\n wait (1) seconds\n end\n end\n end\n go to [front v] layer\n show\n set size to (Size) %\n set [ghost v] effect to (0)\n go to x: (x position) y: (300)\n Smooth Glide x: (x position) y: [0] speed: [3] []\n wait until <(timer) > [3.5]>\n delete this clone\nend\nif <(Clone ID) = [Logo]> then\n wait until <(timer) > [3.5]>\n Clone Particles\n show\n switch costume to (logo v)\n go to x: (0) y: (0)\n set size to (0) %\n Bounce with (75) , (10) and (100)\n wait until <(timer) > [5.7]>\n Clone Particles\n point in direction (90)\n set [var 1 v] to [5]\n turn right (2) degrees\n repeat until <(round (direction)) = [90]>\n go to [front v] layer\n point in direction ((([tan v] of (Var 1) ) * (10)) + (90))\n change [var 1 v] by (4)\n end\n point in direction (90)\n Clone Particles\n set [var 1 v] to [10]\n repeat (33)\n change y by ((0) - (Var 1))\n change size by (((Var 1) - (10)) / (5))\n change [var 1 v] by (-1)\n end\n delete this clone\nend\nif <(Clone ID) = [Letter 1]> then\n wait until <(timer) > [6]>\n wait ((#) / (Length)) seconds\n go to [front v] layer\n set size to (Size) %\n show\n set [var 1 v] to (x position)\n go to x: (300) y: (-130)\n Smooth Glide x: (Var 1) y: [-130] speed: [5] [0]\n wait (0.5) seconds\n Smooth Glide x: [-230] y: [-130] speed: [5] [5]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n set [color v] effect to (0)\n switch costume to (back v)\n set size to (2000) %\n show\n go to [back v] layer\n go to x: (0) y: (0)\n wait until <(timer) > [3]>\n switch costume to (back 2 v)\n set [color v] effect to (-60)\n repeat until <(timer) > [10.3]>\n repeat (16)\n change y by (4)\n change x by (-4)\n end\n go to x: (0) y: (0)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ghost]> then\n wait until <(timer) > [3]>\n switch costume to (ghost v)\n set size to (2000) %\n show\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\n wait until <(timer) > [10.3]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n set [color v] effect to (pick random (110) to (130))\n go to [back v] layer\n go [forward v] (2) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\npoint in direction (90)\n\ndefine Clone Row of Boxes\nset [brightness v] effect to (10)\nrepeat (9)\n create clone of (_myself_ v)\n change [var 2 v] by (-1)\n change [brightness v] effect by (-2)\nend\n\ndefine Bounce with (bounciness) , (speed) and (finishing size)\nset [var 1 v] to [0]\nrepeat until <<(finishing size) = (size)> and <(Var 1) = (size)>>\n set [var 2 v] to (((Var 2) * ((bounciness) / (100))) + (((finishing size) - (size)) * ((speed) / (20))))\n set [var 1 v] to (size)\n change size by (Var 2)\nend\nset size to (finishing size) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed) (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n change [ghost v] effect by (ghost)\nend\ngo to x: (x) y: (y)\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [length v] to (length of (text))\nrepeat (length of (text))\n reset timer\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\ndefine Setup Lists\ndelete all of [character widths v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((size) / (7))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > (SizeLimit)>>\n reset timer\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > ((SizeLimit) + (1))> then\n set [size v] to ((SizeLimit) - (10))\n end\nend\nset [x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nFind Size (text) (size)\nType: System (text) (X) (y) (Size) (color) (brightness) (speed)\n\nwhen I receive [\[intro\] start intro v]\nset [username v] to [coolcoder]\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nSetup Lists\nset [sizelimit v] to [400]\nset [clone id v] to [Letter]\nType (Username) [0] [0] [0] [0] [100] [0]\nset [sizelimit v] to [150]\nset [clone id v] to [Letter 1]\nType (Username) [0] [-100] [0] [0] [100] [0]\nreset timer\nstart sound [JJD - Velocity v]\nhide\npoint in direction (90)\nclear graphic effects\nset [clone id v] to [Arrow]\nrepeat (5)\n set [brightness v] effect to (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Ghost]\ncreate clone of (_myself_ v)\nwait until <(timer) > [9]>\nset [var 1 v] to [-6]\nhide\nset size to (90) %\nswitch costume to (box v)\ngo to x: (-220) y: (160)\nset [clone id v] to [Box]\nrepeat (13)\n set [var 2 v] to [4]\n Clone Row of Boxes\n change [var 1 v] by (1)\nend\nwait until <(timer) > [10.7]>\nbroadcast (Play v)\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (36) y: (28)\nset rotation style [don't rotate v]\nforever\n switch costume to (Level)\nend\n\nchange [level v] by (-1)\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (36) y: (28)\nforever\n switch costume to (Level)\n if <(Level) = [11]> then\n hide\n else\n show\n end\nend\n\n@Love, Fav, and Follow\n\nwhen I receive [play v]\nhide\ngo to x: (-130) y: (-212)\nforever\n wait (pick random (8) to (14)) seconds\n go to x: (130) y: (-200)\n show\n repeat (10)\n change y by (5)\n end\n wait (1) seconds\n turn left (5) degrees\n repeat (2)\n repeat (2)\n turn right (5) degrees\n end\n repeat (2)\n turn right (-5) degrees\n end\n end\n turn left (-5) degrees\n wait (1) seconds\n repeat (10)\n change y by (-5)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\n@Sound\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (sound v)\nelse\n switch costume to (no sound v)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (-115) y: (-150)\nforever\n go to [front v] layer\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [play v]\nset size to (100) %\nshow\ngo to x: (-189) y: (-150)\nforever\n go to [front v] layer\n if <(Level) = [11]> then\n hide\n else\n show\n end\nend\n\n@Flash\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [next v]\nset [ghost v] effect to (100)\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (.01) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
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Welcome to Hero - A Platformer\n\nSee the series https://scratch.mit.edu/studios/31384744.\n\nInstructions:\nArrow Keys or WASD to move.\nS or Down Arrow to crouch.\n\nPlease heart and fave because I spent a good deal of time on this. I really want it to get top loved or something.\n\nPart 1: The Grasslands(Shared)\nPart2: The Desert(Shared)\nPart 3: The Cave(Shared)\nPart 4: Winter World(Shared)\nPart 5: Lava Land(Shared)\nPart 6: Hero Unblocked(Shared)\n\nCredits:\n@talexat for green flag + mute and skip buttons.\n@twonerds for his amazing intro template.\n@TrentonTNT for love, fave, and follow art.\n@coolcoder1213 for the rest.\n\nThat concludes everything. Now, go win!!!\n\nJust A Couple Of Tags:\n#art\n#music\n#games\n#all\n#coolcoder1213\n#platformer\n#supercoolproject\n#griffpatch\n#trending\n#sus\n#part5\n
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Platformer
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@Stage\n\n@Player\n\ndefine handle ground <moving up>\nrepeat until <not <touching color (#000000)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [y val v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> or <(Ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-224) y: (-114)\nset rotation style [left-right v]\nset [y val v] to [0]\nforever\n change [y val v] by (-2)\n change y by (Y val)\n change [in air? v] by (1)\n handle ground <[0] < (Y val)>\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n if <key (a v) pressed?> then\n walk [-5]\n end\n if <key (d v) pressed?> then\n walk [5]\n end\n if <<key (w v) pressed?> and <(In Air?) < [8]>> then\n set [y val v] to [14]\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n if <key (left arrow v) pressed?> then\n walk [-5]\n end\n if <key (right arrow v) pressed?> then\n walk [5]\n end\n if <<key (up arrow v) pressed?> and <(In Air?) < [8]>> then\n set [y val v] to [14]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n go to x: (-224) y: (-108)\n next backdrop\n end\n if <touching color (#ff0000)?> then\n go to x: (-209) y: (-114)\n end\n if <touching color (#9c9c9c)?> then\n go to x: (-209) y: (-114)\n end\nend\n\n
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Hello :D\n**CURRENTLY MAKING THE SECOND**\nI made this little game to try it (tell me if you like it or not)\n\n*Instructions*\n\n-Either clicking or holding the "up arrow" or "w" makes you jump. \n-"a", "d", "left arrow",and "right arrow" will make you move\n
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Spring || A Scrolling Platformer
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@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]\n\nwhen flag clicked\nswitch backdrop to (pick random (1) to (pick random (1) to (pick random (1) to (2))))\n\nwhen flag clicked\nforever\n play sound [biosphere - plain plaid purple morning v] until done\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [timeee v]\nhide variable [☁ world record v]\nset [timeee v] to [0]\nforever\n wait (1) seconds\n change [timeee v] by (1)\nend\n\nwhen I receive [end game v]\nstop [other scripts in sprite v]\nshow variable [☁ world record v]\nshow variable [timeee v]\nbroadcast (wr? v) and wait\n\nwhen I receive [wr? v]\nshow variable [☁ world record v]\nif <<(TIMEEE) = (☁ WORLD RECORD)> or <(☁ WORLD RECORD) > (TIMEEE)>> then\n set [☁ world record v] to (TIMEEE)\n stop [other scripts in sprite v]\n wait (1) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\nswitch costume to (costume7 v)\nhide\nforever\n set [timer2 v] to (timer)\nend\n\nwhen [timer v] > (Timer2)\ngo to [front v] layer\nshow\n\n@Spikes \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1.1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to 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\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nwhen flag clicked\nhide\n\n@BG\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition (((x) - (SCROLL X)) / (3)) (((y) - (SCROLL Y)) / (3))\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 (costume6 v)\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\nend\n\ndefine Position (x) (y)\nset [ghost v] effect to (0)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@BG2\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nset [ghost v] effect to (0)\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]\nif <(Level) = [1]> then\n switch costume to (costume6 v)\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\n Clone At x: [1000] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\nset [ghost v] effect to (0)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@BG cool\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (costume1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@BG cool2\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition (((x) - (SCROLL X)) / (50)) (((y) - (SCROLL Y)) / (50))\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 (costume2 v)\n Clone At x: [217] y: [147]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <(backdrop [number v]) = [1]> then\n switch costume to (costume2 v)\nend\nif <(backdrop [number v]) = [2]> then\n switch costume to (costume3 v)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@CheckPoint\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [clock v]\nif <(Checkpoint) = [0]> then\n switch costume to (flag pole v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n start sound [modern-checkpoint v]\n change [checkpoint v] by (1)\n switch costume to (flag v)\n end\nend\nif <(Checkpoint) > [0]> then\n switch costume to (flag v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone At x: [981] y: [40]\nend\nset [x v] to [-99999]\n\nClone At x: [2132] y: [38]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (flag pole v)\n\n@Start/Reset\n\nwhen flag clicked\nbroadcast (Game On v) and wait\n\n@BG cool3\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition (((x) - (SCROLL X)) / (2)) (((y) - (SCROLL Y)) / (2))\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 (costume1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nset [ghost v] effect to (20)\n\n@Player\n\nwhen flag clicked\nset [x v] to [0]\npoint in direction (90)\nhide\nset size to (20) %\nbroadcast (end intro v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [game on v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n set [tick v] to [0]\n broadcast (Setup v) and wait\n GameOn\n repeat until <(EXIT) > []>\n change [tick v] by (1)\n Tick\n broadcast (Clock v) and wait\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n Game-die\n end\nend\n\ndefine GameOn\nset [in air v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nset size to (20) %\nset [ghost v] effect to (0)\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [970]\n set [y v] to [100]\n set [scroll x v] to [970]\n set [scroll y v] to [100]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2144]\n set [y v] to [-7]\n set [scroll x v] to [2144]\n set [scroll y v] to [-7]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3076]\n set [y v] to [-24]\n set [scroll x v] to [3076]\n set [scroll y v] to [-24]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4076]\n set [y v] to [-24]\n set [scroll x v] to [4076]\n set [scroll y v] to [-24]\n end\n end\n end\n end\nend\nshow\n\nhide\nstop [all v]\n\ndefine Tick\nif <not <key (space v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By: (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n switch costume to (up v)\n if <(in air) < [5]> then\n set [sy v] to [15]\n end\nend\nchange [sy v] by (-2)\nChange Player Y by: (sy)\nTest-die\nif <key (any v) pressed?> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (15)))\nend\nif <not <key (any v) pressed?>> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nend\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (45)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (rightup v)\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (leftup v)\nend\nif <touching (platforms v)?> then\n point in direction (90)\nend\n\ndefine Change Player Y by: (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [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 (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game-die\nset [scroll x v] to [0]\nset [exit v] to []\nrepeat (10)\n change size by (0.5)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\n\ndefine Test-die\nif <touching (spikes v)?> then\n set [exit v] to [die]\nend\n\ndefine Game-Win\npoint in direction (90)\nhide\n\nwhen I receive [end intro v]\nbroadcast (Green Flag v) and wait\nshow\nbroadcast (Game On v) and wait\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (costume1 v)\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nrepeat (10)\n delete this clone\nend\n\n@CheckPoint2\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [clock v]\nif <(Checkpoint) = [1]> then\n switch costume to (flag pole v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n start sound [modern-checkpoint v]\n change [checkpoint v] by (1)\n switch costume to (flag v)\n end\nend\nif <(Checkpoint) > [1]> then\n switch costume to (flag v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone At x: [2151] y: [-52]\nend\nset [x v] to [-99999]\n\nClone At x: [2132] y: [38]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (flag pole v)\n\n@CheckPoint3\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [clock v]\nif <(Checkpoint) = [2]> then\n switch costume to (flag pole v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n start sound [modern-checkpoint v]\n change [checkpoint v] by (1)\n switch costume to (flag v)\n end\nend\nif <(Checkpoint) > [2]> then\n switch costume to (flag v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone At x: [3076] y: [-53]\nend\nset [x v] to [-99999]\n\nClone At x: [2132] y: [38]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (flag pole v)\n\n@CheckPoint4\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [clock v]\nif <(Checkpoint) = [3]> then\n switch costume to (flag pole v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n start sound [modern-checkpoint v]\n change [checkpoint v] by (1)\n switch costume to (flag v)\n broadcast (END GAME v) and wait\n end\nend\nif <(Checkpoint) > [3]> then\n switch costume to (flag v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone At x: [4076] y: [-53]\nend\nset [x v] to [-99999]\n\nClone At x: [2132] y: [38]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (flag pole v)\n\n@Game End\n\nwhen flag clicked\nhide\n\nwhen I receive [end game v]\ngo to [front v] layer\nshow\n\n@Intro\n\nwhen flag clicked\nswitch costume to (delete v)\n\nwhen flag clicked\nPlay intro: Come in (Intro2: shrink in) Wait [1] Seconds: Come out (Intro2: up and down)\nbroadcast (message1 v)\n\ndefine shrink in\ngo to x: (0) y: (0)\nset size to (175) %\nset [ghost v] effect to (100)\nrepeat (50)\n change size by (((100) - (size)) * (0.25))\n change [ghost v] effect by (-5)\nend\n\ndefine clean up\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\ndefine spin in\nset size to (0) %\npoint in direction (0)\nset [ghost v] effect to (100)\nrepeat (10)\n turn right ((3.45) - ((direction) * (-0.2))) degrees\n change size by ((22) - ((size) / (5)))\n change [ghost v] effect by (-10)\nend\npoint in direction (90)\n\ndefine fade in and glide in (from left)\nshow\nset [ghost v] effect to (100)\ngo to x: (-180) y: (0)\nrepeat (9)\n change x by ((5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\n\ndefine fade in and glide in (from bottom)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (-190)\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\n\ndefine big then small\nset [xonic size v] to [0]\nwait (0.4) seconds\nrepeat (10)\n change [xonic size v] by (1)\n change size by (xonic size)\nend\nset [xonic size v] to [0]\nrepeat (8)\n change [xonic size v] by (-5)\n change [ghost v] effect by (10)\n change size by (xonic size)\nend\nhide\n\ndefine spin out\nrepeat (10)\n turn right ((3.45) - ((direction) * (0.2))) degrees\n change size by ((-2) - ((size) / (5)))\n change [ghost v] effect by (10)\nend\nhide\npoint in direction (90)\n\ndefine fade in and glide in (from right)\nshow\nset [ghost v] effect to (100)\ngo to x: (180) y: (0)\nrepeat (9)\n change x by ((-5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\ngo to x: (0) y: (0)\n\ndefine grow in\nshow\nset [ghost v] effect to (100)\nset size to (0) %\nrepeat (10)\n change size by ((22) - ((size) / (5)))\n change [ghost v] effect by (-10)\nend\nset size to (100) %\n\ndefine fade in and glide in (from top)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (190)\nrepeat (10)\n change y by ((-5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\n\ndefine Play intro: Come in (come in) Wait (seconds) Seconds: Come out (come out)\nclean up\nset [come out v] to (come out)\nset [come in v] to (come in)\nif <(come in) = [1]> then\n fade in and glide in (from top)\nend\nif <(come in) = [2]> then\n fade in and glide in (from bottom)\nend\nif <(come in) = [3]> then\n fade in and glide in (from left)\nend\nif <(come in) = [4]> then\n fade in and glide in (from right)\nend\nif <(come in) = [5]> then\n shrink in\nend\nif <(come in) = [6]> then\n grow in\nend\nif <(come in) = [7]> then\n spin in\nend\nif <(come in) = [8]> then\n fade, glide and grow\nend\nif <(come in) = [9]> then\nwait (seconds) seconds\nif <(come out) = [6]> then\n small fade\nend\nif <(come out) = [7]> then\n up and down\nend\nif <(come out) = [8]> then\n big then small\nend\nif <(come out) = [9]> then\n spin out\nend\n\ndefine fade, glide and grow\ngo to x: (0) y: (-180)\nset size to (1) %\nset [ghost v] effect to (100)\nrepeat (25)\n change y by (((0) - (y position)) * (0.25))\n change size by (((100) - (size)) * (0.25))\n change [ghost v] effect by (-10)\nend\n\ndefine up and down\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\n\ndefine small fade\nrepeat (10)\n change y by ((-5) - ((y position) * (0.2)))\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (4) seconds\nbroadcast (Game On v) and wait\n\n
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Arrow Keys / WASD/ Mobile\nWall Jumping is a Feature ;)\nAvoid spikes and try to make it to checkpoints (4 in total)\n\nTell me in the comments if you found the Easter Egg! \n\n
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Cube - A Platformer #games #all
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@Stage\n\n@player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (1 v)\nforever\n if <touching (portal v)?> then\n go to x: (-209) y: (-127)\n broadcast (next v)\n end\n if <touching (spike v)?> then\n go to x: (-209) y: (-127)\n end\n if <touching (water v)?> then\n go to x: (-209) y: (-127)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.02) seconds\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (fantasia2 v)\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [start game v]\nwait (1) seconds\nshow\nswitch costume to (fantasia1 v)\ngo to [back v] layer\nset rotation style [left-right v]\ngo to x: (-209) y: (-127)\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 point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (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 (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y 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 end\n end\n end\n end\n end\nend\n\nwhen I receive [start game v]\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [start game v]\nwait (1) seconds\nforever\n play sound [Climax by bubblebee3 v] until done\nend\n\nhide\n\nshow\n\n@ground\n\nwhen I receive [1 v]\nswitch costume to (fantasia1 v)\n\nwhen I receive [next v]\nnext costume\n\n@landscape\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n@portal\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n@spike\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n@water\n\nwhen flag clicked\ngo to x: (36) y: (-200)\ngo to [back v] layer\nforever\n repeat (30)\n change y by (0.3)\n end\n repeat (30)\n change y by (-0.3)\n end\nend\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (75))\ngo to x: (-242) y: (pick random (28) to (-259))\nforever\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\n@thumb\n\nwhen flag clicked\nshow\ngo to [front v] layer\nbroadcast (start game v)\nwait (1) seconds\nforever\n repeat (10)\n wait (0) seconds\n change [ghost v] effect by (10)\n end\nend\n\n
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My First Good Platformer\ntook me three weeks\narrow keys to move\n\nEverybody who loves and faves and FOLLOWS me gets a follow from my alt accontt and ask to be a curater of my studio and mabye be a manager in the comments.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ncredit to @luke
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レーザー!platformer
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@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [208_BPM107 v] until done\nend\n\n@地面\n\nwhen I receive [スタート v]\nrepeat until <(costume [number v]) = [10]>\n set [time タイム v] to ((round ((timer) * (10))) / (10))\nend\n\nwhen I receive [スタート v]\nreset timer\nhide variable [time タイム v]\nhide variable [☁ world record 世界記録 v]\nset [time タイム v] to [0]\nswitch costume to (コスチューム1 v)\nwait until <(costume [number v]) = [10]>\nwait (1) seconds\nshow variable [time タイム v]\nshow variable [☁ world record 世界記録 v]\nif <(time タイム) < (☁ World Record 世界記録)> then\n set [☁ world record 世界記録 v] to (time タイム)\nend\n\nwhen I receive [next v]\nwait (0.5) seconds\nswitch costume to (ステージ)\n\nwhen I receive [スタート v]\nswitch costume to (ステージ)\n\n@完成したやつ\n\nwhen I receive [スタート v]\nwait (0.1) seconds\nforever\n if <<<<(y position) = [-179]> or <touching (レーザー v)?>> or <touching (スプライト1 v)?>> or <touching (スプライト2 v)?>> then\n if <not <(ステージ) = [5]>> then\n set [x v] to [0]\n set [y v] to [0]\n set [命はあるんか v] to [0]\n repeat (20)\n change size by (-6)\n change [ghost v] effect by (5)\n end\n go to x: (-200) y: (-100)\n point in direction (90)\n repeat (20)\n change size by (2.2)\n change [ghost v] effect by (-5)\n end\n set size to (60) %\n set [命はあるんか v] to [1]\n else\n set [x v] to [0]\n set [y v] to [0]\n set [命はあるんか v] to [0]\n repeat (20)\n change size by (-6)\n change [ghost v] effect by (5)\n end\n go to x: (-200) y: (50)\n point in direction (90)\n repeat (20)\n change size by (2.2)\n change [ghost v] effect by (-5)\n end\n set size to (60) %\n set [命はあるんか v] to [1]\n end\n end\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nset [ステージ v] to [1]\nset [命はあるんか v] to [1]\nset [スピード v] to [0.8]\nset [ジャンプ力 v] to [14]\nset [壁キックのジャンプ力 v] to [13]\nset [壁キックの跳ね返り v] to [4]\nset [地面の摩擦 v] to [0.9]\nset [重力 v] to [0.8]\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nset size to (60) %\nwait (0.01) seconds\npoint in direction (90)\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\ngo to x: (-200) y: (-100)\nshow\nforever\n if <(命はあるんか) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> then\n change [x v] by ((0) - (スピード))\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x v] by (スピード)\n point in direction (90)\n end\n set [x v] to ((x) * (地面の摩擦))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\n change [y v] by ((0) - (重力))\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <touching (地面 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to (ジャンプ力)\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<<(x position) = [240]> and <not <(ステージ) = [4]>>> and <not <(ステージ) = [10]>>> then\n broadcast (next v)\n set [x v] to [0]\n set [y v] to [0]\n set [命はあるんか v] to [0]\n wait (0.5) seconds\n change [ステージ v] by (1)\n wait (0.3) seconds\n go to x: (-200) y: (-100)\n wait (0.3) seconds\n set [命はあるんか v] to [1]\n end\n if <<(x position) = [240]> and <(ステージ) = [4]>> then\n broadcast (next v)\n set [x v] to [0]\n set [y v] to [0]\n set [命はあるんか v] to [0]\n wait (0.5) seconds\n change [ステージ v] by (1)\n wait (0.3) seconds\n go to x: (-200) y: (50)\n wait (0.3) seconds\n set [命はあるんか v] to [1]\n else\n if <<(x position) = [240]> and <(ステージ) = [10]>> then\n wait (0) seconds\n end\n end\nend\n\n@レーザー\n\nwhen I receive [スタート v]\nshow\nswitch costume to (r1 v)\nwait until <(ステージ) = [2]>\nswitch costume to (r2 v)\nwait until <(ステージ) = [3]>\nswitch costume to (r3 v)\nwait until <(ステージ) = [4]>\nswitch costume to (r4 v)\nrepeat until <(ステージ) = [5]>\n wait (1) seconds\n if <(ステージ) = [4]> then\n switch costume to (k2 v)\n end\n wait (0.7) seconds\n if <(ステージ) = [4]> then\n switch costume to (r4 v)\n end\nend\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [5]>\nswitch costume to (r5 v)\nwait until <(ステージ) = [6]>\nswitch costume to (r6 v)\nwait until <(ステージ) = [7]>\nswitch costume to (r7 v)\nwait until <(解除) = [1]>\nhide\nwait until <(ステージ) = [8]>\nshow\nswitch costume to (r8 v)\nwait until <(解除) = [1]>\nhide\nwait until <(ステージ) = [9]>\nshow\nswitch costume to (r9 v)\nwait until <(解除) = [1]>\nswitch costume to (k1 v)\n\nwhen I receive [スタート v]\nclear graphic effects\ngo to [back v] layer\nforever\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (2)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [10]>\nswitch costume to (幻想奇談 v)\n\nbroadcast (next v)\nchange [ステージ v] by (1)\n\n@NEXT\n\nwhen I receive [next v]\nswitch costume to (コスチューム4 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nswitch costume to (コスチューム3 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (482) y: (0)\nshow\nglide (0.2) secs to x: (0) y: (0)\nwait (0.5) seconds\nglide (0.2) secs to x: (-482) y: (0)\nhide\ndelete this clone\n\nwhen I receive [スタート v]\ngo to x: (482) y: (0)\nhide\n\n@スプライト1\n\nwhen I receive [スタート v]\nswitch costume to (コスチューム1 v)\ngo to x: (30) y: (28)\nhide\nwait until <(ステージ) = [5]>\nshow\nrepeat until <(ステージ) = [6]>\n glide (2) secs to x: (200) y: (28)\n wait (0.5) seconds\n glide (2) secs to x: (30) y: (28)\n wait (0.5) seconds\nend\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [6]>\nhide\nwait until <(ステージ) = [7]>\nswitch costume to (コスチューム2 v)\nshow\nrepeat until <(ステージ) = [8]>\n wait (1) seconds\n if <(ステージ) = [7]> then\n show\n end\n wait (2) seconds\n if <(ステージ) = [7]> then\n hide\n end\nend\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [8]>\nhide\n\nwhen I receive [スタート v]\nclear graphic effects\ngo to [back v] layer\nforever\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (2)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-4)\n end\nend\n\n@スプライト3\n\nwhen I receive [スタート v]\ngo to x: (176) y: (51)\nset [解除 v] to [0]\nhide\nwait until <(ステージ) = [7]>\nshow\nwait until <touching (完成したやつ v)?>\nhide\nset [解除 v] to [1]\nwait (0.1) seconds\nset [解除 v] to [0]\nwait until <(ステージ) = [8]>\nset [解除 v] to [0]\ngo to x: (190) y: (-93)\nshow\nwait until <touching (完成したやつ v)?>\nhide\nset [解除 v] to [1]\nwait (0.1) seconds\nset [解除 v] to [0]\nwait until <(ステージ) = [9]>\nset [解除 v] to [0]\ngo to x: (-205) y: (167)\nshow\nwait until <touching (完成したやつ v)?>\nhide\nset [解除 v] to [1]\nwait (0.1) seconds\nset [解除 v] to [0]\n\n@スプライト2\n\nwhen I receive [スタート v]\nhide\nwait until <(ステージ) = [7]>\nswitch costume to (コスチューム1 v)\nshow\nwait until <(ステージ) = [8]>\nswitch costume to (コスチューム2 v)\nshow\nwait until <(ステージ) = [9]>\nswitch costume to (コスチューム3 v)\nshow\nwait until <(ステージ) = [10]>\nhide\n\nwhen I receive [スタート v]\nclear graphic effects\ngo to [back v] layer\nforever\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (2)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-4)\n end\nend\n\n@ターボを対策\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(ターボ対策) > [900]> then\n broadcast (最後 v)\n end\nend\n\nwhen I receive [スタート v]\nset [ターボ対策 v] to [0]\nforever\n change [ターボ対策 v] by (1)\nend\n\nwhen I receive [スタート v]\nhide\nforever\n wait (0.01) seconds\n set [ターボ対策 v] to [0]\nend\n\n@スプライト4\n\nwhen I receive [スタート v]\nhide\n\ngo to [front v] layer\n\n
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新作プラットフォーマー見て↓\nhttps://scratch.mit.edu/projects/657337018\nーーーーーーーーーーーーーーーーーーーーーーーー\nレーザーをよけるプラットフォーマーです。\n操作方法\nwasdまたは矢印キーで操作。\n壁キックはできないよ。\n
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Perfect Scrolling Platformer Engine
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@Stage\n\n@Character\n\nwhen flag clicked\ngo to x: (0) y: (0)\nbroadcast (Check Screen v)\nPhysics (50) (10) (0.7)\n\nwhen I receive [check screen v]\nforever\n if <key (space v) pressed?> then\n set [still/scroll v] to (<(Still/Scroll) = [0]> * (1))\n wait until <not <key (space v) pressed?>>\n end\nend\n\ndefine None\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (100) %\ncreate clone of (_myself_ v)\nset size to (size) %\nforever\n switch costume to (hit box v)\n set [ghost v] effect to (<(Still/Scroll) = [0]> * (100))\n set [xvel v] to (((XVel) + ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (speed))) * (0.9))\n change x by (XVel)\n if <touching (terrain simulator v)?> then\n change y by (1)\n if <touching (terrain simulator v)?> then\n change y by (1)\n if <touching (terrain simulator v)?> then\n change y by (1)\n if <touching (terrain simulator v)?> then\n change y by (1)\n if <touching (terrain simulator v)?> then\n change y by (1)\n if <touching (terrain simulator v)?> then\n change x by ((XVel) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(XVel) > [0]> then\n set [xvel v] to (((jump) - (5)) * (-1))\n else\n set [xvel v] to ((jump) - (5))\n end\n set [yvel v] to ((jump) + (1))\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 (terrain simulator v)?> then\n change y by ((YVel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching (terrain simulator v)?> and <key (up arrow v) pressed?>> then\n set [yvel v] to (jump)\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n switch costume to (character overlay v)\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n end\n set [ghost v] effect to (<(Still/Scroll) = [1]> * (100))\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (0) y: (0)\nend\n\n@Terrain Simulator\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (<(Still/Scroll) = [0]> * (100))\nend\n\n@Terrain Cover\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\n Position ((100) / ([size v] of [character v]))\n set [ghost v] effect to (<(Still/Scroll) = [1]> * (100))\nend\n\ndefine None\ngo to x: (((0) - ([x position v] of [character v])) * (size)) y: (((0) - ([y position v] of [character v])) * (size))\nswitch costume to (dot v)\nset size to ((100) * (size)) %\nswitch costume to (cover v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
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Have you ever been trying to make an awesome scrolling platformer, but your collisions are always wrong and it glitches too much? Well, I have created a perfect scrolling platformer by taking a regular, non-scrolling script and using it to simulate a scrolling platformer! Look inside to see how it works!\n==================================================\nPress space to switch between the simulator and scrolling platformer. Use the arrow keys to move.\n==================================================\nGood news! This platformer simulator can use any still-platforming script. If you don't like the one I've provided, feel free to use your own!
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☁ Cloud Multiplayer Platformer Engine
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@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Blank\n\n@player\n\ndefine encode ()\nset [lenght oops misspelled v] to [1]\nset [encoded result v] to []\nrepeat (length of ())\n if <(letter (lenght oops misspelled) of ()) = [a]> then\n set [encoded result v] to (join (encoded result) [01])\n end\n if <(letter (lenght oops misspelled) of ()) = [b]> then\n set [encoded result v] to (join (encoded result) [02])\n end\n if <(letter (lenght oops misspelled) of ()) = [c]> then\n set [encoded result v] to (join (encoded result) [03])\n end\n if <(letter (lenght oops misspelled) of ()) = [d]> then\n set [encoded result v] to (join (encoded result) [04])\n end\n if <(letter (lenght oops misspelled) of ()) = [e]> then\n set [encoded result v] to (join (encoded result) [05])\n end\n if <(letter (lenght oops misspelled) of ()) = [f]> then\n set [encoded result v] to (join (encoded result) [06])\n end\n if <(letter (lenght oops misspelled) of ()) = [g]> then\n set [encoded result v] to (join (encoded result) [07])\n end\n if <(letter (lenght oops misspelled) of ()) = [h]> then\n set [encoded result v] to (join (encoded result) [08])\n end\n if <(letter (lenght oops misspelled) of ()) = [i]> then\n set [encoded result v] to (join (encoded result) [09])\n end\n if <(letter (lenght oops misspelled) of ()) = [j]> then\n set [encoded result v] to (join (encoded result) [10])\n end\n if <(letter (lenght oops misspelled) of ()) = [k]> then\n set [encoded result v] to (join (encoded result) [11])\n end\n if <(letter (lenght oops misspelled) of ()) = [l]> then\n set [encoded result v] to (join (encoded result) [12])\n end\n if <(letter (lenght oops misspelled) of ()) = [m]> then\n set [encoded result v] to (join (encoded result) [13])\n end\n if <(letter (lenght oops misspelled) of ()) = [n]> then\n set [encoded result v] to (join (encoded result) [14])\n end\n if <(letter (lenght oops misspelled) of ()) = [o]> then\n set [encoded result v] to (join (encoded result) [15])\n end\n if <(letter (lenght oops misspelled) of ()) = [p]> then\n set [encoded result v] to (join (encoded result) [16])\n end\n if <(letter (lenght oops misspelled) of ()) = [q]> then\n set [encoded result v] to (join (encoded result) [17])\n end\n if <(letter (lenght oops misspelled) of ()) = [r]> then\n set [encoded result v] to (join (encoded result) [18])\n end\n if <(letter (lenght oops misspelled) of ()) = [s]> then\n set [encoded result v] to (join (encoded result) [19])\n end\n if <(letter (lenght oops misspelled) of ()) = [t]> then\n set [encoded result v] to (join (encoded result) [20])\n end\n if <(letter (lenght oops misspelled) of ()) = [u]> then\n set [encoded result v] to (join (encoded result) [21])\n end\n if <(letter (lenght oops misspelled) of ()) = [v]> then\n set [encoded result v] to (join (encoded result) [22])\n end\n if <(letter (lenght oops misspelled) of ()) = [w]> then\n set [encoded result v] to (join (encoded result) [23])\n end\n if <(letter (lenght oops misspelled) of ()) = [x]> then\n set [encoded result v] to (join (encoded result) [24])\n end\n if <(letter (lenght oops misspelled) of ()) = [y]> then\n set [encoded result v] to (join (encoded result) [25])\n end\n if <(letter (lenght oops misspelled) of ()) = [z]> then\n set [encoded result v] to (join (encoded result) [26])\n end\n if <(letter (lenght oops misspelled) of ()) = [0]> then\n set [encoded result v] to (join (encoded result) [27])\n end\n if <(letter (lenght oops misspelled) of ()) = [1]> then\n set [encoded result v] to (join (encoded result) [28])\n end\n if <(letter (lenght oops misspelled) of ()) = [2]> then\n set [encoded result v] to (join (encoded result) [29])\n end\n if <(letter (lenght oops misspelled) of ()) = [3]> then\n set [encoded result v] to (join (encoded result) [30])\n end\n if <(letter (lenght oops misspelled) of ()) = [4]> then\n set [encoded result v] to (join (encoded result) [31])\n end\n if <(letter (lenght oops misspelled) of ()) = [5]> then\n set [encoded result v] to (join (encoded result) [32])\n end\n if <(letter (lenght oops misspelled) of ()) = [6]> then\n set [encoded result v] to (join (encoded result) [33])\n end\n if <(letter (lenght oops misspelled) of ()) = [7]> then\n set [encoded result v] to (join (encoded result) [34])\n end\n if <(letter (lenght oops misspelled) of ()) = [8]> then\n set [encoded result v] to (join (encoded result) [35])\n end\n if <(letter (lenght oops misspelled) of ()) = [9]> then\n set [encoded result v] to (join (encoded result) [36])\n end\n if <(letter (lenght oops misspelled) of ()) = [-]> then\n set [encoded result v] to (join (encoded result) [37])\n end\n if <(letter (lenght oops misspelled) of ()) = [_]> then\n set [encoded result v] to (join (encoded result) [38])\n end\n change [lenght oops misspelled v] by (1)\nend\nif <() = (round (x position))> then\n set [x pos v] to (encoded result)\nelse\nend\nif <() = (round (y position))> then\n set [y pos v] to (encoded result)\nelse\nend\nif <() = (username)> then\n set [username v] to (encoded result)\nelse\nend\nif <() = (Level)> then\n set [lvl 4 cloud v] to (encoded result)\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\nbroadcast (reset v)\nbroadcast (lvl start v)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <[-175] > (y position)>> then\n broadcast (reset v)\n broadcast (lvl start v)\n end\nend\n\nwhen I receive [start v]\nforever\n send cloud data\n broadcast (Tick v)\nend\n\ndefine send cloud data\nencode (round (x position))\nencode (round (y position))\nencode (username)\nencode (Level)\nset [player data v] to (join (join (X pos) [44]) (join (join (Y pos) [55]) (join (username) (join [66] (join (lvl 4 cloud) [77])))))\nif <(player #) = [1]> then\n set [☁ p1 v] to (player data)\nend\nif <(player #) = [2]> then\n set [☁ p2 v] to (player data)\nend\nif <(player #) = [3]> then\n set [☁ p3 v] to (player data)\nend\nif <(player #) = [4]> then\n set [☁ p4 v] to (player data)\nend\nif <(player #) = [5]> then\n set [☁ p5 v] to (player data)\nend\n\nwhen I receive [next lvl v]\nchange [level v] by (1)\nbroadcast (reset v)\nbroadcast (lvl start v)\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n broadcast (next lvl v)\n end\nend\n\nwhen I receive [reset v]\nset [xv v] to [0]\nset [yv v] to [0]\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nshow\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next lvl v]\nnext costume\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next lvl v]\nnext costume\n\n@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 [hide thumbnail v]\nhide\n\n@Loading...\n\nwhen flag clicked\nset [player # v] to [0]\nshow variable [online players: v]\nset [online players: v] to [0]\ndelete all of [online players v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ndelete all of [player activity logs v]\nwait (3) seconds\nif <(☁ P1) = [0]> then\n set [player # v] to [1]\n set [☁ p1 active? v] to [0]\nelse\n if <(☁ P2) = [0]> then\n set [player # v] to [2]\n set [☁ p2 active? v] to [0]\n else\n if <(☁ P3) = [0]> then\n set [player # v] to [3]\n set [☁ p3 active? v] to [0]\n else\n if <(☁ P4) = [0]> then\n set [player # v] to [4]\n set [☁ p4 active? v] to [0]\n else\n if <(☁ P5) = [0]> then\n set [player # v] to [5]\n set [☁ p5 active? v] to [0]\n else\n switch costume to (costume2 v)\n set [online players: v] to [5]\n broadcast (hide thumbnail v)\n stop [all v]\n end\n end\n end\n end\nend\nbroadcast (start v)\nhide\n\nwhen flag clicked\nforever\n if <(item (1) of [player activity logs v]) = []> then\n insert (☁ P1 Active?) at (1) of [player activity logs v] \n else\n replace item (1) of [player activity logs v] with (☁ P1 Active?)\n end\n if <(item (2) of [player activity logs v]) = []> then\n insert (☁ P2 Active?) at (2) of [player activity logs v] \n else\n replace item (2) of [player activity logs v] with (☁ P2 Active?)\n end\n if <(item (3) of [player activity logs v]) = []> then\n insert (☁ P3 Active?) at (3) of [player activity logs v] \n else\n replace item (3) of [player activity logs v] with (☁ P3 Active?)\n end\n if <(item (4) of [player activity logs v]) = []> then\n insert (☁ P4 Active?) at (4) of [player activity logs v] \n else\n replace item (4) of [player activity logs v] with (☁ P4 Active?)\n end\n if <(item (5) of [player activity logs v]) = []> then\n insert (☁ P5 Active?) at (5) of [player activity logs v] \n else\n replace item (5) of [player activity logs v] with (☁ P5 Active?)\n end\n wait (.3) seconds\n if <(item (1) of [player activity logs v]) = (☁ P1 Active?)> then\n set [☁ p1 v] to [0]\n set [☁ p1 active? v] to [0]\n if <[online players v] contains [1]?> then\n delete (item # of [1] in [online players v]) of [online players v]\n change [online players: v] by (-1)\n end\n end\n if <(item (2) of [player activity logs v]) = (☁ P2 Active?)> then\n set [☁ p2 v] to [0]\n set [☁ p2 active? v] to [0]\n if <[online players v] contains [2]?> then\n delete (item # of [2] in [online players v]) of [online players v]\n change [online players: v] by (-1)\n end\n end\n if <(item (3) of [player activity logs v]) = (☁ P3 Active?)> then\n set [☁ p3 v] to [0]\n set [☁ p3 active? v] to [0]\n if <[online players v] contains [3]?> then\n delete (item # of [3] in [online players v]) of [online players v]\n change [online players: v] by (-1)\n end\n end\n if <(item (4) of [player activity logs v]) = (☁ P4 Active?)> then\n set [☁ p4 v] to [0]\n set [☁ p4 active? v] to [0]\n if <[online players v] contains [4]?> then\n delete (item # of [4] in [online players v]) of [online players v]\n change [online players: v] by (-1)\n end\n end\n if <(item (5) of [player activity logs v]) = (☁ P5 Active?)> then\n set [☁ p5 v] to [0]\n set [☁ p5 active? v] to [0]\n if <[online players v] contains [5]?> then\n delete (item # of [5] in [online players v]) of [online players v]\n change [online players: v] by (-1)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(player #) = [1]> then\n change [☁ p1 active? v] by (1)\n end\n if <(player #) = [2]> then\n change [☁ p2 active? v] by (1)\n end\n if <(player #) = [3]> then\n change [☁ p3 active? v] by (1)\n end\n if <(player #) = [4]> then\n change [☁ p4 active? v] by (1)\n end\n if <(player #) = [5]> then\n change [☁ p5 active? v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <(☁ P1) = [0]>> then\n if <not <[online players v] contains [1]?>> then\n change [online players: v] by (1)\n add [1] to [online players v]\n end\n end\n if <not <(☁ P2) = [0]>> then\n if <not <[online players v] contains [2]?>> then\n change [online players: v] by (1)\n add [2] to [online players v]\n end\n end\n if <not <(☁ P3) = [0]>> then\n if <not <[online players v] contains [3]?>> then\n change [online players: v] by (1)\n add [3] to [online players v]\n end\n end\n if <not <(☁ P4) = [0]>> then\n if <not <[online players v] contains [4]?>> then\n change [online players: v] by (1)\n add [4] to [online players v]\n end\n end\n if <not <(☁ P5) = [0]>> then\n if <not <[online players v] contains [5]?>> then\n change [online players: v] by (1)\n add [5] to [online players v]\n end\n end\nend\n\n@others\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [7]> then\n if <(item (#) of [decoded results v]) = (Level)> then\n show\n else\n hide\n end\n replace item (#) of [decoded results v] with []\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nwhen flag clicked\ndelete all of [decoded results v]\ninsert [] at (1) of [decoded results v] \ninsert [] at (2) of [decoded results v] \ninsert [] at (3) of [decoded results v] \ninsert [] at (4) of [decoded results v] \ninsert [] at (5) of [decoded results v] \ndelete all of [letter v]\ninsert [] at (1) of [letter v] \ninsert [] at (2) of [letter v] \ninsert [] at (3) of [letter v] \ninsert [] at (4) of [letter v] \ninsert [] at (5) of [letter v] \ndelete all of [letter 2 v]\ninsert [] at (1) of [letter 2 v] \ninsert [] at (2) of [letter 2 v] \ninsert [] at (3) of [letter 2 v] \ninsert [] at (4) of [letter 2 v] \ninsert [] at (5) of [letter 2 v] \nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P1) = [0]> or <(player #) = [1]>>> then\n decode (☁ P1) position clone #: [1]\nelse\n hide\nend\n\n@others2\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [7]> then\n if <(item (#) of [decoded results v]) = (Level)> then\n show\n else\n hide\n end\n replace item (#) of [decoded results v] with []\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nreplace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [@])\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P2) = [0]> or <(player #) = [2]>>> then\n decode (☁ P2) position clone #: [2]\nelse\n hide\nend\n\n@others3\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [7]> then\n if <(item (#) of [decoded results v]) = (Level)> then\n show\n else\n hide\n end\n replace item (#) of [decoded results v] with []\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nreplace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [@])\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P3) = [0]> or <(player #) = [3]>>> then\n decode (☁ P3) position clone #: [3]\nelse\n hide\nend\n\n@others4\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [7]> then\n if <(item (#) of [decoded results v]) = (Level)> then\n show\n else\n hide\n end\n replace item (#) of [decoded results v] with []\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nreplace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [@])\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P4) = [0]> or <(player #) = [4]>>> then\n decode (☁ P4) position clone #: [4]\nelse\n hide\nend\n\n@others5\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [7]> then\n if <(item (#) of [decoded results v]) = (Level)> then\n show\n else\n hide\n end\n replace item (#) of [decoded results v] with []\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nreplace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [@])\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P5) = [0]> or <(player #) = [5]>>> then\n decode (☁ P5) position clone #: [5]\nelse\n hide\nend\n\n
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Arrow keys/WASD/Mobile to move.\nAvoid spikes.\nWall jump\nGet to the end of the screen to pass the level.\nYup, the platformer is really generic but if you can't read or something lemme just say that this is a Cloud Multiplayer Platformer Engine. Emphasis on all of those those words.
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Platformer【sushi】
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (背景1 v)\nend\n\n@ \n\n@player\n\nwhen I receive [お し ま い ☆ v]\nhide\n\nwhen flag clicked\nPlayer\n\nwhen I start as a clone\nClone\n\nwhen flag clicked\nforever\n play sound [BGM v] until done\nend\n\nwhen I receive [next! v]\nset [x v] to [0]\nset [y v] to [0]\nset [miss v] to [0]\nwait (1.2) seconds\ngo to x: (-209) y: (-58)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [完了 v]\nset [x v] to [0]\nset [y v] to [0]\nset [miss v] to [0]\n\nwhen I receive [syoyu v]\nwait (0.4) seconds\nswitch costume to (コスチューム1 v)\n\nwhen I receive [syoyu2 v]\nwait (0.4) seconds\nswitch costume to (コスチューム1 v)\n\nwhen I receive [syoyu3 v]\nwait (0.4) seconds\nswitch costume to (コスチューム1 v)\n\ndefine Player\ngo to x: (-209) y: (-58)\nset size to (30) %\npoint in direction (90)\nclear graphic effects\nswitch costume to (コスチューム1 v)\nset rotation style [left-right v]\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [time v] to [0]\nset [stage v] to [1]\nset [miss v] to [0]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (1.5)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [x v] by (-1.5)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (sushi🍣\(stage\) v)?> then\n change y by (1)\n if <touching (sushi🍣\(stage\) v)?> then\n change y by (1)\n if <touching (sushi🍣\(stage\) v)?> then\n change y by (1)\n if <touching (sushi🍣\(stage\) v)?> then\n change y by (1)\n if <touching (sushi🍣\(stage\) v)?> then\n change y by (1)\n if <touching (sushi🍣\(stage\) v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [jump v]\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (sushi🍣\(stage\) v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (sushi🍣\(stage\) v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n start sound [jump v]\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (wasabi v)?> or <<touching (wasabi2 v)?> or <touching (wasabi3 v)?>>> then\n start sound [miss v]\n switch costume to (コスチューム3 v)\n repeat (30)\n change [ghost v] effect by (3)\n end\n change [miss v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n point in direction (90)\n switch costume to (コスチューム1 v)\n clear graphic effects\n go to x: (-209) y: (-58)\n end\n if <(x position) > [245]> then\n if <not <(stage) = [20]>> then\n wait (0.03) seconds\n hide\n go to x: (-209) y: (-58)\n broadcast (NEXT! v)\n switch costume to (コスチューム1 v)\n change [stage v] by (1)\n wait (1.3) seconds\n set [miss v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n end\n if <[-180] > (y position)> then\n start sound [miss v]\n switch costume to (コスチューム3 v)\n change [miss v] by (1)\n repeat (30)\n change [ghost v] effect by (3)\n end\n set [x v] to [0]\n set [y v] to [0]\n point in direction (90)\n switch costume to (コスチューム1 v)\n clear graphic effects\n go to x: (-209) y: (-58)\n end\n if <touching (syoyu v)?> then\n start sound [syoyu v]\n switch costume to (コスチューム4 v)\n set [y v] to [21]\n broadcast (触れた v)\n end\n if <touching (syoyu2 v)?> then\n start sound [syoyu v]\n switch costume to (コスチューム4 v)\n set [y v] to [21]\n broadcast (触れた2 v)\n end\n if <touching (syoyu3 v)?> then\n start sound [syoyu v]\n switch costume to (コスチューム4 v)\n set [y v] to [21]\n broadcast (触れた3 v)\n end\nend\n\ndefine Clone\nswitch costume to (コスチューム2 v)\nrepeat (8)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@sushi🍣(stage)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [完了 v]\nnext costume\n\n@wasabi\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [完了 v]\nnext costume\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n@NEXT!\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next! v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (5)\n next costume\nend\nstart sound [kiran v]\nwait (1) seconds\nbroadcast (完了 v)\nstart sound [po v]\nrepeat (3)\n next costume\nend\nhide\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\n\n@wasabi2\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(stage) = [9]> then\n wait (0.15) seconds\n repeat until <(stage) = [10]>\n go to x: (0) y: (0)\n switch costume to (コスチューム1 v)\n show\n repeat (3)\n next costume\n end\n glide (0.5) secs to x: (0) y: (-224)\n end\n else\n if <(stage) = [18]> then\n wait (0.15) seconds\n repeat until <(stage) = [19]>\n go to x: (-149) y: (6)\n switch costume to (コスチューム1 v)\n show\n repeat (3)\n next costume\n end\n glide (0.7) secs to x: (-149) y: (-224)\n end\n end\n hide\n end\nend\n\n@wasabi3\n\nwhen flag clicked\nshow\nforever\n if <(stage) = [18]> then\n wait (1.25) seconds\n point in direction (180)\n repeat until <(stage) = [19]>\n go to [front v] layer\n go to x: (125) y: (-113)\n switch costume to (コスチューム1 v)\n show\n repeat (3)\n next costume\n end\n glide (1.5) secs to x: (-245) y: (-113)\n end\n end\n hide\nend\n\n@back\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.4) to (0.6)) seconds\nend\n\nwhen I start as a clone\nback\n\ndefine back\nshow\ngo to [back v] layer\nswitch costume to (pick random (1) to (9))\nset size to (pick random (30) to (60)) %\npoint in direction (90)\nset [ghost v] effect to (20)\ngo to x: (pick random (-253) to (253)) y: (-156)\nrepeat until <touching (_edge_ v)?>\n change y by (pick random (3) to (13))\nend\nif <touching (_edge_ v)?> then\n hide\nend\ndelete this clone\n\n@skip?\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n if <not <(stage) = [20]>> then\n if <[4] < (miss)> then\n show\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n switch costume to (コスチューム2 v)\n else\n set [ghost v] effect to (0)\n switch costume to (コスチューム1 v)\n end\n if <key (s v) pressed?> then\n broadcast (s key v)\n end\n else\n hide\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (NEXT! v)\nchange [stage v] by (1)\n\nwhen I receive [s key v]\nbroadcast (NEXT! v)\nchange [stage v] by (1)\n\n@syoyu\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nforever\n if <touching (player v)?> then\n broadcast (syoyu v)\n end\n if <(stage) = [11]> then\n set size to (100) %\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-126) y: (-147)\n show\n end\n if <(stage) = [12]> then\n go to x: (-126) y: (-147)\n end\n if <(stage) = [13]> then\n hide\n end\n if <(stage) = [14]> then\n go to x: (113) y: (-147)\n show\n end\n if <(stage) = [15]> then\n hide\n end\n if <(stage) = [19]> then\n show\n go to x: (-140) y: (-147)\n end\n if <(stage) = [20]> then\n go to x: (183) y: (-128)\n set size to (65) %\n switch costume to (コスチューム2 v)\n end\nend\n\n@syoyu2\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n broadcast (syoyu2 v)\n end\n if <(stage) = [12]> then\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (10) y: (-147)\n show\n end\n if <(stage) = [13]> then\n hide\n end\n if <(stage) = [19]> then\n go to x: (-40) y: (-147)\n show\n end\n if <(stage) = [20]> then\n hide\n end\nend\n\n@syoyu3\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n broadcast (syoyu3 v)\n end\n if <(stage) = [12]> then\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (146) y: (-147)\n show\n end\n if <(stage) = [13]> then\n hide\n end\n if <(stage) = [19]> then\n wait (0.15) seconds\n go to x: (85) y: (-49)\n show\n end\n if <(stage) = [20]> then\n hide\n end\nend\n\n@syoyu!\n\nwhen I receive [触れた v]\nforever\n if <(stage) = [11]> then\n go to x: (0) y: (0)\n set size to (100) %\n end\n if <(stage) = [12]> then\n go to x: (0) y: (0)\n end\n if <(stage) = [14]> then\n go to x: (240) y: (0)\n end\n if <(stage) = [19]> then\n go to x: (-12) y: (1)\n end\n if <(stage) = [20]> then\n set size to (70) %\n go to x: (229) y: (-33)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [触れた v]\nshow\nwait (0.2) seconds\nhide\n\n@syoyu!2\n\nwhen I receive [触れた2 v]\nforever\n if <(stage) = [12]> then\n go to x: (8) y: (-109)\n end\n if <(stage) = [19]> then\n go to x: (-42) y: (-105)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [触れた2 v]\nshow\nwait (0.2) seconds\nhide\n\n@syoyu!3\n\nwhen I receive [触れた3 v]\nshow\nwait (0.2) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [触れた3 v]\nforever\n if <(stage) = [12]> then\n go to x: (143) y: (-109)\n end\n if <(stage) = [19]> then\n go to x: (74) y: (-10)\n end\nend\n\n@last\n\nwhen [timer v] > (0.1)\nforever\n if <(stage) = [20]> then\n show\n go to [front v] layer\n glide (1) secs to x: (0) y: (0)\n play sound [パッ v] until done\n broadcast (動き v)\n start sound [ドンドンパフパフ v]\n forever\n change [color v] effect by (1)\n end\n else\n go to [back v] layer\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (387) y: (0)\npoint in direction (90)\nhide\n\nwhen I receive [動き v]\nrepeat (2)\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\n@white\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.1)\nforever\n if <(stage) = [20]> then\n forever\n go to [front v] layer\n go [backward v] (1) layers\n show\n end\n end\nend\n\n
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日本語は下\n《English》\n【How to play】\n☆Operation☆\n・arrow key\n・WASD key\n・tap\n☆Character Description☆\n・I can walk on the ground.\n・Can also walk on sushi.\n・I don't like wasabi.\n・I love soy sauce.\n※If you fail more than 5 times in one stage, a skip button will appear in the upper left corner.When it appears, you can skip that stage by tapping or pressing the S key.\n-------------------------------------------------------------------------\n《日本語》\n【遊び方】\n☆操作☆\n・矢印キー\n・WASDキー\n・タップ\n☆キャラクター説明☆\n・地面を歩くことができる\n・寿司の上も歩くことができる\n・ワサビが苦手\n・醤油は大好き\n※1つのステージで5回以上失敗するとスキップボタンが表示されます。タップまたはSキーを押すことでそのステージをスキップできます。
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Space Minions | Multiplayer Scrolling Platformer | Server : 1
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@Stage\n\nwhen flag clicked\n\nwhen I receive [begin v]\nswitch backdrop to (backdrop1 v)\nstart sound [Connect v]\nforever\n wait (1) seconds\n play sound [Minion Rush Run Theme \(128 kbps\) v] until done\nend\n\nwhen I receive [you win v]\nstop all sounds\nstart sound [Victory sound effect \(128 kbps\) v]\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [1225]\n set [y v] to [90]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [3]> then\n set [x v] to [2000]\n set [y v] to [225]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [4]> then\n set [x v] to [3020]\n set [y v] to [160]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <<touching (danger v)?> or <touching (lava v)?>>> then\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\n end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (0) y: (0)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\nforever\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [210] [30]\nClone at [1225] [90]\nClone at [2000] [225]\nClone at [3020] [160]\nset [x v] to [-99999]\n\n@Bouncy\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nswitch costume to (bouncy2 v)\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [555] [-102]\nClone at [800] [-102]\nClone at [1885] [137]\nClone at [2200] [83]\nClone at [2585] [150]\nClone at [2685] [83]\nClone at [2920] [180]\nset [x v] to [-99999]\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\n@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\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 [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [175] [-105]\nClone at [700] [-110]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nset [x v] to [-99999]\n\n@Chat\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at [200] [0]\nClone at [480] [0]\nClone at [200] [0]\n\n@Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-190)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [80] [-90]\nClone at [750] [-90]\nClone at [1190] [95]\nClone at [2260] [170]\nClone at [2700] [170]\nClone at [3500] [50]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nif <(tick) > [0]> then\n next costume\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\nClone at [940] [315]\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-100)\n\nwhen I receive [joining v]\n\nwhen I receive [joined v]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat until <(CONNECT) = [Connected]>\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\nend\nrepeat until <(CONNECT) = [full]>\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwait (3) seconds\nhide\ndelete this clone\n\nwhen flag clicked\nrepeat (10)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen flag clicked\n\nforever\n\n@rocket\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [360] [300]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (you win v)\n delete this clone\n end\nend\n\n@win\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [you win v]\nset [ghost v] effect to (100)\nwait (0.002) seconds\ngo to [front v] layer\nshow\nswitch costume to (win v)\nrepeat (4)\n wait (0.00005) seconds\n change [ghost v] effect by (-25)\nend\n\n@lava\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\n@Danger\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nClone at [480] [0]\n\n@moving stars\n\nwhen flag clicked\nright-left star\n\ndefine right-left star\nforever\n set [id v] to [clone2]\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (63)\ngo to x: (235) y: (pick random (-180) to (180))\nset size to (pick random (75) to (125)) %\nrepeat until <touching (_edge_ v)?>\n change x by ((-0.2) - ((size) / (45)))\n if <(fast stars) = [yes]> then\n change x by ((-1) - ((size) / (45)))\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start game! v]\n\nwhen flag clicked\nset [fast stars v] to [no]\n\nwhen I start as a clone\nforever\n if <touching (laser v)?> then\n set [brightness v] effect to (15)\n change x by (3)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [fast stars v] to [yes]\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nwait (1) seconds\nsmooth glide to [347] [5] [5]\nbroadcast (start engine v)\nforever\n go to [front v] layer\n set [timer v] to (timer)\nend\n\ndefine smooth glide to (y) (speed) (effect)\nrepeat until <(round (y position)) = (round (y))>\n change [ghost v] effect by (effect)\n change y by (((y) - (y position)) / (speed))\nend\nset y to (y)\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nset [ghost v] effect to (100)\nsmooth glide to [0] [5] [-10]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite16\n\ndefine create clones / number of clones (number of clones ) size (size) colour (colour) brightness (brightness) position / x (x) y (y) Distance Between Clones (distance)\nhide\ngo to x: (x) y: (y)\nset [clone id v] to [1]\nset size to (size) %\nset [color v] effect to (colour)\nset [brightness v] effect to (brightness)\nrepeat (number of clones )\n create clone of (_myself_ v)\n change [clone id v] by (1)\n change x by (distance)\nend\n\nwhen I start as a clone\nforever\n switch costume to (letter (Clone ID) of (MY PLAYER #))\n go to [front v] layer\n if <not <(Clone ID) > (length of (MY PLAYER #))>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ncreate clones / number of clones [20] size [120] colour [0] brightness [-100] position / x [-179] y [156] Distance Between Clones [15]\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (100)\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(round (size)) = (round (150))>\n change size by (((round (150)) - (round (size))) / (3))\n end\n else\n repeat until <(round (size)) = (round (120))>\n change size by (((round (120)) - (round (size))) / (3))\n end\n end\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (3) seconds\nrepeat (2)\n switch costume to (costume1 v)\n go to x: (-100) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (5) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\nchange [clicks v] by (2000)\n\n@Sprite7\n\nwhen flag clicked\nhide\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (-18) y: (-3)\nreset timer\ngo to [front v] layer\nswitch costume to (2 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\ngo to x: (0) y: (50)\n\nwhen flag clicked\nforever\n if <(THEME) = [DARK]> then\n switch costume to (2 v)\n else\n switch costume to (3 v)\n end\nend\n\n
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* Ads are only allowed when you are following me otherwise it will be reported to ST*\nMaked the game more easier by removing some spikes . \n✩ ꜱᴇʀᴠᴇʟ : 1 ✩\n ✩ ꜱᴘᴀʀᴋʟɪɴᴀᴛᴇᴄʜꜱ ᴘʀᴇꜱᴇɴᴛꜱ ✩\n✼ ꜱᴘᴀᴄᴇ ᴍɪɴɪᴏɴꜱ | ᴍɪꜱꜱɪᴏɴ ᴇꜱᴄᴀᴘᴇ | ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ \n ꜱᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ✼ \n ☼ 1ᴋ ʟᴏᴠꜱ ꜰᴏʀ ꜱᴜꜱ ᴇꜱᴄᴀᴘᴇ ☼\n ☼ ᴍᴀx ᴘʟᴀʏᴇʀꜱ :10 ☼\n*ɪꜰ ꜱᴇʀᴠᴇʀ 1 ɪꜱ ꜰᴜʟʟ ᴛʀʏ ꜱᴇʀᴠᴇʀ 2 : \n https://scratch.mit.edu/projects/676811278/ .\n \n ❤︎ ᴘʟᴀʏɪɴɢ ᴏᴘᴛɪᴏɴꜱ ❤︎ \n ✩ᴛᴜʀʙᴏᴡᴀʀᴘ : https://turbowarp.org/676811691 .\n\n\n ➜ᴄᴏɴᴛᴇɴᴛꜱ : ᴄʀᴇᴅɪᴛꜱ , ʜᴏᴡ ᴛᴏ ᴘʟᴀʏ ,\n \n❥ʜᴏᴡ ᴛᴏ ᴘʟᴀʏ : \n➜ ᴡᴀꜱᴅ , ᴍᴏʙɪʟᴇ ᴛᴏᴜᴄʜ , ᴏʀ ᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ ᴘʟᴀʏᴇʀ .\n➜ ᴛ = ᴛᴏɢɢʟᴇ ᴄʜᴀᴛ \n➜ɴ = ᴛᴏɢɢʟᴇ ᴄʜᴀᴛ \n\n❥ ᴄʀᴇᴅɪᴛꜱ:\n➜ᴛʜx ᴛᴏ : @griffpatch ᴀɴᴅ @thecactusmaster ꜰᴏʀ ᴇɴɢɪɴᴇ .\n➜ ᴛʜx ᴛᴏ : @stratfordjames ꜰᴏʀ ᴛʜᴇ ᴍᴏᴏɴ .\n➜ ᴛʜx ᴛᴏ : @makscratchy ᴀɴᴅ @thecactusmaster ꜰᴏʀ ᴛʜᴇ ᴘʟᴀᴛꜰᴏʀᴍ ᴀʀᴛꜱ . \n➜ꜰᴏɴᴛꜱ ᴀʀᴇ ꜰʀᴏᴍ ꜰᴏɴᴛꜱᴘᴀᴄᴇ.ᴄᴏᴍ .\n*tags \n#games , #all , #trending #stories #art \n\n ✿ --ʜᴀᴠᴇ ꜰᴜɴ -- ✿
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☁ Disaster Survival Online! | A Multiplayer Platformer | #games #all
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@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nif <<(current [hour v]) > [17]> or <(current [hour v]) < [7]>> then\n switch backdrop to (night v)\nelse\n switch backdrop to (back v)\nend\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <<touching (platforms v)?> or <touching (border v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <<not <touching (platforms v)?>> and <not <touching (border v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n set [sx v] to [0]\n repeat until <<not <touching (platforms v)?>> and <not <touching (border v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <<not <touching (platforms v)?>> and <not <touching (border v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [100]\nset [x v] to [-100]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [4]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n if <(Mode) = [0]> then\n set [player dead? v] to [1]\n end\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n if <(Speed Boost Bought?) = [1]> then\n change [sx v] by (-2.35)\n else\n change [sx v] by (-2)\n end\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n if <(Speed Boost Bought?) = [1]> then\n change [sx v] by (2.35)\n else\n change [sx v] by (2)\n end\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n if <(Jump Boost Bought) = [1]> then\n set [sy v] to [19]\n else\n set [sy v] to [16]\n end\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nchange [sx v] by (2)\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\nif <(Chat) = [1]> then\n\nwhen I receive [send chat v]\nif <(Chat Number) = [1]> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\nelse\n if <(Chat Number) = [2]> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <(Chat Number) = [3]> then\n set [chat words v] to [3]\n say (item (3) of [chat v])\n wait (3) seconds\n say []\n set [chat v] to [0]\n else\n if <(Chat Number) = [4]> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <(Chat Number) = [5]> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <(Chat Number) = [6]> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <(Chat Number) = [7]> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <(Chat Number) = [8]> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <(Chat Number) = [9]> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <<(names) = [1]> and <<not <(x position) > [270]>> and <not <(y position) > [230]>>>> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <<not <(x position) > [270]>> and <not <(y position) > [230]>>> then\n if <(chat) = [1]> then\n say (item (1) of [chat v]) for (3) seconds\n else\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (3) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (3) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (3) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (3) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (3) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (3) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (3) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (3) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [0] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [-960] y: [270]\n Clone at x: [920] y: [245]\n Clone at x: [0] y: [355]\n Clone at x: [-360] y: [-615]\n Clone at x: [-60] y: [360]\n Clone at x: [0] y: [180]\n Clone at x: [-360] y: [0]\n Clone at x: [240] y: [-340]\n Clone at x: [-720] y: [360]\nend\nset [platforms: x v] to [99999]\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(Is clone?) = [1]> then\n Position ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\nend\n\nwhen I receive [begin v]\nhide\nswitch costume to (costume2 v)\nset [is clone? v] to [0]\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nif <(Mode) = [0]> then\n if <((current [minute v]) / (2)) = (round ((current [minute v]) / (2)))> then\n set [game timer v] to (((60) - (current [second v])) + (30))\n else\n if <<not <((current [minute v]) / (2)) = (round ((current [minute v]) / (2)))>> and <(current [second v]) < [30]>> then\n set [game timer v] to ((30) - (current [second v]))\n end\n end\nelse\n set [game timer v] to ((60) - (current [second v]))\nend\n\nwhen I receive [begin v]\nset [danger clones v] to [0]\nforever\n if <(Mode) = [0]> then\n wait until <not <(Game Timer) = [0]>>\n wait until <(Mode) = [0]>\n if <(Disaster) = [Rising Lava]> then\n repeat until <(Mode) = [1]>\n set [danger: x v] to [300]\n set [danger: y v] to [-150]\n repeat (10)\n create clone of (_myself_ v)\n change [danger: x v] by (480)\n end\n wait (14.75) seconds\n end\n else\n if <(Disaster) = [Meteors]> then\n set [meteor index v] to [0]\n repeat until <(Mode) = [1]>\n if <(Game Timer) > [45]> then\n if <(Game Timer) < [60]> then\n set [meteor speed v] to (round (((90) - (Game Timer)) / (5)))\n else\n set [meteor speed v] to [6]\n end\n end\n change [meteor index v] by (1)\n if <<(Game Timer) > [15]> and <(Game Timer) < [45]>> then\n wait ((Game Timer) / (30)) seconds\n else\n if <<<(Game Timer) > [45]> or <(Game Timer) = [45]>> and <(Game Timer) < [75]>> then\n wait ((Game Timer) / (60)) seconds\n else\n if <<(Game Timer) > [75]> or <(Game Timer) = [75]>> then\n wait ((Game Timer) / (75)) seconds\n else\n wait (0.75) seconds\n end\n end\n end\n create clone of (_myself_ v)\n end\n else\n set [hurricane index v] to [0]\n repeat until <(Mode) = [1]>\n if <(Game Timer) > [15]> then\n if <(Game Timer) < [60]> then\n set [hurricane speed v] to (round (((90) - (Game Timer)) / (9)))\n else\n set [hurricane speed v] to [4]\n end\n end\n change [hurricane index v] by (1)\n if <<(Game Timer) > [30]> and <(Game Timer) < [45]>> then\n wait ((Game Timer) / (45)) seconds\n else\n if <<<(Game Timer) > [45]> or <(Game Timer) = [45]>> and <(Game Timer) < [75]>> then\n wait ((Game Timer) / (30)) seconds\n else\n if <<(Game Timer) > [75]> or <(Game Timer) = [75]>> then\n wait ((Game Timer) / (75)) seconds\n else\n wait (0.5) seconds\n end\n end\n end\n create clone of (_myself_ v)\n end\n end\n end\n else\n wait until <not <(Game Timer) = [0]>>\n wait until <(Mode) = [0]>\n if <<<(item ((current [minute v]) mod (15)) of [disasters v]) = [1]> or <(item ((current [minute v]) mod (15)) of [disasters v]) = []>> or <(item ((current [minute v]) mod (15)) of [disasters v]) = [0]>> then\n set [disaster v] to [Meteors]\n else\n if <(item ((current [minute v]) mod (15)) of [disasters v]) = [2]> then\n set [disaster v] to [Rising Lava]\n else\n set [disaster v] to [Hurricane]\n end\n end\n end\nend\n\nwhen I start as a clone\nchange [danger clones v] by (1)\nif <(Disaster) = [Meteors]> then\n set [danger: x v] to (item ((meteor index) mod (1000)) of [meteor positions v])\n set [danger: y v] to [1500]\n set [is clone? v] to [1]\n set size to (pick random ((100) + (((Meteor speed) - (1)) * (5))) to ((100) + ((Meteor speed) * (5)))) %\n repeat until <<<touching (platforms v)?> or <touching (border v)?>> and <(y position) < (([y position v] of [player v]) + (60))>>\n change [danger: y v] by ((Meteor speed) * (-1))\n go to [front v] layer\n change [meteor costume v] by (0.1)\n switch costume to ((1) + ([floor v] of ((Meteor costume) mod (2)) ))\n end\n change [danger: y v] by (25)\n switch costume to (costume1 v)\n set size to (100) %\n repeat (10)\n change size by ((2) * (Meteor speed))\n change [ghost v] effect by (10)\n end\n change [danger clones v] by (-1)\n delete this clone\nelse\n if <(Disaster) = [Rising Lava]> then\n switch costume to (costume2 v)\n set [is clone? v] to [1]\n set [danger: y v] to [-150]\n forever\n go to [front v] layer\n change [danger: y v] by (0.375)\n end\n else\n set [personal direction v] to (item ((hurricane index) mod (1000)) of [hurricane directions v])\n set [personal object v] to (item ((hurricane index) mod (1000)) of [hurricane objects v])\n set [danger: y v] to (item ((hurricane index) mod (1000)) of [object positions v])\n set [is clone? v] to [1]\n set size to (90) %\n if <(personal object) = [1]> then\n switch costume to (costume4 v)\n else\n if <(personal object) = [2]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume3 v)\n end\n end\n if <(personal direction) = [1]> then\n set [danger: x v] to [80]\n repeat until <(DANGER: x) > [2500]>\n go to [front v] layer\n turn right (hurricane speed) degrees\n change [danger: x v] by (hurricane speed)\n end\n else\n set [danger: x v] to [2500]\n repeat until <[101] > (DANGER: x)>\n go to [front v] layer\n turn left (hurricane speed) degrees\n change [danger: x v] by ((hurricane speed) * (-1))\n end\n end\n change [danger clones v] by (-1)\n delete this clone\n end\nend\n\nwait until <(Mode) = [1]>\nwait until <not <(Game Timer) = [0]>>\nwait until <(Game Timer) = [0]>\nwait until <(Mode) = [0]>\n\nwhen I receive [delete all v]\n\nif <(Is clone?) = [1]> then\n change [danger clones v] by (-1)\n delete this clone\nend\n\nrepeat (250)\n\nif <[] = [1]> then\n\nClone at x: [360] y: [180]\n\nwhen I receive [reset v]\n\nif <(Disaster) = [Meteors]> then\n if <(Is clone?) = [1]> then\n change [danger clones v] by (-1)\n end\n delete this clone\nend\n\nset [danger: x v] to [99999]\n\nwait (15) seconds\n\n\n\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\nend\n\n\n\nwhen I receive [begin v]\nforever\n if <(Mode) = [0]> then\n wait until <not <(Game Timer) = [0]>>\n wait until <(Mode) = [1]>\n broadcast (Delete all v)\n else\n wait until <not <(Game Timer) = [0]>>\n wait until <(Mode) = [0]>\n end\nend\n\nset [disaster v] to [Rising Lava]\nset [danger: x v] to [300]\nset [danger: y v] to [-100]\nrepeat until <(Mode) = [1]>\n repeat (10)\n create clone of (_myself_ v)\n change [danger: x v] by (480)\n end\n wait (29) seconds\nend\nbroadcast (Delete all v)\n\nbroadcast (Delete all v)\n\nrepeat (15)\n add (pick random (1) to (2)) to [disasters v]\nend\n\n\n\n\n\nwhen I start as a clone\nforever\n if <(Mode) = [1]> then\n change [danger clones v] by (-1)\n delete this clone\n end\nend\n\nrepeat (1000)\n add (pick random (25) to (1300)) to [object positions v]\nend\n\nrepeat (1000)\n add (pick random (1) to (3)) to [hurricane objects v]\nend\n\nif <(pick random (1) to (2)) = [1]> then\n\nset [disaster v] to [Rising Lava]\n\nshow\n\nturn right (-15) degrees\n\n\n\ndelete all of [disasters v]\nadd [thing] to [disasters v]\nrepeat until <(length of [disasters v]) > [14]>\n set [gv v] to (pick random (1) to (3))\n if <not <(gv) = (item (length of [disasters v]) of [disasters v])>> then\n add (gv) to [disasters v]\n end\nend\n\nreplace item (5) of [disasters v] with (pick random (1) to (3))\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [-235] y: [600]\n Clone at x: [-185] y: [600]\n Clone at x: [-135] y: [600]\n Clone at x: [-85] y: [600]\n Clone at x: [-35] y: [600]\n Clone at x: [15] y: [600]\n Clone at x: [65] y: [600]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<<(x) = (x position)> and <(y) = (y position)>> and <(Mode) = [0]>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nClone at x: [] y: []\n\n@Chat\n\nwhen I receive [tick v]\ngo to x: (0) y: (25)\ngo to [front v] layer\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <(Chat) = [1]>> then\n broadcast (Chat Close v)\n hide\n wait until <not <mouse down?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\nwhen I receive [shop open v]\nhide\n\n@Chat Button\n\nwhen I receive [tick v]\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen I receive [message v]\n\nwhen I receive [begin v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n ask [Chat Number?] and wait\n set [chat number v] to (answer)\n broadcast (Send chat v)\n broadcast (Chat Close v)\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\n end\nend\n\nstop [this script v]\n\nwhen I receive [shop open v]\nhide\n\nwhen I receive [shop close v]\nshow\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nset size to (85) %\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (-150) y: (200)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (11)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (16)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nrepeat until <(timer) > [3.5]>\n change [ghost v] effect by (-3)\n change y by ((y position) / (-15))\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo to [front v] layer\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nstart sound [Disconnect v]\nswitch costume to (full v)\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Border\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nswitch costume to (level 1 1 v)\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 2 v)\n Clone at x: [0] y: [300]\n Clone at x: [0] y: [0]\nend\nset [platforms: x v] to [99999]\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<<(x) = (x position)> and <(y) = (y position)>> and <(Mode) = [0]>> then\n if <(Mode) = [1]> then\n hide\n else\n show\n end\nelse\n hide\nend\n\nshow\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Mode\n\nwhen I receive [tick v]\nif <<((current [minute v]) / (2)) = (round ((current [minute v]) / (2)))> or <<not <((current [minute v]) / (2)) = (round ((current [minute v]) / (2)))>> and <(current [second v]) < [30]>>> then\n set [mode v] to [0]\nelse\n set [mode v] to [1]\nend\n\nwhen flag clicked\nset [mode v] to [0]\n\n\n\nset [mode v] to [1]\n\n@Platforms2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume4 v)\n Clone at x: [960] y: [270]\n Clone at x: [380] y: [180]\nend\nset [platforms: x v] to [99999]\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\n@timer Counter\n\nwhen I start as a clone\nshow\nforever\n if <(i) < [3]> then\n change costume to (join [number-] (letter (i) of (Game Timer)))\n set x to (((((i) - (0.5)) - ((length of (Game Timer)) / (2))) * ((size) / (3.5))) + (180))\n change size by ((0.2) * ((80) - (size)))\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (Danger clones) layers\n else\n go to x: (180) y: (160)\n go to [front v] layer\n go [backward v] ((12) + (Danger clones)) layers\n switch costume to (join [costume] ((Mode) + (1)))\n show\n end\nend\n\ndefine setup\n\nshow\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (100) %\nend\n\nwhen flag clicked\nhide\n\nset y to (140)\n\nwhen I receive [begin v]\nsetup\ngo to x: (160) y: (160)\nswitch costume to (timer v)\nhide\nset [i v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [i v] by (1)\nend\n\n@Notification\n\nwhen I receive [begin v]\nhide\nwait (1) seconds\nforever\n if <(Mode) = [1]> then\n wait until <(notification?) = [0]>\n set [notification? v] to [1]\n switch costume to (costume2 v)\n show\n go to x: (0) y: (200)\n repeat (12)\n change y by (-10)\n end\n repeat (5)\n change y by (2)\n end\n repeat (3)\n change y by (-1)\n end\n wait (7.5) seconds\n repeat (20)\n change y by (10)\n end\n set [notification? v] to [0]\n wait until <(Mode) = [0]>\n else\n wait until <(notification?) = [0]>\n set [notification? v] to [1]\n if <(Disaster) = [Rising Lava]> then\n switch costume to (costume1 v)\n else\n if <(Disaster) = [Meteors]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume5 v)\n end\n end\n wait (1) seconds\n show\n go to x: (0) y: (200)\n repeat (12)\n change y by (-10)\n end\n repeat (5)\n change y by (2)\n end\n repeat (3)\n change y by (-1)\n end\n wait (5) seconds\n repeat (20)\n change y by (10)\n end\n set [notification? v] to [0]\n wait until <(Mode) = [1]>\n end\nend\n\nwhen flag clicked\nhide\n\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (200)\nrepeat (12)\n change y by (-10)\nend\nrepeat (5)\n change y by (2)\nend\nrepeat (3)\n change y by (-1)\nend\nwait (7.5) seconds\nrepeat (20)\n change y by (10)\nend\n\nwait until <(Mode) = [0]>\n\n@Music\n\n@Shop\n\nwhen I receive [begin v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [shop btn size v] by (.9)\n change size by (shop btn size)\n end\n if <mouse down?> then\n change [shop open? v] by (1)\n if <(Shop Open?) > [1]> then\n set [shop open? v] to [0]\n end\n if <(Shop Open?) = [1]> then\n switch costume to (costume3 v)\n broadcast (Shop Open v)\n end\n if <(Shop Open?) = [0]> then\n switch costume to (costume1 v)\n broadcast (Shop Close v)\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [101]>\n set [shop btn size v] to [-.8]\n change [shop btn size v] by (-.9)\n change size by (shop btn size)\n end\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\nset [shop open? v] to [0]\nset [player dead? v] to [0]\nset [speed boost bought? v] to [0]\nset [jump boost bought v] to [0]\nset [is clone? v] to [0]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (-125) y: (-156)\nhide\n\nset [:done v] to [0]\n\n\n\nwhen I receive [shop open v]\nset [cloneid v] to [0]\nrepeat (3)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [is clone? v] to [1]\n\nwhen I receive [shop close v]\ndelete this clone\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [chat close v]\nshow\n\nwhen I receive [chat open v]\ndelete this clone\n\nwhen I receive [shop close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nchange [ghost v] effect by (100)\n\nstop [this script v]\n\n\n\nforever\n\nswitch costume to (costume4 v)\nstop [this script v]\n\nforever\n\nforever\n\nforever\n\nforever\n\nif <(Speed Boost Bought?) = [0]> then\n\n\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nif <(Is clone?) = [1]> then\n if <(cloneID) = [1]> then\n switch costume to (costume2 v)\n go to [front v] layer\n go [backward v] (15) layers\n set size to (85) %\n go to x: (0) y: (0)\n else\n if <(cloneID) = [2]> then\n switch costume to (costume5 v)\n go to [front v] layer\n go to x: (-75) y: (-75)\n if <(Speed Boost Bought?) = [1]> then\n set size to (100) %\n switch costume to (untitled drawing \(3\) v)\n stop [this script v]\n end\n forever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [shop btn size v] by (.9)\n change size by (shop btn size)\n end\n if <mouse down?> then\n if <(Coins) > [24]> then\n change [coins v] by (-25)\n set [speed boost bought? v] to [1]\n switch costume to (untitled drawing \(3\) v)\n set size to (100) %\n stop [this script v]\n end\n end\n else\n repeat until <(size) < [101]>\n set [shop btn size v] to [-.8]\n change [shop btn size v] by (-.9)\n change size by (shop btn size)\n end\n end\n end\n else\n switch costume to (costume7 v)\n go to [front v] layer\n go to x: (75) y: (-75)\n if <(Jump Boost Bought) = [1]> then\n set size to (100) %\n switch costume to (untitled drawing \(3\) v)\n stop [this script v]\n end\n forever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [shop btn size v] by (.9)\n change size by (shop btn size)\n end\n if <mouse down?> then\n if <(Coins) > [39]> then\n change [coins v] by (-40)\n set [jump boost bought v] to [1]\n switch costume to (untitled drawing \(3\) v)\n set size to (100) %\n stop [this script v]\n end\n end\n else\n repeat until <(size) < [101]>\n set [shop btn size v] to [-.8]\n change [shop btn size v] by (-.9)\n change size by (shop btn size)\n end\n end\n end\n end\n end\nend\n\ngo [backward v] (15) layers\n\nset size to (85) %\n\nswitch costume to (costume4 v)\nwait until <not <mouse down?>>\n\nif <touching (mouse-pointer v)?> then\n\nif <(Coins) > [24]> then\n change [coins v] by (-25)\n set [speed boost bought? v] to [1]\n switch costume to (costume4 v)\n wait until <not <mouse down?>>\nend\n\nif <[] = [1]> then\n switch costume to (costume6 v)\nelse\n switch costume to (costume4 v)\nend\n\nif <mouse down?> then\n if <[] > [1]> then\n wait until <not <mouse down?>>\nend\n\nwait until <not <mouse down?>>\n\n@Coin Notification\n\nwhen flag clicked\nset [notification? v] to [0]\nhide\n\nwhen I receive [survival length coins v]\nwait until <(notification?) = [0]>\nset [notification? v] to [1]\nwait (1) seconds\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (200)\nrepeat (12)\n change y by (-10)\nend\nrepeat (5)\n change y by (2)\nend\nrepeat (3)\n change y by (-1)\nend\nwait (6) seconds\nrepeat (20)\n change y by (10)\nend\nset [notification? v] to [0]\n\n\n\nwhen I receive [winning coins v]\nwait until <(notification?) = [0]>\nset [notification? v] to [1]\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (200)\nrepeat (12)\n change y by (-10)\nend\nrepeat (5)\n change y by (2)\nend\nrepeat (3)\n change y by (-1)\nend\nwait (6) seconds\nrepeat (20)\n change y by (10)\nend\nset [notification? v] to [0]\n\nwhen I receive [begin v]\nwait until <(Mode) = [1]>\nforever\n wait until <(Mode) = [0]>\n wait until <<(Mode) = [1]> or <(Player Dead?) = [1]>>\n if <(Player Dead?) = [1]> then\n if <(SCROLL X) > [107]> then\n change [coins v] by ([ceiling v] of (((90) - (Game Timer)) / (10)) )\n set [player dead? v] to [0]\n broadcast (Survival length coins v)\n end\n else\n if <(SCROLL X) > [107]> then\n change [coins v] by (10)\n broadcast (Winning coins v)\n end\n end\nend\n\n@Coin Counter\n\nwhen I start as a clone\nshow\nforever\n change costume to (join [number-] (letter (i) of (Coins)))\n set x to ((-50) + (((i) - (1)) * (16)))\n change size by ((0.2) * ((65) - (size)))\n set [brightness v] effect to (100)\n go to [front v] layer\n go [forward v] (Danger clones) layers\nend\n\ndefine setup\ngo to x: (50) y: (-155)\nswitch costume to (timer v)\nhide\nset [i v] to [1]\nrepeat (9)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [i v] by (1)\nend\n\nshow\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (100) %\nend\n\nwhen flag clicked\nhide\n\nset y to (140)\n\nwhen I receive [begin v]\nsetup\nset size to (80) %\ngo to x: (-75) y: (-155)\nswitch costume to (costume1 v)\nshow\n\n
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Talking Ben a platformer! #GAMES #ALL #TRENDING
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@Stage\n\nwhen flag clicked\nset [@level v] to [1]\nbroadcast (init v) and wait\nbroadcast (@game v)\nforever\n play sound [SMG2 - Battle Belt Galaxy v] until done\nend\n\nwhen I receive [@game v]\nforever\n erase all\n broadcast (tick v)\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (timer)\n change [time v] by (timer)\n reset timer\nend\n\nwhen [t v] key pressed\nif <(username) = [-energycodes-]> then\n ask [] and wait\n set [@level v] to (answer)\n broadcast (reset v)\nend\n\nwhen I receive [@game v]\nset [time v] to [0]\nrepeat until <([abs v] of (round (xvel)) ) > [.01]>\n set [time v] to [0]\nend\n\n@blank\n\n@Numbers\n\ndefine d\ndelete this clone\n\ndefine fast print number (s) position x: (x) y: (y)\nset [i v] to [1]\nswitch costume to (blank v)\ngo to x: (x) y: (y)\nrepeat (length of (s))\n switch costume to (join [n] (letter (i) of (s)))\n change [i v] by (1)\n change x by ((31) - ((size) - (61)))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nset [brightness v] effect to ((([sin v] of ((timer) * (1000)) ) * (3)) + ())\nif <touching (baen v)?> then\n set [ghost v] effect to (90)\nend\nwait () seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <(@Level) < [10]> then\n fast print number (join [~0] (@Level)) position x: (((length of (@Level)) - (1)) * (10)) y: ((([sin v] of ((timer) * (300)) ) * (3)) + (-125))\n else\n fast print number (join [~] (@Level)) position x: (((length of (@Level)) - (1)) * (10)) y: ((([sin v] of ((timer) * (300)) ) * (3)) + (-125))\n end\n fast print number (join (join (join (letter (1) of (TIME)) (letter (2) of (TIME))) (letter (3) of (TIME))) (join (letter (4) of (TIME)) (letter (5) of (TIME)))) position x: (((length of (join (join (join (letter (1) of (TIME)) (letter (2) of (TIME))) (letter (3) of (TIME))) (join (letter (4) of (TIME)) (letter (5) of (TIME))))) - (0)) * (-15)) y: [155]\nend\n\n@baen\n\ndefine say (s)\nset [say? v] to [1]\nplay sound (s) until done\nset [say? v] to [0]\n\nwhen I receive [@game v]\nforever\n go to [front v] layer\n if <(crouch?) = [1]> then\n switch costume to (crouch-hitbox v)\n else\n switch costume to (hitbox v)\n end\n change [frame v] by (.3)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n if <(crouch?) = [1]> then\n change [xvel v] by (-.25)\n else\n change [xvel v] by (-1)\n end\n change [frame v] by (.7)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n if <(crouch?) = [1]> then\n change [xvel v] by (.25)\n else\n change [xvel v] by (1)\n end\n change [frame v] by (.7)\n end\n set [xvel v] to ((xvel) * (.87))\n change x by (xvel)\n if <<touching (ground v)?> or <touching (door v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (door v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (door v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (door v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (door v)?>> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <(xvel) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n set [yvel v] to [15]\n set [in air v] to [1]\n else\n set [xvel v] to [0]\n end\n end\n change [yvel v] by (-1)\n change y by (yvel)\n if <<touching (ground v)?> or <touching (door v)?>> then\n change y by ((yvel) * (-1))\n set [in air v] to [0]\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <touching (ground v)?> then\n if <(crouch?) = [0]> then\n set [yvel v] to [15]\n set [in air v] to [1]\n end\n end\n end\n change y by (1)\n switch costume to (join [i] ((1) + (([floor v] of (frame) ) mod (2))))\n if <(in air) > [0]> then\n if <(yvel) > [0]> then\n switch costume to (jump v)\n if <(say?) = [1]> then\n switch costume to (jump-s v)\n end\n else\n switch costume to (fall v)\n if <(say?) = [1]> then\n switch costume to (fall-s v)\n end\n end\n else\n if <(round ([abs v] of (xvel) )) > [2]> then\n switch costume to (join [a] ((([floor v] of (frame) ) mod (9)) + (1)))\n end\n end\n if <(x position) > [230]> then\n start sound [Magic Spell v]\n change [@level v] by (1)\n broadcast (reset v)\n end\n if <touching (danger lol v)?> then\n start sound [TalkingBenfoot1 v]\n broadcast (reset v)\n end\n if <(y position) < [-200]> then\n start sound [TalkingBenfoot1 v]\n broadcast (reset v)\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n if <(in air) = [0]> then\n set [crouch? v] to [1]\n end\n else\n set [crouch? v] to [0]\n end\n if <(crouch?) = [1]> then\n switch costume to (crouch v)\n end\nend\n\nwhen I receive [init v]\ngo to [front v] layer\nset size to (37) %\nbroadcast (reset v)\nset y to (50)\n\nwhen I receive [@game v]\nset volume to (100) %\nsay [Ben]\n\nwhen I receive [reset v]\nset [ready? v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\npoint in direction (90)\nset [in air v] to [1]\nset x to (-190)\ngo to x: (-190) y: (-15)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset rotation style [left-right v]\nrepeat (2)\n touch ground\nend\nset [ready? v] to [1]\n\nwhen [r v] key pressed\nbroadcast (reset v) and wait\n\ndefine touch ground\ngo to x: (-190) y: (-15)\nswitch costume to (hitbox v)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by (-1)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\n end\n end\nend\nswitch costume to (i1 v)\n\n@ground\n\nwhen I receive [init v]\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [tick v]\nswitch costume to (join [l] (@Level))\noutline by griffy\n\ndefine outline by griffy\nclear graphic effects\nset [brightness v] effect to (-17)\nset rotation style [don't rotate v]\nrepeat (8)\n move (-5) steps\n create clone of (_myself_ v)\n move (5) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I start as a clone\nwait () seconds\ndelete this clone\n\n@details\n\ndefine d\ndelete this clone\n\nwhen I start as a clone\ntick\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nd\nhide\nrepeat (3)\n create clone of (_myself_ v)\nend\n\nwhen I receive [@game v]\nd\nhide\nrepeat (3)\n create clone of (_myself_ v)\nend\n\ndefine tick\nshow\nrepeat until <not <touching (details v)?>>\n switch costume to (frame v)\n set size to (pick random (40) to (60)) %\n go to (random position v)\n set y to (pick random (115) to (50))\nend\nswitch costume to (pick random (1) to (3))\n\n@shadow\n\nwhen I receive [tick v]\nswitch costume to (hb v)\ngo to (baen v)\ntouch ground\nswitch costume to (costume1 v)\nset [ghost v] effect to (((distance to [baen v]) / (2)) + (30))\n\ndefine touch ground\nrepeat until <touching (ground v)?>\n change y by (-1)\n if <(y position) < [-180]> then\n stop [this script v]\n end\nend\nchange y by (1)\n\nwhen I receive [@game v]\ngo to [front v] layer\n\n@art.\n\n@Danger lol\n\nwhen I receive [tick v]\nswitch costume to (blank v)\nswitch costume to (join [l] (@Level))\n\nwhen I receive [init v]\ngo to x: (0) y: (0)\n\nwhen I receive [init v]\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [@game v]\nrepeat (10)\n go to [front v] layer\nend\n\n@lever\n\ndefine d\ndelete this clone\n\nwhen I start as a clone\ngo to x: (-202) y: ((-1) / (0))\nwait until <not <touching (baen v)?>>\npoint in direction (90)\ngo to [back v] layer\n\n if <(ready?) = [1]> then\n go to x: (clone x) y: (clone y)\n if <(@Level) = (onLevel)> then\n show\n else\n hide\n if <(@Level) > (onLevel)> then\n delete this clone\n end\n end\n end\nend\n\ndefine create clone (x) (y) onLevel (onlevel)\nchange [id v] by (1)\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [onlevel v] to (onlevel)\ncreate clone of (_myself_ v)\n\nwhen I receive [@game v]\nreset\n\nwhen I receive [reset v]\nreset\n\nwhen I receive [next level v]\nreset\n\ndefine reset\nd\nset [lever v] to [0]\nhide\nset [id v] to [0]\ncreate clone [-200] [115] onLevel [8]\ncreate clone [100] [-165] onLevel [9]\ncreate clone [195] [77] onLevel [10]\ncreate clone [185] [-80] onLevel [11]\ncreate clone [-200] [125] onLevel [11]\n\nwhen I receive [init v]\nreset\n\nwhen I start as a clone\nrepeat until <touching (baen v)?>\n turn right (((90) - (direction)) / (10)) degrees\nend\nchange [lever v] by (1)\nrepeat until <not <touching (baen v)?>>\n turn right (((180) - (direction)) / (10)) degrees\nend\n\nwait (.1) seconds\n\n@door\n\ndefine d\ndelete this clone\n\nwhen I start as a clone\npoint in direction (90)\ngo to [back v] layer\ngo to x: (clone x) y: (clone y)\n\n if <(@Level) = (onLevel)> then\n show\n if <(aol) = (lever)> then\n change y by ((([abs v] of ((clone y) + (1)) ) / ((clone y) + (1))) * (10))\n else\n change y by (((clone y) - (y position)) / (5))\n end\n else\n hide\n change y by (((clone y) - (y position)) / (5))\n if <(@Level) > (onLevel)> then\n delete this clone\n end\n end\nend\n\nwhen I receive [reset v]\nreset\n\nwhen I receive [next level v]\nreset\n\nwhen I receive [@game v]\nreset\n\ndefine create clone (x) (y) onLevel (onlevel) amount of levers (l)\nchange [id v] by (1)\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [onlevel v] to (onlevel)\nset [aol v] to (l)\ncreate clone of (_myself_ v)\n\nwhen I receive [init v]\nreset\n\ndefine reset\nd\nhide\nset [id v] to [0]\ncreate clone [210] [0] onLevel [8] amount of levers [1]\ncreate clone [210] [100] onLevel [9] amount of levers [1]\ncreate clone [210] [-100] onLevel [10] amount of levers [1]\ncreate clone [210] [100] onLevel [11] amount of levers [2]\n\n@Words\n\nwhen I receive [tick v]\nswitch costume to (blank v)\nswitch costume to (join [l] (@Level))\n\nwhen I receive [init v]\ngo to x: (0) y: (0)\n\nwhen I receive [init v]\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [@game v]\nrepeat (10)\n go to [front v] layer\nend\n\n@Thumbnail\n\nwhen [timer v] > ()\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@thing\n\nwhen I receive [@game v]\n\n hide\n go to x: (170) y: (-198)\n go to [front v] layer\n wait (10) seconds\n show\n start sound [pop v]\n glide (.2) secs to x: (170) y: (-148)\n wait (3) seconds\n glide (1) secs to x: (170) y: (-198)\n hide\nend\n\n
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♥⭐ and follow if you want :) ! i would really appreciate it\n\nWelcome to Ben a platformer! \n\ncontrols\nDown Arrow / S / up arrow (TO CROUCH!!!)\ndefault keys to move :P\n(mobile friendly)\n\n\n\n\n\n\n\n\ntags.\n#talkingben #ben #ishowspeed #game #all #trending #platformer #talking #energy #energycodes #-energycodes-
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Simple Platformer Editor
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@Stage\n\nwhen flag clicked\nforever\n change [fpscounter v] by (1)\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [fps v] to (FPScounter)\n if <(FPS) < [25]> then\n set [fps v] to [25]\n end\n set [fpscounter v] to [0]\n set [fpsmult v] to ((FPS) / (32))\n set [fpsdivide v] to ((32) / (FPS))\nend\n\nwhen flag clicked\nset volume to (25) %\n\nwhen [m v] key pressed\nif <(volume) > [10]> then\n set volume to (0) %\nelse\n set volume to (25) %\nend\n\nwhen flag clicked\n\nforever\n wait (pick random (25) to (50)) seconds\n play sound (pick random (1) to (2)) until done\nend\n\n@Sprite1\n\ndefine Get all text between (╪) from (input)\ndelete all of [startpos v]\ndelete all of [comments v]\nset [num v] to [0]\nset [toggle v] to [0]\nset [out v] to []\nrepeat (length of (input))\n change [num v] by (1)\n if <(letter (num) of (input)) = (╪)> then\n set [toggle v] to ([abs v] of ((toggle) - (1)) )\n if <(toggle) = [1]> then\n if <not <(letter ((num) + (1)) of (input)) = [ ]>> then\n add (num) to [startpos v]\n end\n end\n end\n if <(letter (num) of (input)) = [ ]> then\n set [toggle v] to [0]\n end\n if <(toggle) = [1]> then\n if <not <(letter (num) of (input)) = (╪)>> then\n set [out v] to (join (out) (letter (num) of (input)))\n end\n else\n if <not <(out) = []>> then\n add (out) to [comments v]\n set [out v] to []\n end\n end\nend\n\ndefine Get user (start) in (input)\nset [num v] to (start)\nset [spaces v] to [0]\nset [out v] to []\nrepeat until <(spaces) > [2]>\n change [num v] by (-1)\n if <(letter (num) of (input)) = [ ]> then\n change [spaces v] by (1)\n end\nend\nchange [num v] by (1)\nrepeat until <(letter (num) of (input)) = [ ]>\n set [out v] to (join (out) (letter (num) of (input)))\n change [num v] by (1)\nend\n\ndefine Users (in)\ndelete all of [users v]\nset [num2 v] to [0]\nrepeat (length of [startpos v])\n change [num2 v] by (1)\n Get user (item (num2) of [startpos v]) in (in)\n add (out) to [users v]\nend\n\nwhen [f v] key pressed\nask [] and wait\nGet all text between [╪] from (answer)\nUsers (answer)\n\n@Sprite2\n\ndefine Make Grid (x) (y) & size (size)\ndelete all of [level v]\nset [width v] to (x)\nset [height v] to (y)\nset [gridsize v] to (size)\nset [clonenumber v] to [0]\nset y to ((height) * ((gridsize) * (0.5)))\nchange y by ((gridsize) * (-0.5))\nrepeat (height)\n set x to ((width) * ((gridsize) * (-0.5)))\n change x by ((gridsize) * (-0.5))\n repeat (width)\n change x by (gridsize)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\n add [ ] to [level v]\n end\n change y by ((gridsize) * (-1))\nend\nset [clonenumber v] to [-1]\n\nchange [clonenumber v] by (1)\n\nwhen I start as a clone\nhide\ndelete all of [gridcells v]\nrepeat (4)\n add [0] to [gridcells v]\nend\nswitch costume to (join (item (1) of [gridcells v]) (join (item (2) of [gridcells v]) (join (item (3) of [gridcells v]) (item (4) of [gridcells v]))))\nwait (0.2) seconds\nshow\nforever\n switch costume to (join (item (1) of [gridcells v]) (join (item (2) of [gridcells v]) (join (item (3) of [gridcells v]) (item (4) of [gridcells v]))))\n set size to ((gridsize) * (100)) %\n if <<(Playing) = [0]> and <(Uneditable) = [0]>> then\n if <mouse down?> then\n Replace [1] [8]\n end\n if <key (r v) pressed?> then\n Replace [0] [12]\n end\n end\n set [ghost v] effect to (0)\n if <<(Playing) = [0]> and <key (q v) pressed?>> then\n set [ghost v] effect to (25)\n end\nend\n\nwhen flag clicked\nset [clonenumber v] to [-1]\nhide\nswitch costume to (0110 v)\n\ndefine Replace (replacewith) (dist)\nset [distcheck v] to (dist)\nset [x v] to (x position)\nset [y v] to (y position)\nChange [-1] [1] id [1] replace (replacewith)\nif <(distance to [mouse-pointer v]) < (distCheck)> then\n replace item (1) of [gridcells v] with (replacewith)\nend\ngo to x: (x) y: (y)\nChange [1] [1] id [2] replace (replacewith)\nif <(distance to [mouse-pointer v]) < (distCheck)> then\n replace item (2) of [gridcells v] with (replacewith)\nend\ngo to x: (x) y: (y)\nChange [-1] [-1] id [3] replace (replacewith)\nif <(distance to [mouse-pointer v]) < (distCheck)> then\n replace item (3) of [gridcells v] with (replacewith)\nend\ngo to x: (x) y: (y)\nChange [1] [-1] id [4] replace (replacewith)\nif <(distance to [mouse-pointer v]) < (distCheck)> then\n replace item (4) of [gridcells v] with (replacewith)\nend\ngo to x: (x) y: (y)\n\ndefine Change (x) (y) id (id) replace (replace)\nchange x by ((gridsize) / ((x) * (4)))\nchange y by ((gridsize) / ((y) * (4)))\nif <(distance to [mouse-pointer v]) < (distCheck)> then\n if <not <(item (id) of [gridcells v]) = (replace)>> then\n add [2] to [particlecount v]\n add [0] to [particletype v]\n add (y position) to [particley v]\n add (x position) to [particlex v]\n end\nend\n\nwhen I receive [getcode v]\nif <(cloneNumber) > [-1]> then\n replace item (cloneNumber) of [level v] with (item (costume [number v]) of [letters v])\nend\n\ndefine Encode\nset [num v] to [0]\nset [output v] to []\nset [space v] to [0]\nrepeat (length of [level v])\n change [num v] by (1)\n if <(item (num) of [level v]) = [f]> then\n change [space v] by (1)\n if <(space) = (length of [amounts v])> then\n set [output v] to (join (Output) (item (space) of [amounts v]))\n set [space v] to [0]\n end\n else\n if <(space) > [0]> then\n set [output v] to (join (Output) (item (space) of [amounts v]))\n end\n set [space v] to [0]\n set [output v] to (join (Output) (item (num) of [level v]))\n end\nend\nset [output v] to (join (Output) [╪])\nset [output v] to (join [╪] (Output))\ndelete all of [out v]\nadd (Output) to [out v]\n\ndefine Load (input)\ndelete all of [decode v]\nset [in v] to (input)\nset [in2 v] to [0]\nset [num v] to [0]\nif <(letter (1) of (input)) = [╪]> then\n set [in2 v] to (input)\n set [num v] to [0]\n repeat (length of (in2))\n change [num v] by (1)\n add (letter (num) of (in2)) to [decode v]\n end\n delete (1) of [decode v]\n delete (length of [decode v]) of [decode v]\n set [num v] to [0]\n set [in v] to []\n repeat (length of [decode v])\n change [num v] by (1)\n set [in v] to (join (in) (item (num) of [decode v]))\n end\n delete all of [decode v]\nend\nset [num v] to [0]\nrepeat (length of (in))\n change [num v] by (1)\n if <[amounts v] contains (letter (num) of (in))?> then\n repeat (item # of (letter (num) of (in)) in [amounts v])\n add [f] to [decode v]\n end\n else\n add (letter (num) of (in)) to [decode v]\n end\nend\nset [num v] to [0]\nrepeat (length of [decode v])\n change [num v] by (1)\n switch costume to (item # of (item (num) of [decode v]) in [letters v])\n replace item (num) of [decode v] with (costume [name v])\nend\n\nwhen I receive [applycode v]\nif <(cloneNumber) > [-1]> then\n replace item (1) of [gridcells v] with (letter (1) of (item (cloneNumber) of [decode v]))\n replace item (2) of [gridcells v] with (letter (2) of (item (cloneNumber) of [decode v]))\n replace item (3) of [gridcells v] with (letter (3) of (item (cloneNumber) of [decode v]))\n replace item (4) of [gridcells v] with (letter (4) of (item (cloneNumber) of [decode v]))\nend\n\nif <(space) > [0]> then\n set [output v] to (join (Output) (item (space) of [amounts v]))\nend\n\nwhen I receive [loadlevel v]\nif <(cloneNumber) = [-1]> then\n if <(Selection) = [-2]> then\n Make Grid [18] [14] & size [25]\n ask [Insert Code] and wait\n Load (answer)\n broadcast (ApplyCode v)\n wait (1) seconds\n broadcast (ShowControls v)\n else\n if <(Selection) = [-1]> then\n Make Grid [18] [14] & size [25]\n broadcast (ShowControls v)\n else\n Make Grid [18] [14] & size [25]\n wait (0.3) seconds\n Load (item (Selection) of [comments v])\n broadcast (ApplyCode v)\n wait (0.3) seconds\n broadcast (ShowControls v)\n set [playing v] to [1]\n end\n end\nend\n\nwait (0.5) seconds\n\nwhen [space v] key pressed\nif <<(cloneNumber) = [-1]> and <(Playing) = [0]>> then\n set [uneditable v] to [1]\n broadcast (GetCode v)\n wait (0.1) seconds\n Encode\n hide list [out v]\n wait (1) seconds\n wait until <mouse down?>\n show list [out v]\n wait (0.1) seconds\n set [uneditable v] to [0]\nend\n\nwhen flag clicked\nshow list [out v]\n\nwhen flag clicked\nset [uneditable v] to [0]\n\nwhen I start as a clone\nwait (0.5) seconds\nset [oldcostume v] to (costume [name v])\nforever\n if <not <(OldCostume) = (costume [name v])>> then\n set [oldcostume v] to (costume [name v])\n if <key (r v) pressed?> then\n start sound [pop2 v]\n else\n if <mouse down?> then\n start sound [pop v]\n end\n end\n end\nend\n\nwhen I receive [backtostart v]\ndelete this clone\n\nbroadcast (BackToStart v)\n\n@Text\n\nwhen flag clicked\nbroadcast (BackToStart v)\n\nerase all\n\ndefine Write (write) at (x)\nset [ylevel v] to (((((num) - (1)) * (-50)) + (120)) + ((SmoothScroll) * (-30)))\nset [i v] to [0]\nswitch costume to (bigtm v)\ngo to x: (x) y: (YLevel)\nset [ghost v] effect to (0)\nset [brightness v] effect to (99999)\nif <<([abs v] of ((mouse y) - (y position)) ) < [25]> and <not <(letter (length of (write)) of (write)) = [_]>>> then\n change x by (2)\n if <mouse down?> then\n set [selection v] to (num)\n if <(Special) < [0]> then\n set [selection v] to (Special)\n end\n broadcast (LoadLevel v)\n start sound [Pop v]\n end\nend\nrepeat (length of (write))\n change [i v] by (1)\n switch costume to (bigtm v)\n change x by (10)\n switch costume to (letter (i) of (write))\n stamp\nend\nif <<not <(Special) < [0]>> and <not <(letter (length of (write)) of (write)) = [_]>>> then\n add (x position) to [xs v]\nend\n\ndefine List\nset [num v] to [0]\nset [special v] to [0]\nrepeat (length of [comments v])\n change [num v] by (1)\n Write (join [○ ] (join (item (num) of [users v]) ['s level])) at [-200]\nend\nchange [num v] by (1)\nWrite [_________] at [-200]\nchange [num v] by (1)\nset [special v] to [-1]\nWrite [♣ New Level] at [-200]\nchange [num v] by (1)\nset [special v] to [-2]\nWrite [♠ Load Level] at [-200]\n\nwhen [up arrow v] key pressed\nchange [scrolly v] by (1)\n\nwhen [down arrow v] key pressed\nchange [scrolly v] by (-1)\n\nwhen I receive [loadlevel v]\nerase all\nstop [other scripts in sprite v]\n\nwhen I receive [renderlevels v]\ndelete all of [xs v]\nList\nchange [smoothscroll v] by (((ScrollY) - (SmoothScroll)) / ((4) * (FPSmult)))\n\nwhen I receive [backtostart v]\nstop [other scripts in sprite v]\nset [scrolly v] to [0]\nset [smoothscroll v] to [0]\nforever\n broadcast (RenderLevels v)\nend\n\n@Sprite3Sprite4\n\nwhen I receive [showcontrols v]\nerase all\ngo to x: (0) y: (0)\nswitch costume to (p v)\nrepeat (5)\n set [key v] to (costume [name v])\n next costume\n create clone of (_myself_ v)\n change y by (-25)\nend\nforever\n if <key (b v) pressed?> then\n broadcast (BackToStart v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (50)\n set [brightness v] effect to (50)\n switch costume to (Key)\n if <<(Key) = [p]> and <(Playing) = [1]>> then\n switch costume to (p2 v)\n set [ghost v] effect to (0)\n set [brightness v] effect to (80)\n end\n if <key ((Key) v) pressed?> then\n clear graphic effects\n set [brightness v] effect to (9999)\n end\n if <<<(Key) = [r]> or <(Key) = [space]>> and <(Playing) = [1]>> then\n hide\n else\n show\n end\n if <<(Key) = [q]> and <(Playing) = [1]>> then\n hide\n else\n if <(Key) = [q]> then\n if <(Trail?) = [0]> then\n hide\n else\n show\n end\n end\n end\n if <(Key) = [b]> then\n go to x: (180) y: (-150)\n end\nend\n\nwhen I receive [backtostart v]\nset [trail? v] to [0]\nhide\nset [playing v] to [0]\nwait (0.1) seconds\nstop [other scripts in sprite v]\nforever\n if <<key (p v) pressed?> or <key (t v) pressed?>> then\n set [playing v] to ([abs v] of ((Playing) - (1)) )\n start sound [Pop v]\n if <(Playing) = [1]> then\n erase all\n end\n end\n wait until <not <<key (p v) pressed?> or <key (t v) pressed?>>>\nend\n\nwhen I receive [backtostart v]\ndelete this clone\n\nwait until <not <<key (p v) pressed?> or <key (t v) pressed?>>>\n\n@Player\n\nwhen I receive [showcontrols v]\nshow\nset [gravity v] to [0]\nforever\n if <(Playing) = [1]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to (0)\n Ground\n set size to (100) %\n Move ((Xac) * (FPSdivide))\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xac v] by ((FPSdivide) * (1.5))\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xac v] by ((FPSdivide) * (-1.5))\n end\n change [xac v] by (((0) - (Xac)) / ((FPSmult) * (4)))\n if <(y position) < [-170]> then\n go to x: (-174) y: (-76)\n set [gravity v] to [0]\n set [xac v] to [0]\n start sound [Pop v]\n end\n set pen color to (#7d7d7d)\n set pen size to (2)\n if <touching (sprite2 v)?> then\n pen down\n pen up\n end\n set [trail? v] to [1]\n change [leftground v] by (1)\n change [jumptimer v] by (1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <key (z v) pressed?>> then\n if <(LeftGround) < [7]> then\n set [leftground v] to [9999]\n set [gravity v] to ((((FPSdivide) + (1)) / (2)) * (9))\n start sound [pop2 v]\n add (x position) to [particlex v]\n add [2] to [particletype v]\n add (y position) to [particley v]\n add [3] to [particlecount v]\n else\n set [jumptimer v] to [0]\n end\n end\n if <<(gravity) > [3]> and <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <key (z v) pressed?>>>> then\n change [gravity v] by ((FPSdivide) * (-2))\n end\n else\n go to x: (-174) y: (-76)\n set [ghost v] effect to (50)\n set [gravity v] to [0]\n set [xac v] to [0]\n set [sliding? v] to [0]\n set [leftground v] to [9999]\n end\nend\n\ndefine Ground\nchange [gravity v] by ((FPSdivide) * (-0.7))\nchange y by (gravity)\nif <(gravity) > [0]> then\n repeat until <not <touching color (#ffffff)?>>\n change y by (-1)\n set [gravity v] to [0]\n set [sliding? v] to ([abs v] of (Xac) )\n end\nelse\n repeat until <not <touching color (#ffffff)?>>\n if <(gravity) < [-8]> then\n start sound [pop3 v]\n add (x position) to [particlex v]\n add [2] to [particletype v]\n add (y position) to [particley v]\n add [3] to [particlecount v]\n end\n change y by (1)\n set [gravity v] to [0]\n set [leftground v] to [0]\n if <(jumptimer) < [3]> then\n set [leftground v] to [9999]\n set [gravity v] to ((((FPSdivide) + (1)) / (2)) * (9))\n start sound [pop2 v]\n set [leftground v] to [9999]\n add (x position) to [particlex v]\n add [2] to [particletype v]\n add (y position) to [particley v]\n add [3] to [particlecount v]\n end\n end\nend\nchange y by (-5)\nset [sliding? v] to [0]\nif <touching color (#ffffff)?> then\n set [sliding? v] to ([abs v] of (Xac) )\n if <([abs v] of (Xac) ) > [0.2]> then\n add (x position) to [particlex v]\n add [1] to [particletype v]\n add (y position) to [particley v]\n add [1] to [particlecount v]\n end\nend\nchange y by (5)\n\ndefine Move (x)\nchange x by (x)\nset [slope v] to [0]\nrepeat until <<not <touching color (#ffffff)?>> or <(slope) = [8]>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change y by ((slope) * (-1))\n change x by ((x) * (-1))\n set [xac v] to [0]\nend\n\nif <(Selection) > [0]> then\n\nwhen I receive [backtostart v]\nset [sliding? v] to [0]\nstop [other scripts in sprite v]\nhide\ngo to x: (-174) y: (-76)\n\nbroadcast (BackToStart v)\n\n@Sprite3\n\nwhen flag clicked\nforever\n start sound [Sliding v]\n wait (1) seconds\n start sound [Sliding2 v]\n wait (1) seconds\n start sound [Sliding3 v]\n wait (1) seconds\n start sound [Sliding4 v]\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n set volume to ((Sliding?) * (25)) %\nend\n\n@Sprite4\n\nwhen I receive [loadlevel v]\nforever\n show\n if <key (q v) pressed?> then\n hide\n end\n go to [back v] layer\nend\n\nwhen I receive [backtostart v]\nstop [other scripts in sprite v]\nhide\n\nbroadcast (BackToStart v)\n\n@Level Previews\n\ndefine Render (lvl)\nset [x v] to (x position)\nset [y v] to (y position)\nset [level v] to (lvl)\nset [num v] to [0]\ndelete all of [renderdec v]\nrepeat (length of (Level))\n change [num v] by (1)\n if <[amounts v] contains (letter (num) of (Level))?> then\n repeat (item # of (letter (num) of (Level)) in [amounts v])\n add [f] to [renderdec v]\n end\n else\n add (letter (num) of (Level)) to [renderdec v]\n end\nend\nset [width v] to ([width v] of [sprite2 v])\nset [height v] to ([height v] of [sprite2 v])\nset [num v] to [0]\nset y to (y)\nset pen size to (5)\nrepeat ((height) - (1))\n switch costume to (costume1 v)\n set x to (x)\n change y by (-3)\n repeat (width)\n change x by (3)\n change [num v] by (1)\n if <not <(item (num) of [renderdec v]) = [f]>> then\n set pen color to (#ffffff)\n switch costume to (costume2 v)\n if <(item (num) of [renderdec v]) = [a]> then\n switch costume to (costume4 v)\n end\n else\n set pen color to (#1f1f1f)\n switch costume to (costume3 v)\n end\n stamp\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [renderlevels v]\nerase all\nList\n\ndefine List\nset [i v] to [0]\nrepeat (length of [xs v])\n change [i v] by (1)\n set [ylevel v] to (((((i) - (1)) * (-50)) + (120)) + ((SmoothScroll) * (-30)))\n go to x: (120) y: (YLevel)\n change y by (25)\n Render (item (i) of [comments v])\nend\n\nwhen flag clicked\nhide\n\npen down\npen up\n\nif <<<<(item # of (item (num) of [renderdec v]) in [letters v]) = [16]> or <(item # of (item (num) of [renderdec v]) in [letters v]) = [15]>> or <(item # of (item (num) of [renderdec v]) in [letters v]) = [14]>> or <(item # of (item (num) of [renderdec v]) in [letters v]) = [2]>> then\n switch costume to (costume3 v)\nend\n\n@Jingle\n\nwhen I receive [playnote v]\nchange [note v] by (pick random (1) to (3))\nif <(Note) > [22]> then\n set [note v] to [1]\nend\nstart sound (join [Note] (Note))\nbroadcast (Note2 v)\n\nwhen flag clicked\nset volume to (40) %\nforever\n if <<<(Uneditable) = [0]> and <mouse down?>> and <<(Playing) = [0]> and <(Loaded) = [1]>>> then\n broadcast (PlayNote v)\n end\n wait until <not <mouse down?>>\nend\n\nwhen flag clicked\nforever\n set [pitch v] effect to (0)\nend\n\nwhen I receive [loadlevel v]\nset [loaded v] to [1]\n\nwhen I receive [backtostart v]\nset [loaded v] to [0]\n\n@Hum\n\nwhen flag clicked\nforever\n start sound [PlatformerHumm v]\n wait (6) seconds\n start sound [PlatformerHumm2 v]\n wait (6) seconds\n start sound [PlatformerHumm3 v]\n wait (6) seconds\nend\n\nset volume to (100) %\n\nwhen flag clicked\nforever\n change volume by (((((25) + ((([abs v] of ((Playing) - (1)) ) * (((Loaded) / (2)) + (0.5))) * (75))) / (3)) - (volume)) / (5))\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n set [ghost v] effect to (50)\nend\n\nwhen I receive [loadlevel v]\nhide\n\nwhen I receive [backtostart v]\nshow\n\n@Echo\n\nwhen I receive [note2 v]\nif <(clonetype) = [0]> then\n set [note v] to ([note v] of [jingle v])\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n set [clonetype v] to [0]\nend\n\nwhen I start as a clone\nset volume to (25) %\nset [clonetype v] to [1]\nrepeat (2)\n wait (2) seconds\n start sound (join [Note] (Note))\n change volume by (((0) - (volume)) / (1.5))\nend\ndelete this clone\n\n@Sprite5\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n start sound [PlatformerDrums v]\n wait (4) seconds\n start sound [PlatformerDrums2 v]\n wait (4) seconds\n start sound [PlatformerDrums3 v]\n wait (4) seconds\nend\n\nwhen flag clicked\nforever\n change volume by ((((Playing) * (50)) - (volume)) / (5))\nend\n\n@Particles\n\ndefine Particles\nrepeat until <<(length of [particley v]) = [0]> and <(length of [particlex v]) = [0]>>\n set [clonetype v] to (item (1) of [particletype v])\n go to x: (item (1) of [particlex v]) y: (item (1) of [particley v])\n repeat (item (1) of [particlecount v])\n create clone of (_myself_ v)\n end\n delete (1) of [particley v]\n delete (1) of [particlex v]\n delete (1) of [particletype v]\n delete (1) of [particlecount v]\nend\n\nwhen flag clicked\nforever\n hide\n Particles\nend\n\nwhen I start as a clone\nif <(CloneType) = [0]> then\n switch costume to (costume1 v)\n show\n set size to (pick random (50) to (150)) %\n set [g v] to (pick random (1) to (10))\n point in direction (pick random (0) to (360))\n repeat (10)\n move (g) steps\n change [g v] by (((0) - (g)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(CloneType) = [1]> then\n change y by (-3)\n switch costume to (costume2 v)\n show\n set size to (pick random (150) to (500)) %\n set [g v] to (round (Sliding?))\n set [ghost v] effect to (50)\n point in direction (pick random (0) to (360))\n repeat (10)\n move ((g) / (2)) steps\n change [g v] by (((0) - (g)) / (4))\n change [ghost v] effect by (5)\n change size by (10)\n end\n delete this clone\nend\nif <(CloneType) = [2]> then\n change y by (-3)\n switch costume to (costume2 v)\n show\n set size to (pick random (500) to (3000)) %\n set [g v] to [3]\n set [ghost v] effect to (90)\n point in direction (pick random (0) to (360))\n repeat (25)\n move ((g) / (3)) steps\n change y by (g)\n change [g v] by (((0) - (g)) / (15))\n change [ghost v] effect by (0.5)\n change size by (10)\n end\n delete this clone\nend\n\nif <(item (1) of [particletype v]) = [3]> then\n repeat (3)\n create clone of (_myself_ v)\n end\nend\n\n@Menu Music\n\nwhen flag clicked\nforever\n start sound [PlatformerJingle v]\n wait (16) seconds\n start sound [PlatformerJingle2 v]\n wait (16) seconds\n start sound [PlatformerJingle3 v]\n wait (16) seconds\nend\n\nwhen flag clicked\nforever\n change volume by (((([abs v] of ((Loaded) - (1)) ) * (80)) - (volume)) / (5))\nend\n\n
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OBLIQUE | Platformer
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@Stage\n\nwhen flag clicked\nbroadcast (menu v)\nset [volume v] to [50]\n\nwhen I receive [go v]\nbroadcast (lose lighting v)\nforever\n broadcast (tick v)\nend\n\nwhen I receive [go v]\nset [level v] to [1]\nwait until <(level) > [6]>\nbroadcast (night cutscene v) and wait\nwait until <(level) > [12]>\nbroadcast (day cutscene v)\nwait until <(level) = [16]>\nbroadcast (THE END :\) v)\nstop [this script v]\n\nwhen I receive [go v]\nplay sound [first v] until done\nforever\n play sound [Alter v] until done\n play sound [1049785_Madness-Combat-3-amp-4-Rem v] until done\nend\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick v]\nset volume to (volume) %\n\n@menu\n\nwhen flag clicked\nset [low detail v] to [0]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (bg city v)\n set size to (100) %\n clear graphic effects\n go [forward v] (1) layers\n point in direction (90)\n go to x: (0) y: (0)\n show\n forever\n go to x: ((0) + ((mouse x) / (-20))) y: ((0) + ((mouse y) / (-20)))\n end\nend\nif <(id) = [2]> then\n switch costume to (title v)\n set size to (100) %\n clear graphic effects\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\nif <(id) = [3]> then\n switch costume to (start v)\n set size to (90) %\n clear graphic effects\n point in direction (90)\n go to x: (-30) y: (0)\n go to [front v] layer\n show\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (start selected v)\n if <mouse down?> then\n play sound [slect v] until done\n broadcast (transition v)\n broadcast (start v)\n hide\n delete this clone\n end\n else\n switch costume to (start v)\n end\n end\nend\nif <(id) = [4]> then\n switch costume to (hard button v)\n set size to (90) %\n clear graphic effects\n point in direction (90)\n go to x: (-30) y: (0)\n go to [front v] layer\n show\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (hard button selected v)\n if <mouse down?> then\n play sound [slect v] until done\n broadcast (transition v)\n set [hard? v] to [1]\n broadcast (start v)\n hide\n delete this clone\n end\n else\n switch costume to (hard button v)\n end\n end\nend\nif <(id) = [7]> then\n switch costume to (setting v)\n set size to (90) %\n clear graphic effects\n point in direction (90)\n go to x: (171) y: (143)\n go to [front v] layer\n show\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (low detail v)\n set [low detail v] to [1]\n broadcast (transition v)\n play sound [slect v] until done\n switch costume to (setting v)\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [menu v]\nset [hard? v] to [0]\nset size to (100) %\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\nset [id v] to [6]\ncreate clone of (_myself_ v)\nset [id v] to [7]\ncreate clone of (_myself_ v)\nforever\n play sound [Alter v] until done\nend\n\nwhen I start as a clone\nif <(id) = [5]> then\n switch costume to (bg color back v)\n set size to (100) %\n clear graphic effects\n point in direction (90)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n forever\n repeat (2)\n start sound [thunder v]\n repeat (4)\n change [brightness v] effect by (5)\n end\n repeat (1)\n change [brightness v] effect by (-5)\n end\n wait (.1) seconds\n repeat (10)\n change [brightness v] effect by (5)\n end\n repeat (1)\n change [brightness v] effect by (-5)\n end\n repeat (3)\n change [brightness v] effect by (5)\n end\n repeat (15)\n change [brightness v] effect by (-5)\n end\n end\n clear graphic effects\n wait (10) seconds\n end\nend\nif <(id) = [6]> then\n switch costume to (bg lighting v)\n set size to (100) %\n clear graphic effects\n point in direction (90)\n go to x: (0) y: (0)\n go [backward v] (1) layers\n show\n forever\n show\n repeat (2)\n repeat (4)\n change [ghost v] effect by (-5)\n end\n repeat (1)\n change [ghost v] effect by (5)\n end\n wait (.1) seconds\n repeat (10)\n change [ghost v] effect by (-5)\n end\n repeat (1)\n change [ghost v] effect by (5)\n end\n repeat (3)\n change [ghost v] effect by (-5)\n end\n repeat (15)\n change [ghost v] effect by (5)\n end\n end\n hide\n clear graphic effects\n wait (10) seconds\n end\nend\n\nwhen I receive [start v]\nhide variable [volume v]\nstop [other scripts in sprite v]\nstop all sounds\nhide\ndelete this clone\n\nwhen I receive [menu v]\nshow variable [volume v]\nforever\n set volume to (volume) %\nend\n\n@cutscene 1\n\nwhen flag clicked\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nswitch costume to (size v)\nset size to (270) %\nswitch costume to (panarama v)\ngo to x: (451) y: (320)\nshow\nrepeat (150)\n change x by (-2)\nend\nbroadcast (transition v)\ngo to x: (0) y: (320)\nwait (.8) seconds\nshow\nrepeat (150)\n change x by (2)\nend\ngo to x: (0) y: (320)\nbroadcast (transition v)\nwait (.8) seconds\nshow\nrepeat (300)\n switch costume to (size v)\n change size by (-.3)\n switch costume to (panarama2 v)\n change y by (-1)\nend\nwait (1) seconds\nswitch costume to (panarama3 v)\nwait (.5) seconds\nbroadcast (transition v)\nhide\nbroadcast (go v)\n\nwhen I receive [start v]\nwait (.1) seconds\nstart sound [Alter v]\nforever\n set volume to (volume) %\nend\n\nwhen I receive [go v]\nstop all sounds\n\n@cutscene 2\n\nwhen I receive [night cutscene v]\ncreate clone of (_myself_ v)\nclear graphic effects\nset size to (133) %\ngo to x: (0) y: (-50)\nswitch costume to (city dim v)\nwait (.1) seconds\ngo to [front v] layer\nshow\nrepeat (150)\n change size by (-0.22)\n change y by (.2)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (100) %\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (100) %\nswitch costume to (light v)\ngo to [front v] layer\nshow\nwait (2) seconds\nrepeat (46)\n change [brightness v] effect by (-1)\n wait (.025) seconds\nend\nswitch costume to (dark v)\nwait (1) seconds\nbroadcast (transition v)\nbroadcast (lose lighting v)\ndelete this clone\n\nwhen I receive [night cutscene v]\nwait (4) seconds\nswitch costume to (city light v)\n\nwhen I receive [night cutscene v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [lose lighting v]\nstop [other scripts in sprite v]\nhide\n\n@cutscene 3\n\nwhen I receive [day cutscene v]\ncreate clone of (_myself_ v)\nclear graphic effects\nset size to (133) %\ngo to x: (0) y: (-50)\nswitch costume to (city light v)\ngo to [front v] layer\nwait (.1) seconds\ngo to [front v] layer\nshow\nrepeat (150)\n change size by (-0.22)\n change y by (.2)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (100) %\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [brightness v] effect to (-46)\nset size to (100) %\nswitch costume to (light v)\nshow\nwait (2) seconds\nrepeat (46)\n change [brightness v] effect by (1)\n wait (.025) seconds\nend\nwait (1) seconds\nbroadcast (transition v)\nbroadcast (lose lighting v)\ndelete this clone\n\nwhen I receive [day cutscene v]\nwait (4) seconds\nswitch costume to (city dim v)\n\nwhen I receive [day cutscene v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [lose lighting v]\nstop [other scripts in sprite v]\nhide\n\n@transition\n\nwhen I receive [transition v]\nshow\nclear graphic effects\nwait (.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I receive [transition v]\nforever\n go to [front v] layer\nend\n\n@player\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nset size to (70) %\nswitch costume to (normal v)\nshow\ngo to x: (-225) y: (-40)\npoint in direction (90)\nset [x move v] to [0]\nset [y move v] to [0]\nforever\n clear graphic effects\n change y by (-3)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (player v)\n set [y move v] to [8.5]\n end\n end\n change y by (3)\n if <(y move) > [-15]> then\n change [y move v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (platform v)?>> then\n change y by (-1)\n set [in air v] to [1]\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (-1)\n if <not <touching (platform v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n if <touching (platform v)?> then\n set [in air v] to [0]\n end\n change y by (2)\n change y by (y move)\n if <touching (platform v)?> then\n change y by (-2)\n if <touching (platform v)?> then\n change y by ((-1) * (y move))\n set [y move v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n if <(collect coins) = (minum collected)> then\n set [x move v] to [0]\n set [y move v] to [0]\n hide\n change [level v] by (1)\n start sound [Collect v]\n go to x: (-225) y: (-40)\n broadcast (transition v)\n broadcast (next level v)\n show\n end\n end\nend\n\nwhen I receive [go v]\nforever\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <touching (platform v)?> then\n change y by (-2)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-5)\n change x by ((-1) * (x move))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(x move) = [0]>>> then\n set [y move v] to [10]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-10))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n if <<<(y position) < [-175]> or <touching (hurt lighting v)?>> or <touching (ouch v)?>> then\n hide\n set [x move v] to [0]\n set [y move v] to [0]\n start sound [Crunch v]\n broadcast (coin reset v) and wait\n broadcast (coin check v)\n show\n if <not <(low detail) = [1]>> then\n spark i fx (playerX) (playerY) (20)\n end\n glide (.1) secs to x: (-225) y: (-40)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x move v] by (-1.5)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x move v] by (1.5)\n point in direction (90)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(in air) = [0]>> then\n switch costume to (player duck v)\n else\n switch costume to (player v)\n end\nend\n\ndefine spark i fx (x) (y) (# of particles)\ngo to x: (x) y: (y)\nrepeat (# of particles)\n create clone of (spark i v)\nend\n\nwhen I receive [tick v]\nset [playerx v] to (x position)\nset [playery v] to (y position)\n\nwhen I receive [tick v]\nset volume to (volume) %\n\n@platform\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\nchange [ghost v] effect by (100)\nset [level v] to [1]\nhide\n\n@deco\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [go v]\nshow\nif <not <(low detail) = [1]>> then\n create clone of (_myself_ v)\nend\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [brightness v] effect to (-30)\nset size to (100) %\nforever\n switch costume to (level)\n go to x: ((playerX) / (-30)) y: ((playerY) / (-30))\nend\n\n@ouch\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [go v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n switch costume to (level)\nend\n\n@warning . sprites\n\nwhen flag clicked\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (120)\nhide\n\nwhen I receive [go v]\nshow\nrepeat until <(level) = [2]>\n switch costume to (warning v)\n wait (pick random (.1) to (.2)) seconds\n switch costume to (warning 2 v)\n wait (pick random (.2) to (.4)) seconds\n switch costume to (warning v)\n wait (pick random (.025) to (.01)) seconds\n switch costume to (warning 2 v)\n wait (.1) seconds\nend\nhide\nwait until <(level) = [4]>\nshow\ngo to [front v] layer\nrepeat until <(level) = [5]>\n switch costume to (help v)\n wait (pick random (.1) to (.2)) seconds\n switch costume to (help 2 v)\n wait (pick random (.2) to (.4)) seconds\n switch costume to (help v)\n wait (pick random (.025) to (.01)) seconds\n switch costume to (help 2 v)\n wait (.1) seconds\nend\nhide\n\n@bg\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (120) %\n\nwhen I receive [tick v]\ngo to x: ((playerX) / (-5)) y: ((playerY) / (-5))\ngo to [back v] layer\n\nwhen I receive [go v]\nshow\nforever\n wait (.6) seconds\n create clone of (particles v)\nend\n\nwhen I receive [go v]\nswitch costume to (day v)\nwait until <(level) > [6]>\nswitch costume to (night v)\nwait until <(level) > [12]>\nswitch costume to (morning v)\n\n@Particles\n\nwhen I start as a clone\nswitch costume to (spark v)\nset [ghost v] effect to (pick random (70) to (90))\nshow\nset size to (pick random (100) to (250)) %\ngo to [front v] layer\ngo to x: (pick random (240) to (-240)) y: (-180)\npoint in direction (pick random (-20) to (20))\nset [counter v] to (pick random (120) to (300))\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nset [counter v] to [0]\n\nwhen I receive [tick v]\nif <not <(low detail) = [1]>> then\n change [counter v] by (-1)\n if <(Counter) > [0]> then\n move (1) steps\n else\n move (1) steps\n change [ghost v] effect by (4)\n end\n if <(Counter) < [-10]> then\n delete this clone\n end\nend\n\nwhen I receive [menu v]\nif <not <(low detail) = [1]>> then\n change [counter v] by (-1)\n if <(Counter) > [0]> then\n move (1) steps\n else\n move (1) steps\n change [ghost v] effect by (4)\n end\n if <(Counter) < [-10]> then\n delete this clone\n end\nend\n\nwhen I receive [tick v]\nif <(low detail) = [1]> then\n delete this clone\nend\n\n@Spark I\n\ndefine None\ngo to x: (x) y: (y)\nspark i fx (playerX) (playerY) (9)\nrepeat (# of particles)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(low detail) = [1]> then\n delete this clone\nend\ngo to [back v] layer\ngo to x: (playerX) y: (playerY)\nset size to ((pick random (1) to (2)) * (100)) %\nset rotation style [don't rotate v]\npoint in direction (pick random (0) to (360))\nswitch costume to (pick random (1) to (3))\nclear graphic effects\nshow\nset [speed v] to [0]\nset [max v] to (pick random (5) to (15))\nrepeat (max)\n change [speed v] by (1)\n move (speed) steps\nend\nrepeat ((max) / (2))\n change [speed v] by (-2)\n move (speed) steps\n change [ghost v] effect by ((100) / ((max) / (2)))\nend\ndelete this clone\n\nif <(low detail) = [1]> then\nend\n\n@thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nhide\n\nwhen I receive [the end :\) v]\nshow\nswitch costume to (win v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [the end :\) v]\nwait (3) seconds\nhide\nstop [other scripts in sprite v]\nbroadcast (menu v)\nset [level v] to [1]\n\n@hurt lighting\n\nwhen I receive [lose lighting v]\nif <(hard?) = [0]> then\n wait (2) seconds\n strike\n forever\n wait (1) seconds\n strike\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\nhide\n\ndefine strike\nset [warn go to v] to (pick random (-130) to (130))\nset [strike id v] to [1]\ncreate clone of (warn v)\nhide\nset [ghost v] effect to (100)\nswitch costume to (lighting v)\ngo to x: (warn go to) y: (0)\nwait (2) seconds\nstart sound [thunder v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next level v]\nhide\ndelete this clone\n\ndefine strike HARD\nset [strike id v] to [2]\ncreate clone of (warn v)\nhide\nset [ghost v] effect to (100)\nswitch costume to (lighting v)\ngo to x: (playerX) y: (0)\nwait (1) seconds\nstart sound [thunder v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [lose lighting v]\nif <(hard?) = [1]> then\n wait (3) seconds\n strike HARD\n forever\n strike HARD\n end\nend\n\nwhen I receive [day cutscene v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [night cutscene v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [tick v]\nset volume to (volume) %\n\n@rain drop\n\nwhen flag clicked\npoint in direction (180)\ngo to [front v] layer\nhide\nforever\n clone (pick random (2) to (10))\n wait (.01) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (250)) y: (200)\nshow\nset [ghost v] effect to (50)\nrepeat until <(y position) < [-180]>\n move (drop speed) steps\nend\ndelete this clone\n\ndefine clone (rates)\nrepeat (rates)\n set [drop speed v] to (pick random (20) to (30))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n play sound [Rain v] until done\nend\n\nwhen I receive [low detail v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\n@warn\n\nwhen I start as a clone\nif <(strike id) = [1]> then\n show\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n switch costume to (warn v)\n go to x: (warn go to) y: (172)\n wait (2) seconds\n delete this clone\nend\nif <(strike id) = [2]> then\n show\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n switch costume to (warn v)\n go to x: (playerX) y: (172)\n wait (1) seconds\n delete this clone\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\nhide\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [night cutscene v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [day cutscene v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n
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<-------------(OBLIQUE)------------->\nHow to play: If you are on the hard mode the thunder follows you but if you're on normal mode the thunder landing area is randomized. There is a low detail mode that removes extra clones and graphical effects. WASD, arrow keys, or touch to move avoid spikes and get to the end :)\n
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Eyes: A platformer #games
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@Stage\n\nwhen I receive [nextlevel v]\nnext backdrop\nchange [level v] by (1)\n\nwhen backdrop switches to [level1 v]\nset [doorplace v] to [1]\n\nwhen backdrop switches to [level2 v]\nset [doorplace v] to [2]\n\nwhen backdrop switches to [level3 v]\nset [doorplace v] to [3]\n\nwhen backdrop switches to [level4 v]\nset [doorplace v] to [4]\n\nwhen backdrop switches to [level5 v]\nset [doorplace v] to [5]\n\nwhen backdrop switches to [level6 v]\nset [doorplace v] to [6]\n\nwhen flag clicked\nswitch backdrop to (play v)\nset [deathdrop v] to [1]\n\nwhen backdrop switches to [level8 v]\nset [doorplace v] to [8]\n\nwhen backdrop switches to [level9 v]\nset [doorplace v] to [9]\n\nwhen backdrop switches to [level10 v]\nset [doorplace v] to [10]\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n play sound [Throw Down v] until done\nend\n\nwhen flag clicked\nset [speedrun v] to [0]\nforever\n if <(Death count) = [100]> then\n switch backdrop to (gameover v)\n set [gameover v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Gameover) = [1]> then\n if <key (space v) pressed?> then\n switch backdrop to (level1 v)\n set [level v] to [1]\n set [death count v] to [0]\n set [speedrun v] to [0]\n end\n end\nend\n\nwhen backdrop switches to [level7 v]\nset [doorplace v] to [7]\nchange [deathdrop v] by (7)\n\n@Player\n\ndefine Gravity\nset [x v] to ((x) * (.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x) < [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [10]\n if <(Direction) = [1]> then\n change [x v] by (-15)\n change [y v] by (4)\n end\n if <(Direction) = [2]> then\n change [x v] by (15)\n change [y v] by (4)\n end\n else\n set [x v] to [0]\n end\nend\n\ndefine Movement\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.8)\n set [direction v] to [1]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.8)\n set [direction v] to [2]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (15)\n set [direction v] to [3]\n end\nend\nchange y by (1)\n\ndefine Sit\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\n\nwhen I receive [play v]\nforever\n if <(Gameover) = [0]> then\n create clone of (_myself_ v)\n wait (.05) seconds\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(Direction) = [1]> then\n switch costume to (righttrail v)\nend\nif <(Direction) = [2]> then\n switch costume to (lefttrail v)\nend\nif <(Direction) = [3]> then\n switch costume to (uptrail v)\nend\nshow\nrepeat (20)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n broadcast (NextLevel v)\n go to x: (-205) y: (0)\n end\nend\n\nwhen backdrop switches to [level8 v]\ngo to x: (-133) y: (-155)\n\nwhen backdrop switches to [level8 v]\nset [deathdrop v] to [8]\n\nwhen backdrop switches to [level7 v]\ngo to x: (-142) y: (-17)\n\nwhen flag clicked\nforever\n if <touching (secretspikes v)?> then\n go to x: (-218) y: (0)\n change [death count v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n change [y v] by (25)\n end\nend\n\nwhen backdrop switches to [level14 v]\ngo to x: (-208) y: (-155)\n\nwhen backdrop switches to [level15 v]\ngo to x: (-208) y: (-73)\n\nwhen backdrop switches to [level16 v]\ngo to x: (-194) y: (-152)\n\nwhen I receive [start v]\ngo to [front v] layer\nhide\ngo to x: (-205) y: (0)\nswitch backdrop to (level1 v)\nshow\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity\n Movement\n Sit\nend\n\nwhen I receive [start v]\nbroadcast (Play v)\nset [death count v] to [0]\n\nwhen I receive [start v]\nforever\n if <(Direction) = [1]> then\n switch costume to (right v)\n end\n if <(Direction) = [2]> then\n switch costume to (left v)\n end\n if <(Direction) = [3]> then\n switch costume to (up v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#ff0000)?> then\n change [death count v] by (1)\n if <(Level) = [2]> then\n go to x: (-184) y: (0)\n end\n if <(Level) = [3]> then\n go to x: (-184) y: (0)\n end\n if <(Level) = [7]> then\n go to x: (-184) y: (-17)\n end\n if <(Level) = [8]> then\n go to x: (-142) y: (-153)\n end\n if <(Level) = [10]> then\n go to x: (-205) y: (0)\n end\n if <(Level) = [11]> then\n go to x: (-184) y: (0)\n end\n if <(Level) = [12]> then\n go to x: (-184) y: (0)\n end\n if <(Level) = [13]> then\n go to x: (-222) y: (-153)\n end\n if <(Level) = [14]> then\n go to x: (-208) y: (-155)\n end\n if <(Level) = [15]> then\n go to x: (-200) y: (-73)\n end\n if <(Level) = [16]> then\n go to x: (-200) y: (-152)\n end\n if <(Level) = [17]> then\n go to x: (-200) y: (-152)\n end\n if <(Level) = [18]> then\n go to x: (-179) y: (-152)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level1 v]\ngo to x: (-193) y: (0)\nshow\nset [gameover v] to [0]\n\nwhen backdrop switches to [play v]\nhide\n\nwhen backdrop switches to [gameover v]\nhide\n\nwhen backdrop switches to [level18 v]\ngo to x: (-193) y: (-149)\n\nwhen backdrop switches to [level19 v]\nwait (.5) seconds\ngo to [back v] layer\nglide (1) secs to x: (-33) y: (-68)\nwait (5) seconds\nnext backdrop\nhide\nchange [speedrun v] by (-5)\nstop [all v]\n\nwhen backdrop switches to [level7 v]\nset [doorplace v] to [7]\n\n@Portal\n\nwhen backdrop switches to [level5 v]\ngo to x: (209) y: (166)\n\nwhen backdrop switches to [level7 v]\ngo to x: (195) y: (-138)\n\nwhen backdrop switches to [level2 v]\nset [doorplace v] to [2]\n\nwhen backdrop switches to [level3 v]\nset [doorplace v] to [3]\n\nwhen backdrop switches to [level4 v]\nset [doorplace v] to [4]\n\nwhen backdrop switches to [level5 v]\nset [doorplace v] to [5]\n\nwhen backdrop switches to [level6 v]\nset [doorplace v] to [6]\n\nwhen backdrop switches to [level7 v]\nset [doorplace v] to [7]\n\nwhen backdrop switches to [level1 v]\nset [doorplace v] to [1]\n\nwhen backdrop switches to [level1 v]\ngo to x: (195) y: (-132)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level15 v]\ngo to x: (192) y: (-139)\n\nwhen backdrop switches to [level16 v]\ngo to x: (192) y: (-139)\n\nwhen backdrop switches to [level9 v]\ngo to x: (195) y: (-138)\n\nwhen backdrop switches to [level8 v]\ngo to x: (195) y: (-138)\n\nwhen I receive [start v]\nset [doorplace v] to [0]\nset [death count v] to [0]\ngo to x: (195) y: (-132)\nshow\n\nwhen I receive [start v]\nset [speedrun v] to [0]\nforever\n wait (.1) seconds\n change [speedrun v] by (.1)\nend\n\nwhen backdrop switches to [gameover v]\nhide\n\nwhen backdrop switches to [level1 v]\nshow\n\nwhen backdrop switches to [level19 v]\nhide\n\n@SecretSpikes\n\nwhen backdrop switches to [level9 v]\nshow\nforever\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level10 v]\nhide\n\nwhen backdrop switches to [gameover v]\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level10 v]\nshow\ngo to x: (-128) y: (-165)\n\nwhen backdrop switches to [level11 v]\nhide\n\nwhen backdrop switches to [level16 v]\ngo to x: (-12) y: (-175)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (152) y: (-165)\n\nwhen backdrop switches to [level17 v]\nhide\ndelete this clone\n\nwhen backdrop switches to [level16 v]\nshow\ngo to x: (-11) y: (-165)\n\nwhen backdrop switches to [gameover v]\nhide\n\n@Attacker 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level11 v]\ngo to x: (-129) y: (-154)\n\nwhen I receive [attack v]\nshow\ngo to x: (-7) y: (-155)\nforever\n switch costume to (costume2 v)\n glide (2.5) secs to x: (120) y: (-154)\n switch costume to (costume1 v)\n glide (2.5) secs to x: (-110) y: (-154)\nend\n\nwhen backdrop switches to [level12 v]\nhide\n\nwhen backdrop switches to [gameover v]\nhide\n\n@Attacker\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level12 v]\nhide\n\nwhen backdrop switches to [level11 v]\nbroadcast (Attack v)\n\nwhen I receive [attack v]\nshow\ngo to x: (-7) y: (-155)\nforever\n switch costume to (costume1 v)\n glide (2.5) secs to x: (-110) y: (-154)\n switch costume to (costume2 v)\n glide (2.5) secs to x: (120) y: (-154)\nend\n\nwhen backdrop switches to [gameover v]\nhide\n\n@Swinging mace!\n\nwhen flag clicked\nhide\nforever\n turn right (5) degrees\nend\n\nwhen backdrop switches to [level12 v]\nshow\ngo to x: (-26) y: (-161)\n\nwhen backdrop switches to [level13 v]\ncreate clone of (_myself_ v)\ngo to x: (9) y: (-160)\n\nwhen I start as a clone\nforever\n turn right (4) degrees\n go to x: (0) y: (10)\nend\n\nwhen backdrop switches to [level14 v]\nhide\ndelete this clone\n\nwhen backdrop switches to [level14 v]\nhide\n\nwhen backdrop switches to [level15 v]\nshow\ngo to x: (104) y: (76)\n\nwhen backdrop switches to [level16 v]\nhide\n\nwhen backdrop switches to [gameover v]\nhide\n\n@Spinball\n\nwhen backdrop switches to [level17 v]\nshow\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nforever\n turn right (-2) degrees\nend\n\nwhen backdrop switches to [level18 v]\nset size to (30) %\ngo to x: (120) y: (-25)\n\nwhen backdrop switches to [level19 v]\nhide\n\nwhen backdrop switches to [gameover v]\nhide\n\n@Play\n\nwhen flag clicked\nhide\nswitch backdrop to (play v)\n\nwhen backdrop switches to [play v]\nshow\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\nswitch backdrop to (level1 v)\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (10)\n if <[150] < (size)> then\n set size to (150) %\n end\n else\n set size to (100) %\n end\nend\n\nwhen backdrop switches to [gameover v]\nhide\n\n@Boss\n\nwhen backdrop switches to [level19 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Spinball2\n\nwhen backdrop switches to [level17 v]\nshow\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nforever\n turn right (-2) degrees\nend\n\nwhen backdrop switches to [level18 v]\nset size to (30) %\ngo to x: (120) y: (-25)\n\nwhen backdrop switches to [level19 v]\nhide\n\nwhen backdrop switches to [gameover v]\nhide\n\n
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I'm so glad that this many people enjoy this game!
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★ Cave || A Platformer ★ #all #games #platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (background 1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch backdrop to (background 2 v)\n else\n switch backdrop to (background 1 v)\n end\nend\n\n@| Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Player\n\nwhen I start as a clone\nswitch costume to (shadow v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<<touching (| obstacles v)?> or <(y position) < [-175]>> or <<touching (| lava v)?> or <touching (saw2 v)?>>> or <touching (saw1 v)?>> then\n Place Player: [-200] [0] Set Size To: [40]\n end\n if <(x position) > [230]> then\n broadcast (@cheekyscuola's Transition v)\n wait (0.5) seconds\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n Place Player: [-200] [0] Set Size To: [40]\n end\n if <touching (| obstacles v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [restart v]\nPlace Player: [-200] [500] Set Size To: [40]\n\nbroadcast (@cheekyscuola's Transition v) and wait\n\nwhen flag clicked\nset [level v] to [1]\nshow\nPlace Player: [-200] [500] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\n@Level\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@| Obstacles\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@| Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (0.9)\n end\nend\n\n@| Decor & Text\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@| Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Mute Button\n\nwhen flag clicked\npoint in direction (90)\nforever\n show\n go to [front v] layer\n point in direction ((([sin v] of ((timer) * (300)) ) * (6)) + (90))\nend\n\nwhen this sprite clicked\nif <(Music) = [1]> then\n set [music v] to [0]\n switch costume to (off v)\nelse\n set [music v] to [1]\n switch costume to (on v)\n set volume to (100) %\nend\n\nwhen flag clicked\nset [music v] to [1]\n\nwhen flag clicked\nforever\n if <(Music) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [1]> then\n play sound [Raven & Kreyn - Muffin \[NCS Release\] v] until done\n end\nend\n\n@Skip Button\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n repeat until <(direction) = [90]>\n change [direction v] by (5)\n point in direction ((([sin v] of (Direction) ) * (5)) + (90))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <not <(Level) = [15]>> then\n wait until <not <mouse down?>>\n broadcast (Pos v)\n change [level v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\nset [my variable v] to [80]\nset [direction v] to [0]\nset size to (100) %\ngo to x: (125) y: (150)\npoint in direction (90)\nforever\n point in direction ((([sin v] of (Direction) ) * (3)) + (90))\n change [direction v] by (5)\n set size to (my variable) %\n if <touching (mouse-pointer v)?> then\n change [my variable v] by (3)\n end\n set [my variable v] to ((my variable) * (0.85))\n change [my variable v] by (13)\nend\n\n
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★ Cave || A Platformer ★\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n ★ Control's ★\n Arrow Keys or W,A,S,D \n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nIf You Enjoyed This Please ❤️ & ⭐ \nAlso please propose it here : https://scratch.mit.edu/studios/28715018\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n = CREDITS =\nSome Platformer code - @griffpatch\n@TimMcCool for the detector\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n Please Tell Me If I forgot Anything!\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n= Tags =\n#art\n#music\n#games\n#all\n#_InfinityCannon_\n#platformer\n#supercoolproject\n#griffpatch\n#trending\n#part2\n#platformers
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Defense Strike #games #all #art #pen #animation #music #stories #tutorials #platformer
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@Stage\n\nwhen I receive [start v]\nforever\n if <(mode) = [1]> then\n switch backdrop to (backdrop1 v)\n end\n if <(mode) = [0]> then\n switch backdrop to (backdrop3 v)\n end\n if <(mode) = [2]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@strt\n\nwhen flag clicked\nbroadcast (start v)\nforever\n if <(Score) > (☁ Hignscore)> then\n set [☁ hignscore v] to (Score)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [score v] to [0]\nset [mode v] to [3]\nhide\n\nwhen I receive [start v]\nset volume to (30) %\nforever\n play sound [Proxy \(Original Mix\) \[FREE DOWNLOAD\]_138111002_soundcloud.mp3 v] until done\nend\n\nwhen I receive [start v]\npoint in direction (90)\ngo to x: (0) y: (-156)\nset [mode v] to [0]\nset size to (75) %\nforever\n if <(mode) = [1]> then\n show\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n turn right (5) degrees\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n turn left (5) degrees\n end\n if <(Health) = [0]> then\n set [mode v] to [0]\n broadcast (dth v)\n if <(Score) > (☁ Hignscore)> then\n set [☁ hignscore v] to (Score)\n end\n end\n else\n hide\n end\nend\n\n@Bullet\n\nwhen I start as a clone\nshow\nforever\n move (13) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (enemy v)?> then\n wait (0.01) seconds\n delete this clone\n end\nend\n\nwhen I receive [start v]\nhide\nset size to (75) %\nset [rof v] to [0.3]\nforever\n if <(mode) = [1]> then\n go to (player v)\n point in direction (([direction v] of [player v]) - (90))\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait (rof) seconds\n end\n else\n end\nend\n\n@Enemy\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [start v]\nset size to (75) %\nhide\nset [hardness v] to [3]\nforever\n if <(mode) = [1]> then\n wait (hardness) seconds\n create clone of (_myself_ v)\n else\n broadcast (delete v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-230) to (230)) y: (190)\nswitch costume to (pick random (1) to (cap))\nif <(costume [number v]) = [1]> then\n set [eh v] to [3]\n set [sped v] to [1]\nend\nif <(costume [number v]) = [2]> then\n set [eh v] to [5]\n set [sped v] to [1]\nend\nif <(costume [number v]) = [3]> then\n set [eh v] to [3]\n set [sped v] to [2]\nend\nforever\n change y by ((sped) * (-1))\n if <touching (bullet v)?> then\n change [eh v] by (-1)\n end\n if <(Eh) < [1]> then\n change [score v] by (1)\n delete this clone\n end\n if <(y position) < [-178]> then\n change [health v] by (-1)\n delete this clone\n end\n if <touching (shockwave v)?> then\n change [score v] by (1)\n delete this clone\n end\n if <(mode) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(hardness) > [1]> then\n change [hardness v] by (-0.0002)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Score) > [0]> and <(Score) < [15]>> then\n set [cap v] to [1]\n end\n if <<(Score) > [15]> and <(Score) < [50]>> then\n set [cap v] to [2]\n end\n if <(Score) > [50]> then\n set [cap v] to [3]\n end\nend\n\n@Score board\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nforever\n if <(mode) = [1]> then\n show\n else\n hide\n end\nend\n\n@Score\n\ndefine None\nset [i v] to [1]\ngo to x: (x) y: (y)\nrepeat (length of (text))\n switch costume to (letter (I) of (text))\n create clone of (_myself_ v)\n change [i v] by (1)\n change x by (14)\nend\n\nwhen I start as a clone\nshow\nwait (0.001) seconds\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset size to (35) %\n\nwhen I receive [start v]\nforever\n if <(mode) = [1]> then\n draw (Score) (-165) (165)\n draw (☁ Hignscore) (20) (165)\n draw (Health) (191) (165)\n else\n if <(mode) = [0]> then\n draw (Score) (150) (-163)\n end\n end\nend\n\n@Buttons\n\nwhen flag clicked\nhide\nswitch costume to (backdrop3 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nhide\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <(mode) = [0]> then\n if <(costume [number v]) = [1]> then\n set x to (0)\n set y to (-60)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mode v] to [1]\n set [score v] to [0]\n set [health v] to [3]\n end\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n set [ghost v] effect to (10)\n else\n set size to (100) %\n set [ghost v] effect to (0)\n end\n end\n if <(costume [number v]) = [2]> then\n set x to (0)\n set y to (-110)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mode v] to [2]\n end\n end\n show\n else\n hide\n end\n else\n go to x: (-180) y: (156)\n if <(mode) = [2]> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mode v] to [0]\n end\n else\n hide\n end\n end\nend\n\n@Power up\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(mode) = [1]> then\n if <(Score) > [6]> then\n wait (pick random (11) to (13)) seconds\n create clone of (_myself_ v)\n end\n else\n end\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (190)\ngo [backward v] (3) layers\nshow\nrepeat until <(y position) < [-178]>\n change y by (-3)\n turn right (5) degrees\n if <touching (bullet v)?> then\n set [x v] to (x position)\n set [y v] to (y position)\n broadcast (shockwave v)\n delete this clone\n end\nend\ndelete this clone\n\n@Shockwave\n\nwhen I receive [shockwave v]\nclear graphic effects\nset size to (2) %\nshow\ngo to x: ([x v] of [power up v]) y: ([y v] of [power up v])\nrepeat (20)\n change size by (20)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\n@tb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@dth\n\nwhen I receive [dth v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [hd v]\nhide\n\n@dth2\n\nwhen I receive [dth v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nwait (1) seconds\nset [mode v] to [1]\nbroadcast (hd v)\nhide\n\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\n
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Use left and right arrow keys to rotate and SPACEBAR to shoot. Your health is 3. Don't let the spaceships touch the ground. If you get the POWERUP, all of the enemy ships on the screen dissapear adding points to your score. Different enemy ships of different color have different health. Beat the highscore and enjoy!
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Platformer Pratt's adventure #games
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@Stage\n\nwhen flag clicked\nforever\n set volume to (80) %\n play sound [魔王魂 ファンタジー10 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (sky_00018 v)\n\nwait (11) seconds\n\n@プレイヤー\n\nwhen flag clicked\nshow\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <<touching (ステージ v)?> or <<touching (橋 v)?> or <touching (リフト v)?>>> then\n change y by (1)\n end\nend\nif then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n start sound [壁キック v]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <<<touching (ステージ v)?> or <touching (リフト v)?>> or <touching (橋 v)?>> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<<<touching (ステージ v)?> or <touching (リフト v)?>> or <touching (橋 v)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [Jump v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <touching (バネ v)?> then\n set [yの力 v] to [22]\nend\nif <<<(Y) < [-400]> or <touching (トラップ v)?>> or <touching (トラップ2 v)?>> then\n start sound [Crunch v]\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [player: i v] to [0]\nrepeat until <<not <<<touching (ステージ v)?> or <touching (リフト v)?>> or <touching (橋 v)?>>> or <(Player: i) = ((回数) + (1))>>\n change [player: i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(Player: i) = ((回数) + (1))> and <<<touching (ステージ v)?> or <touching (リフト v)?>> or <touching (橋 v)?>>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [player: i v] to [0]\nrepeat until <<not > or <(Player: i) = ((回数) + (1))>>\n change [player: i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(Player: i) = ((回数) + (1))> and <<<touching (ステージ v)?> or <touching (リフト v)?>> or <touching (橋 v)?>>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (-50) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen I receive [隠す v]\nhide\n\nwhen flag clicked\n\nplay sound [壁キック v] until done\n\n\n\nset [pitch v] effect to (0)\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-100]\nset [camera _y v] to [0]\nset [x v] to [-200]\nset [y v] to [-20]\n\nhide\nwait (11) seconds\n\nshow\n\n@ステージ\n\nwhen flag clicked\nhide\nステージのやつ [0] [0] [1]\nステージのやつ [480] [0] [2]\nステージのやつ [870] [50] [3]\nステージのやつ [1340] [50] [4]\nステージのやつ [1700] [70] [5]\nステージのやつ [2200] [150] [6]\nステージのやつ [2500] [150] [7]\nステージのやつ [2800] [150] [8]\nステージのやつ [3000] [150] [9]\nステージのやつ [3200] [150] [10]\nステージのやつ [4000] [150] [11]\nステージのやつ [4300] [100] [12]\nステージのやつ [4700] [-20] [13]\nステージのやつ [5200] [-50] [14]\nステージのやつ [5500] [-50] [15]\nステージのやつ [6090] [-30] [16]\nステージのやつ [6180] [-30] [17]\nステージのやつ [6300] [-30] [18]\nステージのやつ [6800] [150] [19]\nステージのやつ [7080] [150] [20]\nステージのやつ [7700] [200] [21]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージのやつ (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動の (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動の ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [隠す v]\ngo to [back v] layer\n\nswitch costume to (none v)\nbroadcast (プログラム v)\nswitch costume to (none v)\n\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nbroadcast (プログラム v)\n\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nswitch costume to (none v)\nbroadcast (プログラム v)\nswitch costume to (none v)\nbroadcast (プログラム v)\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@トラップ\n\nwhen flag clicked\npoint in direction (90)\nhide\nステージのいろいろ配置するやつ [200] [30] [1]\nステージのいろいろ配置するやつ [730] [250] [2]\nステージのいろいろ配置するやつ [1000] [150] [3]\nステージのいろいろ配置するやつ [1200] [150] [4]\nステージのいろいろ配置するやつ [2500] [135] [5]\nステージのいろいろ配置するやつ [2800] [450] [6]\nステージのいろいろ配置するやつ [2500] [150] [7]\nステージのいろいろ配置するやつ [2700] [170] [8]\nステージのいろいろ配置するやつ [3000] [170] [9]\nステージのいろいろ配置するやつ [3300] [170] [10]\nステージのいろいろ配置するやつ [3600] [170] [11]\nステージのいろいろ配置するやつ [5200] [50] [12]\nステージのいろいろ配置するやつ [5500] [140] [13]\nステージのいろいろ配置するやつ [5900] [80] [14]\nステージのいろいろ配置するやつ [6000] [80] [15]\nステージのいろいろ配置するやつ [6160] [130] [16]\nステージのいろいろ配置するやつ [6430] [140] [17]\nステージのいろいろ配置するやつ [6750] [80] [18]\nステージのいろいろ配置するやつ [80000000] [80] [19]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージのいろいろ配置するやつ (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [隠す v]\ngo to [back v] layer\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n show\n set size to (70) %\n repeat (60)\n change [my_y v] by (1.5)\n end\n repeat (6)\n change [my_y v] by (-15)\n end\n end\n if <(costume [number v]) = [13]> then\n show\n set size to (70) %\n repeat (60)\n change [my_y v] by (1.5)\n end\n repeat (6)\n change [my_y v] by (-15)\n end\n end\n if <(costume [number v]) = [14]> then\n show\n set size to (70) %\n repeat (60)\n change [my_y v] by (1.5)\n end\n repeat (6)\n change [my_y v] by (-15)\n end\n end\n if <(costume [number v]) = [16]> then\n show\n set size to (70) %\n repeat (60)\n change [my_y v] by (1.5)\n end\n repeat (6)\n change [my_y v] by (-15)\n end\n end\n if <<(costume [number v]) = [17]> or <(costume [number v]) = [18]>> then\n show\n set size to (70) %\n repeat (24)\n turn right (15) degrees\n change [my_y v] by (10)\n end\n repeat (24)\n turn right (15) degrees\n change [my_y v] by (-10)\n end\n end\nend\n\nset size to (100) %\n\nturn left (6) degrees\n\nturn left (6) degrees\n\nturn left (6) degrees\n\nwait (1) seconds\n\nif <(costume [number v]) = [3]> then\n show\n set size to (70) %\n repeat (60)\n change [my_y v] by (1.5)\n end\n repeat (6)\n change [my_y v] by (-15)\n end\n if <(costume [number v]) = [13]> then\n show\n set size to (70) %\n repeat (60)\n change [my_y v] by (1.5)\n end\n repeat (6)\n change [my_y v] by (-15)\n end\n end\nend\n\nwhen flag clicked\n\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nswitch costume to (none v)\nbroadcast (プログラム v)\nhide\n\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@中間\n\nwhen flag clicked\nset volume to (300) %\nset [復活x v] to [0]\nset [復活y v] to [0]\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((4000) - (Camera_x)) ((400) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (プレイヤー v)?> and <(チェックポイント到達) = [0]>> then\n start sound [づづづづづづ v]\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [4100]\n set [復活y v] to [400]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nswitch costume to (a3 v)\n\nwhen I receive [隠す v]\nhide\n\ngo to [front v] layer\n\nset [復活x v] to [6500]\nset [復活y v] to [400]\n\nset [復活x v] to [4100]\nset [復活y v] to [400]\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@ゴール\n\nwhen flag clicked\nset volume to (300) %\nset [復活x v] to [0]\nset [復活y v] to [0]\nset [チェックポイント2 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((7700) - (Camera_x)) ((400) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント2) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (プレイヤー v)?> and <(チェックポイント2) = [0]>> then\n broadcast (5 v)\n start sound [づづづづづづ v]\n set [チェックポイント2 v] to [1]\n set [復活x v] to [7700]\n set [復活y v] to [400]\n end\nend\nswitch costume to ((チェックポイント2) + (2))\n\nwhen I receive [隠す v]\nhide\n\ngo to [front v] layer\n\nset [復活x v] to [6300]\nset [復活y v] to [400]\n\nset [復活x v] to [4100]\nset [復活y v] to [400]\n\nset [復活x v] to [7700]\nset [復活y v] to [400]\n\nwhen I receive [5 v]\n\n@まわりの\n\nwhen flag clicked\nhide\n\ndefine 準備\ngo [backward v] (3) layers\ngo to x: (-190) y: (139)\nset [ghost v] effect to (100)\nswitch costume to (わく v)\nshow\nrepeat (16)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [表示 v]\n準備\n\nwhen I receive [title v]\n準備\n\nwait (2) seconds\n\n@時間\n\nwhen flag clicked\nbroadcast (表示 v)\n\nset [時間 わー v] to [0]\n\nrepeat until <(チェックポイント2) = [1]>\n\nwhen I receive [タイマー止める v]\n\nwhen flag clicked\nhide variable [隠し v]\nhide variable [最高記録 v]\nhide\n\ndefine (数字) (x) (y) (大きさ) (明るさ) (透明度) (色)\nset [color v] effect to (色)\nset [時間 わー v] to [0]\nhide\ngo to [front v] layer\ngo to x: (x) y: (y)\nset size to (大きさ) %\nset [brightness v] effect to (明るさ)\nset [ghost v] effect to (透明度)\nset [数字の変数 v] to [0]\nrepeat (length of (数字))\n change [数字の変数 v] by (1)\n switch costume to (letter (数字の変数) of (数字))\n create clone of (_myself_ v)\n change x by ((大きさ) / (9.5))\nend\nset [時間 わー v] to [1]\n\nwhen I start as a clone\ngo [backward v] (1) layers\nwait until <(時間 わー) = [1]>\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [消せ! v]\ndelete this clone\n\nwhen I receive [表示 v]\nstop [other scripts in sprite v]\nbroadcast (消せ! v)\nスタート?\n\ndefine スタート?\nset [たいむたいむ v] to [0]\nforever\n if then\n (たいむたいむ) [-187] [137] [100] [-100] [0] [50]\n wait (0.9) seconds\n broadcast (消せ! v)\n end\n if <not <(チェックポイント2) = [1]>> then\n change [たいむたいむ v] by (1)\n end\nend\n\nwhen I receive [title v]\nスタート?\n\n@第6種ターボ対策ソフト2\n\nwhen flag clicked\nforever\n set [tabo v] to (timer)\n wait (0) seconds\n if <(tabo) = (timer)> then\n go to [front v] layer\n show\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nset volume to (0) %\n\n
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⇓日本語は下⇓\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nEnglish\nOperate with the cross key\nIf the number of references exceeds 1000, a large number of stages will be added.\n☆ ♡ and follow me\n\n日本語\n初のスクロールプラットフォーマーです\n十字キーで操作です\n\n参照数10000こえたらステージ大量追加しようかな…\n☆と♡頼む フォローも\n傾向26ページ!!!!
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Roblox (a platformer) #games #trending #all
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@Stage\n\nwhen flag clicked\nset [sfx v] to [1]\nset [music v] to [1]\nbroadcast (init v) and wait\nbroadcast (menu v)\nforever\n set volume to (<(music) = [1]> * (100)) %\nend\n\nwhen I receive [@game v]\nset [@level v] to ((((Game) - (1)) * (12)) + (1))\nforever\n broadcast (tick v)\nend\n\nwhen flag clicked\nset [game v] to [0]\nset [timer v] to [0]\nforever\n change [timer v] by (timer)\n reset timer\nend\n\nwhen I receive [@game v]\nstop all sounds\nforever\n play sound (pick random (2) to (5)) until done\nend\n\nwhen I receive [menu v]\nrepeat until <(Game) > [0]>\n play sound [Backround5 - Kevin MacLeod Happy Boy End Theme v] until done\nend\n\nwhen I receive [tick v]\nswitch backdrop to (Game)\n\nwhen I receive [menu v]\nwait until <(Game) > [0]>\nstop all sounds\n\nwhen I receive [@game v]\nwait until <(Game) = [0]>\nstop all sounds\n\nwhen I receive [@game v]\nif <(Game) = [1]> then\n set [time v] to [0]\n wait until <not <(@Level) = [12]>>\n repeat until <(@Level) = [12]>\n change [time v] by (.1)\n wait (.1) seconds\n end\n show variable [world record: v]\n if <(World Record:) > (time)> then\n set [world record: v] to (time)\n end\nend\n\nwhen I receive [@game v]\nif <(Game) = [2]> then\n set [time v] to [0]\n wait until <not <(@Level) = [24]>>\n repeat until <(@Level) = [24]>\n change [time v] by (.1)\n wait (.1) seconds\n end\n show variable [world record 2: v]\n if <(World Record 2:) > (time)> then\n set [world record 2: v] to (time)\n end\nend\n\nwhen I receive [menu v]\nhide variable [world record: v]\nhide variable [world record 2: v]\n\nwhen I receive [init v]\nhide variable [world record: v]\nhide variable [world record 2: v]\n\nset [world record: v] to [100]\nset [world record 2: v] to [100]\n\n@blank\n\n@noob\n\ndefine touch ground\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by (-1)\n if <touching (_edge_ v)?> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\n end\n end\nend\n\nwhen I receive [reset v]\nshow\nswitch costume to (idle v)\ngo to x: (-200) y: (0)\nset size to (50) %\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [frame v] to [0]\nset rotation style [left-right v]\nrepeat (4)\n touch ground\nend\n\nwhen I receive [@game v]\nbroadcast (reset v)\ngo to [front v] layer\nforever\n if <(mode) = [game]> then\n switch costume to (hitbox v)\n change [frame v] by (.3)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <<key (space v) pressed?> or <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <(yvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [15]\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 <<key (space v) pressed?> or <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <touching (ground v)?> then\n start sound [Jump v]\n set [yvel v] to [15]\n end\n end\n change y by (1)\n if <touching (killparts v)?> then\n broadcast (oof v)\n start sound [Oof v]\n broadcast (reset v) and wait\n end\n if <(x position) > [235]> then\n change [@level v] by (1)\n broadcast (reset v)\n end\n if <(y position) < [-175]> then\n broadcast (oof v)\n start sound [Oof v]\n broadcast (reset v) and wait\n end\n switch costume to ((([floor v] of (frame) ) mod (2)) + (1))\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [xvel v] by (-1)\n change [frame v] by (.7)\n switch costume to ((([floor v] of (frame) ) mod (9)) + (4))\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n change [xvel v] by (1)\n change [frame v] by (.7)\n switch costume to ((([floor v] of (frame) ) mod (9)) + (4))\n end\n set [xvel v] to ((xvel) * (.85))\n change x by (xvel)\n if <(yvel) > [0]> then\n switch costume to (jump v)\n end\n end\nend\n\nwhen I receive [@game v]\nforever\n set volume to (<(sfx) = [1]> * (100)) %\nend\n\nwhen I receive [init v]\nhide\n\nwhen I receive [oof v]\nstart sound [Oof v]\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\n\nwhen I receive [init v]\nstop [other scripts in sprite v]\n\n@ground\n\nwhen I receive [tick v]\nswitch costume to (l1 v)\nswitch costume to (join [l] (@Level))\n\n@gui\n\ndefine d\ndelete this clone\n\ndefine create a clone myself\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\ndefine set class to: (s)\nset [class v] to (s)\nset [id v] to [0]\n\ndefine setup clones\nset [id v] to [0]\nset class to: [name]\ncreate a clone myself\nset class to: [chats]\ncreate a clone myself\nset class to: [button]\nrepeat (3)\n create a clone myself\nend\nset class to: [cover]\ncreate a clone myself\nset class to: [mbutton]\nrepeat (2)\n create a clone myself\nend\nset class to: [b]\nrepeat (3)\n create a clone myself\nend\nset class to: [s]\nrepeat (2)\n create a clone myself\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [@game v]\nd\nhide\nset [sn? v] to [1]\nset [mode v] to [game]\nset size to (100) %\nsetup clones\n\nwhen I start as a clone\nif <(class) = [button]> then\n forever\n if <touching (mouse-pointer v)?> then\n if <(mode) = [game]> then\n start sound [Button v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [button]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((65) - (size)) / (5))\n set [brightness v] effect to (15)\n else\n change size by (((67) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [button]> then\n if <(id) = [1]> then\n forever\n switch costume to (menu v)\n go to x: (-210) y: (157)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(mode) = [game]> then\n set [mode v] to [players]\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [button]> then\n if <(id) = [2]> then\n forever\n set [msg? v] to [0]\n switch costume to (msgs v)\n go to x: (-170) y: (157)\n wait (15) seconds\n repeat until <<<touching (mouse-pointer v)?> and <mouse down?>> or <(msg?) = [1]>>\n switch costume to (msgs-1 v)\n set [brightness v] effect to ((([sin v] of ((timer) * (250)) ) * (5)) + (20))\n end\n repeat until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n switch costume to (msgs v)\n set [msg? v] to [1]\n set [yvel v] to [0]\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [button]> then\n if <(id) = [3]> then\n forever\n switch costume to (leaderboard v)\n go to x: (210) y: (165)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [sn? v] to ((1) - (sn?))\n wait until <not <mouse down?>>\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [name]> then\n if <(id) = [1]> then\n forever\n switch costume to (name v)\n go to x: (-10) y: (-25)\n if <(sn?) = [1]> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [chats]> then\n if <(id) = [1]> then\n set [ghost v] effect to (0)\n forever\n hide\n switch costume to (chats v)\n go to x: (-90) y: (85)\n if <(msg?) = [1]> then\n show\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [cover]> then\n go to [front v] layer\n forever\n if <<(mode) = [players]> or <(mode) = [settings]>> then\n go to [front v] layer\n switch costume to (join (mode) [tab])\n show\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [mbutton]> then\n if <(id) = [1]> then\n forever\n go to x: (0) y: (0)\n switch costume to (players v)\n go to [front v] layer\n if <<(mode) = [players]> or <(mode) = [settings]>> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [mbutton]> then\n forever\n if <touching (mouse-pointer v)?> then\n if <not <(mode) = [game]>> then\n start sound [Button v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [mbutton]> then\n if <(id) = [2]> then\n forever\n go to x: (0) y: (0)\n switch costume to (settings v)\n go to [front v] layer\n if <<(mode) = [players]> or <(mode) = [settings]>> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [mbutton]> then\n show\n forever\n if <not <(mode) = [game]>> then\n if <touching (mouse-pointer v)?> then\n change size by (((102) - (size)) / (5))\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [mode v] to (costume [name v])\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [b]> then\n forever\n set size to (80) %\n go to x: (((id) * (130)) - (260)) y: (-150)\n go to [front v] layer\n if <(mode) = [players]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (2)\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [b]> then\n if <(id) = [1]> then\n forever\n switch costume to (reset v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [mode v] to [game]\n broadcast (oof v) and wait\n broadcast (reset v)\n end\n end\n if <not <(mode) = [game]>> then\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n set [mode v] to [game]\n broadcast (oof v) and wait\n broadcast (reset v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [b]> then\n if <(id) = [2]> then\n forever\n switch costume to (leave v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (menu v) and wait\n end\n end\n if <not <(mode) = [game]>> then\n if <key (l v) pressed?> then\n wait until <not <key (l v) pressed?>>\n set [game v] to [0]\n broadcast (init v) and wait\n broadcast (menu v) and wait\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [b]> then\n if <(id) = [3]> then\n forever\n switch costume to (resume v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [mode v] to [game]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [s]> then\n forever\n set size to (80) %\n go to [front v] layer\n switch costume to (b1 v)\n if <(mode) = [settings]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (2)\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [s]> then\n if <(id) = [1]> then\n forever\n go to x: (75) y: (57)\n switch costume to (join [b] (music))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [music v] to ((1) - (music))\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (2)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(class) = [s]> then\n if <(id) = [2]> then\n forever\n go to x: (165) y: (-27)\n switch costume to (join [b] (sfx))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [sfx v] to ((1) - (sfx))\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (2)\n end\n end\n end\nend\n\nwhen I start as a clone\n\n set volume to (<(sfx) = [1]> * (100)) %\nend\n\n@shadow\n\nwhen I receive [tick v]\nswitch costume to (hb v)\ngo to (noob v)\ntouch ground\nswitch costume to (costume1 v)\nset [ghost v] effect to (((distance to [noob v]) / (2)) + (30))\n\ndefine touch ground\nrepeat until <touching (ground v)?>\n change y by (-1)\n if <(y position) < [-180]> then\n stop [this script v]\n end\nend\nchange y by (1)\n\nwhen I receive [@game v]\nshow\ngo to [front v] layer\n\nwhen I receive [init v]\nhide\n\nwhen I receive [menu v]\nhide\n\n@forcefield\n\nwhen I receive [oof v]\nd\ncreate clone of (_myself_ v)\n\ndefine force\nshow\ngo to [front v] layer\ngo to x: (-200) y: (0)\nset size to (10) %\nset [ghost v] effect to (100)\nset [brightness v] effect to (10)\nrepeat (20)\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (4))\n go to (noob v)\nend\nrepeat (50)\n go to (noob v)\nend\nrepeat (25)\n change [ghost v] effect by (5)\n go to (noob v)\nend\nhide\ndelete this clone\n\nwhen I receive [init v]\nhide\n\nwhen I start as a clone\nforce\n\ndefine d\ndelete this clone\n\nwhen I receive [@game v]\nd\ncreate clone of (_myself_ v)\n\n@killparts\n\nwhen I receive [tick v]\nswitch costume to (blank v)\nswitch costume to (join [l] (@Level))\n\n@death\n\nwhen I receive [oof v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [init v]\nhide\n\n@Words\n\nwhen I receive [tick v]\ngo to x: (0) y: (100)\nswitch costume to (blank v)\nswitch costume to (join [l] (@Level))\n\n@reblex\n\ndefine create a clone myself\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\ndefine set class to: (s)\nset [class v] to (s)\nset [id v] to [0]\n\ndefine setup clones\nset class to: [screen]\ncreate a clone myself\nset class to: [games]\nrepeat (2)\n create a clone myself\nend\n\nwhen I start as a clone\nif <(class) = [screen]> then\n go to x: (0) y: (0)\n switch costume to (screen v)\nend\n\nwhen I receive [menu v]\nhide\nset [msg? v] to [0]\nset [@level v] to [0]\nset [game v] to [0]\nset [mode v] to [menu]\nsetup clones\n\nwhen I start as a clone\nif <(class) = [games]> then\n if <(id) = [1]> then\n go to [front v] layer\n forever\n go to x: (-100) y: (0)\n switch costume to (game1 v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [game v] to [1]\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(class) = [games]> then\n if <(id) = [2]> then\n go to [front v] layer\n forever\n go to x: (100) y: (0)\n switch costume to (game2 v)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [game v] to [2]\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen I start as a clone\n\n if <(Game) > [0]> then\n stop [other scripts in sprite v]\n wait (2) seconds\n delete this clone\n end\nend\n\n@Loading\n\ndefine d\ndelete this clone\n\ndefine set class to: (s)\nset [class v] to (s)\nset [id v] to [0]\n\ndefine create a clone myself\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\ndefine SETUP CLONES\nset class to: [cover]\ncreate a clone myself\nset class to: [logo]\ncreate a clone myself\n\nwhen I start as a clone\nif <(class) = [cover]> then\n switch costume to (join [game] (Game))\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(class) = [logo]> then\n switch costume to (logo v)\n \n turn right (2) degrees\n go to x: (165) y: (-125)\n go to [front v] layer\n end\nend\n\nwhen I receive [menu v]\nd\nwait until <not <(Game) > [0]>>\nwait until <(Game) > [0]>\nSETUP CLONES\nwait (pick random (3) to (5)) seconds\nset [mode v] to [game]\nbroadcast (@game v)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\n\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [init v]\nset size to (100) %\nhide\n\nwhen I receive [@game v]\nstop [other scripts in sprite v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@thumbnail\n\nwhen [timer v] > ()\nhide variable [world record: v]\nhide variable [world record 2: v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
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❤️⭐ FOLLOW FOR MORE~ @-EnergyCodes- \nmy goal is to hit 50 hearts :))\n\ncheck out this game you might like!\nhttps://scratch.mit.edu/projects/676783705/\n\n● controls\nWAD or arrows to move (MOBILE FRIENDLY)\nuse the menu to reset, leave, or change the settings (like roblox...)\n● notes\nrobElocks is roblox and chuck e cheese at the same time... listen i was bored ok?\nyour a noob so you can't get robux lol\nyes. all art is created by me (expect for the settings button XD)\n@coltroc for sounds.\ni found out the noobrobloxfan123 is actually a roblox noob lol\ncredit to @roblox for inspiration\nyou for playing! (no seriously i really inspirated it :D)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ntaggy tag tags\n#noob #games #trending #all #platformer #roblox
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Hardest Platformer Ever
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@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen flag clicked\nforever\n set [level v] to (backdrop [name v])\n wait (1) seconds\n if <<(☁ highscore) < (Level)> or <(☁ highscore) = (Level)>> then\n set [☁ highscore v] to (Level)\n wait (1) seconds\n end\nend\n\n@-\n\nwhen flag clicked\nset [deaths v] to [0]\nset [timer v] to [0]\ngo to x: (-223) y: (-130)\nset [x v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nreset timer\nforever\n if <touching color (#99b3ff)?> then\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 if <key (down arrow v) pressed?> then\n change [yv v] by (-1)\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (1)\n end\n set [xv v] to ((xv) * (0.8))\n set [yv v] to ((yv) * (0.8))\n change [yv v] by (((yv) / (15)) + (0.1))\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (0) y: (-121)\n set [x v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n change x by (xv)\n change y by (yv)\n if <not <touching color (#99b3ff)?>> then\n change y by (-2)\n if <touching color (#99b3ff)?> then\n change y by (2)\n change y by ((-1) * (yv))\n if <key (up arrow v) pressed?> then\n change y by (yv)\n set [yv v] to [7]\n end\n end\n end\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * (xv))\n set [xv v] to ((-1) * (xv))\n end\n change y by (2)\n end\n if <touching color (#000008)?> then\n change y by (-6)\n if <not <touching color (#000008)?>> then\n change y by ((-1) * (yv))\n set [yv v] to ((-1) * (yv))\n end\n change y by (6)\n end\n else\n if <<(y position) < [-170]> or <<touching color (#ff0000)?> or <touching color (#d00000)?>>> then\n go to x: (-223) y: (-130)\n change [deaths v] by (1)\n set [x v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.75)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.75)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [yv v] to [7]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [xv v] to [0]\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <<key (up arrow v) pressed?> and <touching color (#000008)?>> then\n set [yv v] to [7]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n if <(yv) < [3]> then\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[238] < (x position)> then\n go to x: (-223) y: (-135)\n set [x v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n next backdrop\n end\nend\n\nwhen [r v] key pressed\nchange [deaths v] by (1)\ngo to x: (-223) y: (-130)\nset [x v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nforever\n if <<touching color (#bd00ff)?> or <touching color (#bd00ff)?>> then\n set [yv v] to [9]\n else\n if <touching color (#5800ff)?> then\n set [yv v] to [12]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffc7fa)?> then\n go to x: (215) y: (53)\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nwhen [z v] key pressed\nshow variable [deaths v]\nshow variable [timer v]\n\nwhen [x v] key pressed\nhide variable [deaths v]\nhide variable [timer v]\n\nwhen I receive [left v]\nchange [xv v] by (-1)\n\nwhen I receive [right v]\nchange [xv v] by (1)\n\nwhen I receive [up v]\nset [yv v] to [7]\nwait until <touching color (#305c80)?>\n\n@Icon\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@MovingPlat\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [8 v]\nrepeat until <not <(backdrop [name v]) = [8]>>\n show\n go to x: (-159) y: (-260)\n glide (12) secs to x: (-159) y: (240)\n hide\n wait (0.1) seconds\nend\nhide\n\n@Right\n\nwhen flag clicked\ngo to x: (-170) y: (145)\nforever\n if <key (right arrow v) pressed?> then\n set [brightness v] effect to (-15)\n else\n clear graphic effects\n end\nend\n\nwhen [z v] key pressed\nshow\n\nwhen [x v] key pressed\nhide\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Right v)\n end\nend\n\n@Left\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n set [brightness v] effect to (-15)\n else\n clear graphic effects\n end\nend\n\ngo to x: (-214) y: (145)\n\nwhen [z v] key pressed\nshow\n\nwhen [x v] key pressed\nhide\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Left v) and wait\n end\nend\n\n@Down\n\nwhen flag clicked\ngo to x: (-192) y: (135)\nforever\n if <key (down arrow v) pressed?> then\n set [brightness v] effect to (-15)\n else\n clear graphic effects\n end\nend\n\nwhen [z v] key pressed\nshow\n\nwhen [x v] key pressed\nhide\n\n@Up\n\nwhen flag clicked\ngo to x: (-192) y: (156)\nforever\n if <key (up arrow v) pressed?> then\n set [brightness v] effect to (-15)\n else\n clear graphic effects\n end\nend\n\nwhen [z v] key pressed\nshow\n\nwhen [x v] key pressed\nhide\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Up v)\n end\nend\n\n
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The Hardest Platformer EVER. Good luck.\n-------------------------------------------------\nUse the arrow keys to move. (<^>)\n-------------------------------------------------\nThere are 10 levels in this game, each one harder than the last (which 2 exceptions.) If I'm being honest, I don't think anybody will beat this. If somebody is up to the challenge, you'll be grinding for a while.\n-------------------------------------------------\nFarthest Confirmable Run: Level #10 by sjdev\n\nMade in 2 days.
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ACTION PLATFORMER v2.6
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@Stage\n\n@プレーヤー\n\ndefine 初期位置\nset x to (-216)\nset y to (-8)\ngo to x: (-216) y: (-8)\nset size to (120) %\ngo to x: (-216) y: (-8)\nset rotation style [left-right v]\nset x to (-216)\nset y to (-8)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [スタート v]\nset [ステージ v] to [1]\nshow\ngo to x: (-216) y: (-8)\n初期位置\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.75)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.75)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.8))\n change x by (X)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(X) > [0]> then\n start sound [壁キック v]\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n start sound [壁キック v]\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (ステージ v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n start sound [ジャンプ v]\n change [y v] by (16)\n end\n change y by (1)\n if <not <(ステージ) = [15]>> then\n if <(x position) > [242]> then\n go to x: (-216) y: (-8)\n go to x: (-216) y: (-8)\n go to x: (-216) y: (-8)\n 初期位置\n go to x: (-216) y: (-8)\n go to x: (-216) y: (-8)\n broadcast (NEXT LEVEL v)\n wait (0.05) seconds\n hide\n end\n end\n if <not <<<(ステージ) = [8]> or <(ステージ) = [10]>> or <(ステージ) = [3]>>> then\n if <<touching (とげ・マグマ v)?> or <(y position) < [-72]>> then\n 初期位置\n set x to (-216)\n set y to (-8)\n go to x: (-216) y: (-8)\n wait (0.05) seconds\n end\n end\n if <(ステージ) = [8]> then\n if <(y position) = [-186]> then\n go to x: (-216) y: (-8)\n go to x: (-216) y: (-8)\n 初期位置\n set x to (-216)\n set y to (-8)\n go to x: (-216) y: (-8)\n go to x: (-216) y: (-8)\n wait (0.05) seconds\n end\n end\n if <(ステージ) = [10]> then\n if <touching (とげ・マグマ v)?> then\n go to x: (-216) y: (-8)\n go to x: (-216) y: (-8)\n 初期位置\n set x to (-216)\n set y to (-8)\n go to x: (-216) y: (-8)\n go to x: (-216) y: (-8)\n wait (0.05) seconds\n end\n if <(y position) < [-89]> then\n 初期位置\n end\n end\n if <(ステージ) = [3]> then\n if <(y position) = [-186]> then\n go to x: (-216) y: (-8)\n go to x: (-216) y: (-8)\n 初期位置\n set x to (-216)\n set y to (-8)\n go to x: (-216) y: (-8)\n go to x: (-216) y: (-8)\n wait (0.05) seconds\n end\n end\nend\n\nwhen I receive [次 v]\nshow\n\nwhen I receive [スタート v]\nshow variable [タイム v]\nset [タイム v] to [0]\nrepeat until <(ステージ) = [15]>\n wait (1) seconds\n change [タイム v] by (1)\n if <(ステージ) = [15]> then\n broadcast (ゴール v)\n end\nend\n\nwhen I receive [ゴール v]\nshow variable [☁ タイム世界記録 v]\nforever\n change [タイム v] by (0)\n if <(タイム) < (☁ タイム世界記録)> then\n set [☁ タイム世界記録 v] to (タイム)\n end\nend\n\nwhen I receive [\[intro\]end v]\nhide variable [タイム v]\nhide variable [☁ タイム世界記録 v]\nswitch backdrop to (サムネイル v)\nwait (1) seconds\nswitch backdrop to (背景 v)\nbroadcast (スタート v)\n\nwhen flag clicked\nhide\nhide variable [☁ タイム世界記録 v]\nhide variable [タイム v]\nset [タイム v] to [0]\nswitch backdrop to (背景 v)\n\n@ステージ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nswitch costume to (ステージ1 v)\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [next level v]\nchange [ステージ v] by (1)\n\nwhen flag clicked\nset [ステージ v] to [1]\n\n@とげ・マグマ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@サムネイル\n\nwhen flag clicked\nforever\n show\n change [ghost v] effect by (100)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@バネ\n\nwhen I receive [スタート v]\ngo to x: (-25) y: (-65)\nhide\nforever\n if <(ステージ) = [12]> then\n バネ\n end\n if <(ステージ) = [13]> then\n hide\n end\nend\n\ndefine バネ\nshow\nif <touching (プレーヤー v)?> then\n start sound [ジャンプ v]\n switch costume to (2 v)\n set [y v] to [22]\nelse\n switch costume to (1 v)\nend\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to x: (215) y: (141)\nshow\nset size to (100) %\nset [三角関数 v] to [0]\nforever\n go to [back v] layer\n change [三角関数 v] by (5)\n change size by ([cos v] of (三角関数) )\nend\n\n@ターボ対策プログラム\n\nwhen flag clicked\nforever\n if <(ターボ対策) > [50]> then\n broadcast (ターボ検知 v)\n end\nend\n\nwhen I receive [ターボ検知 v]\nstop [all v]\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n set [ターボ対策 v] to [0]\nend\n\nwhen flag clicked\nset [ターボ対策 v] to [0]\nforever\n change [ターボ対策 v] by (10)\nend\n\n@スプライト1\n\nwhen I start as a clone\nshow\ngo to x: (-400) y: (0)\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or >>> then\n repeat (50)\n change x by (((0) - (x position)) / (10))\n end\nend\n\nwhen I start as a clone\ngo to x: (-400) y: (0)\nshow\nif then\n repeat (50)\n change x by (((-100) - (x position)) / (10))\n end\nend\n\nwhen I start as a clone\ngo to x: (-400) y: (0)\nshow\nif then\n repeat (50)\n change x by (((-30) - (x position)) / (10))\n end\nend\n\nwhen I start as a clone\ngo to x: (-400) y: (0)\nshow\nif then\n repeat (50)\n change x by (((50) - (x position)) / (10))\n end\nend\n\nwhen I start as a clone\ngo to x: (-400) y: (0)\nshow\nif then\n repeat (50)\n change x by (((120) - (x position)) / (10))\n end\nend\n\nwhen I start as a clone\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next v]\nset [ghost v] effect to (0)\nhide\nswitch costume to (コスチューム8 v)\nrepeat (8)\n next costume\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nwait (1) seconds\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next level v]\nbroadcast (next v)\nwait (3) seconds\nbroadcast (次 v)\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\n
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▼新作 new work\n https://scratch.mit.edu/projects/752652993\n▼TAKE0221のスタジオ TAKE0221's studio\n https://scratch.mit.edu/studios/32253629/\n▼PLATFORMERのスタジオ PLATFORMER studio\n https://scratch.mit.edu/studios/32317562/\n--------------------------------------------------------------------------[日本語]\n◯操作方法 \n WSDA・上下左右キー操作 タップ操作\n[English]\n◯ How to operate\n WSDA/up/down/left/right key operation tap operation \n--------------------------------------------------------------------------\n ぜひタイムをコメントに書いて下さい。\n 作者のタイム→87秒\n Please write your time in the comments.\n Author's time →87 seconds\n フォローと♡・☆もお願いします!\n Please follow me and ♡・☆!
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Villager Platformer ✩エンド編✩
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nwait (1) seconds\nswitch backdrop to (背景1 v)\nforever\n if <key (space v) pressed?> then\n switch backdrop to (背景2 v)\n end\n if <key (a v) pressed?> then\n switch backdrop to (背景1 v)\n end\n if <(swyn数値) = [4]> then\n switch backdrop to (ざえんど v)\n end\nend\n\nwhen I receive [the end v]\nforever\n start sound [minecraft v]\nend\n\n@マグマ\n\nwhen I receive [スタート v]\n\nshow\n\nclear graphic effects\nset [color v] effect to (80)\n\nforever\n switch costume to (ステージ)\nend\n\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(サワヤンとは.....はいどーーーーーーーも皆さん今ちくわ!サワヤンゲームズでスター!しゃ!である.....) = (item (2) of [sawayan v])> then\n switch costume to (コスチューム4 v)\n show\n else\n if <(サワヤンとは.....はいどーーーーーーーも皆さん今ちくわ!サワヤンゲームズでスター!しゃ!である.....) = (item (3) of [sawayan v])> then\n switch costume to (コスチューム5 v)\n show\n else\n if <(サワヤンとは.....はいどーーーーーーーも皆さん今ちくわ!サワヤンゲームズでスター!しゃ!である.....) = (item (4) of [sawayan v])> then\n switch costume to (コスチューム6 v)\n show\n else\n hide\n end\n end\n end\nend\n\n@Next!\n\nwhen I receive [next v]\nset [color v] effect to (pick random (-250) to (250))\ngo to [front v] layer\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n set [move v] to [OK]\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\n@村人\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (villager-walk-1 v)\nhide\n\nwhen I receive [the end v]\ngo to x: (-190) y: (-50)\nshow\nforever\n if <(45) = []> then\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n next costume\n wait (0.07) seconds\n if <(costume [number v]) = [5]> then\n switch costume to (villager-walk-1 v)\n end\n if <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n switch costume to (villager-walk-3 v)\n end\n end\n end\nend\n\nwhen I receive [the end v]\nset [ʕ⁎̯͡⁎ʔ༄ v] to [0]\ngo to [front v] layer\nset [saqwesrdtghyjik v] to []\nswitch costume to (villager-walk-3 v)\nset [45 v] to []\nset rotation style [left-right v]\npoint in direction (90)\nshow\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set rotation style [left-right v]\n change [動力\(x\) v] by (-0.65)\n point in direction (-90)\n broadcast (左 v)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set rotation style [left-right v]\n change [動力\(x\) v] by (0.65)\n point in direction (90)\n broadcast (右 v)\n end\n set [動力\(x\) v] to ((動力\(x\)) * (0.9))\n change x by (動力\(x\))\n if <<touching (地面 v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change x by ((動力\(x\)) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(動力\(x\)) > [0]> then\n set [動力\(x\) v] to [-5]\n else\n set [動力\(x\) v] to [5]\n end\n set [動力\(y\) v] to [10]\n else\n set [動力\(x\) v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [動力\(y\) v] to [13]\n end\n end\n change y by (1)\n change [動力\(y\) v] by (-1)\n change y by (動力\(y\))\n if <<touching (地面 v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n hide variable [動力\(x\) v]\n if <<key (down arrow v) pressed?> or <<<mouse down?> and <(mouse y) < (y position)>> or <key (s v) pressed?>>> then\n switch costume to (コスチューム4 v)\n else\n switch costume to (コスチューム1 v)\n end\n if <(x position) > [230]> then\n if <not <([costume # v] of [stage v]) = [10]>> then\n set [動力\(y\) v] to [0]\n set [動力\(x\) v] to [0]\n go to x: (-180) y: (-50)\n broadcast (Next v)\n wait (1) seconds\n end\n end\n if <<<<touching (障害物 v)?> or <(y position) < [-170]>> or <touching (マグマ v)?>> or <touching (敵mob2 v)?>> then\n start sound [hurt v]\n set [45 v] to [0]\n broadcast (死んだ v) and wait\n set [45 v] to []\n end\n if <touching (wa-pinngu v)?> then\n go to x: (-190) y: (-50)\n broadcast (NEXT v)\n wait (1.5) seconds\n end\nend\n\nwhen I receive [死んだ v]\nset [ʕ⁎̯͡⁎ʔ༄ v] to [1]\nset [saqwesrdtghyjik v] to [0]\nお前はもう死んでいる\nset [ʕ⁎̯͡⁎ʔ༄ v] to [0]\n\ndefine お前はもう死んでいる\nswitch costume to (villager-walk-1-hurt v)\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\nbroadcast (しんだ⭐ v)\nrepeat (5)\n change y by (10)\nend\nrepeat (3)\n change y by (7)\nend\nrepeat (3)\n change y by (4)\nend\nrepeat (3)\n change y by (2)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (3)\n change y by (-5)\nend\nrepeat (3)\n change y by (-7)\nend\nrepeat until <(y position) < [-170]>\n change y by (-15)\nend\nset rotation style [don't rotate v]\ngo to x: (-190) y: (-50)\nswitch costume to (villager-walk-1 v)\nset [saqwesrdtghyjik v] to []\n\nwhen I receive [しんだ⭐ v]\nset rotation style [all around v]\nrepeat until <(y position) < [-170]>\n set rotation style [all around v]\n turn right (15) degrees\nend\n\nwhen I receive [the end v]\nwait (4) seconds\nforever\n if <(45) = []> then\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) < (mouse x)>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [griffpatch様 v] to (pick random (1) to (2))\n if <(Griffpatch様) = [1]> then\n play sound [fallbig1 v] until done\n end\n if <(Griffpatch様) = [2]> then\n play sound [fallbig2 v] until done\n end\n end\n end\n end\nend\n\nwhen I receive [the end v]\nforever\n if <key (r v) pressed?> then\n start sound [hurt v]\n switch costume to (villager-walk-1-hurt v)\n glide (1) secs to x: (-190) y: (-50)\n switch costume to (villager-walk-3 v)\n end\nend\n\nwhen I receive [リスポーン v]\nset [ʕ⁎̯͡⁎ʔ༄ v] to [1]\nstart sound [hurt v]\nswitch costume to (villager-walk-1-hurt v)\nglide (1) secs to x: (-190) y: (-50)\nswitch costume to (villager-walk-3 v)\nset [ʕ⁎̯͡⁎ʔ༄ v] to [0]\n\nwhen I receive [ブチュ v]\nhide\n\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait (0.01) seconds\ngo to [front v] layer\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (-3) y: (1)\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n if <(swyn数値) = [0]> then\n switch costume to (コスチューム1 v)\n go to x: (36) y: (28)\n show\n else\n if <(swyn数値) = [1]> then\n switch costume to (コスチューム2 v)\n go to x: (36) y: (28)\n show\n else\n hide\n end\n end\nend\n\n@ INTRO\n\nwhen I start as a clone\nif <(costume [name v]) = [font]> then\n go to x: (0) y: (0)\n point in direction (120)\n go to [front v] layer\n set size to (60) %\n show\n repeat (50)\n turn right ([abs v] of (((90) - (direction)) / (2)) ) degrees\n end\n WAIT [1.7]\n shake [l]\n WAIT [2.3]\n shake [r]\n WAIT [2.8]\n shake [l]\n WAIT [3.3]\n shake [r]\n WAIT [3.8]\n shake [l]\n WAIT [4.3]\n shake [r]\n WAIT [4.8]\n shake [l]\n WAIT [5.3]\n shake [r]\n WAIT [5.8]\n shake [l]\n WAIT [6.3]\n shake [r]\n WAIT [6.8]\n shake [l]\n WAIT [7.3]\n shake [r]\n WAIT [7.8]\n shake [l]\n WAIT [8.3]\n shake [r]\n WAIT [8.8]\n shake [l]\n WAIT [9.3]\n shake [r]\n WAIT [9.8]\n shake [l]\n WAIT [10.3]\n shake [r]\n WAIT [10.8]\n shake [l]\n WAIT [11.3]\n shake [r]\n WAIT [11.8]\n shake [l]\n WAIT [12.3]\n shake [s]\n WAIT [12.8]\n switch costume to (by v)\n shake [r]\n WAIT [13.3]\n shake [l]\n WAIT [13.8]\n shake [l]\n WAIT [14.3]\n shake [s]\n WAIT [14.8]\n switch costume to (font v)\n shake [r]\n WAIT [15.3]\n shake [l]\n go to [back v] layer\nend\n\ndefine shake (lr)\nif <(lr) = [R]> then\n set [s1 v] to [50]\n set [s2 v] to [30]\nelse\n set [s1 v] to [-50]\n set [s2 v] to [-30]\nend\nrepeat (13)\n go to [front v] layer\n turn right (S1) degrees\n change x by (S2)\n change [s1 v] by ((((90) - (direction)) / (3)) - ((S1) / (3)))\n change [s2 v] by ((((0) - (x position)) / (5)) - ((S2) / (5)))\n insert (x position) at (1) of [x v] \n insert (direction) at (1) of [direction v] \nend\ngo to x: (0) y: (0)\npoint in direction (90)\n\ndefine WAIT (time)\nwait until <(time) < (timer)>\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (.0000000000000000000000000000000000000000000000000000000000000000000001) seconds\nset [n v] to [0]\nstart sound [Memes \[NCS Release\]3 v]\nswitch costume to (font v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (150)\nswitch costume to (ban v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-150)\nswitch costume to (ban v)\ncreate clone of (_myself_ v)\nswitch costume to (che v)\ncreate clone of (_myself_ v)\nrepeat (12)\n switch costume to (すぷらいん白 v)\n create clone of (_myself_ v)\n switch costume to (すぷらいん v)\n create clone of (_myself_ v)\nend\nset [n v] to [0]\nswitch costume to (black v)\ncreate clone of (_myself_ v)\nset [n v] to [1]\nswitch costume to (black v)\ncreate clone of (_myself_ v)\nswitch costume to (p_pinwheel v)\ncreate clone of (_myself_ v)\ngo to x: (-130) y: (0)\nswitch costume to (ban v)\ncreate clone of (_myself_ v)\ngo to x: (130) y: (0)\nswitch costume to (ban v)\ncreate clone of (_myself_ v)\nwait (0.4) seconds\ngo to x: (0) y: (0)\nrepeat (12)\n wait (0.4) seconds\n switch costume to (ban v)\n create clone of (_myself_ v)\nend\nrepeat (12)\n wait (0.4) seconds\n switch costume to (ben v)\n go to x: (130) y: (60)\n create clone of (_myself_ v)\n switch costume to (ben v)\n go to x: (-130) y: (60)\n create clone of (_myself_ v)\n switch costume to (ben v)\n go to x: (-130) y: (0)\n create clone of (_myself_ v)\n switch costume to (ben v)\n go to x: (-130) y: (-60)\n create clone of (_myself_ v)\n switch costume to (ben v)\n go to x: (130) y: (-60)\n create clone of (_myself_ v)\n switch costume to (ben v)\n go to x: () y: (-60)\n create clone of (_myself_ v)\n switch costume to (ben v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\nend\nrepeat (6)\n wait (0.4) seconds\n switch costume to (ben v)\n go to x: (200) y: (60)\n create clone of (_myself_ v)\n switch costume to (ben v)\n go to x: (-200) y: (60)\n create clone of (_myself_ v)\n switch costume to (ben v)\n go to x: (-200) y: (0)\n create clone of (_myself_ v)\n switch costume to (ben v)\n go to x: (-200) y: (-60)\n create clone of (_myself_ v)\n switch costume to (ben v)\n go to x: (200) y: (-60)\n create clone of (_myself_ v)\nend\nwait (1.5) seconds\nswitch costume to (shakin v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [ban]> then\n set x to ((X) + (item (1) of [x v]))\n point in direction (90)\n go to [front v] layer\n go [backward v] (3) layers\n set size to (100) %\n show\n repeat (15)\n change [n v] by (((10000) - (N)) / (5))\n change size by (((400) - (size)) / (5))\n set [fisheye v] effect to (N)\n set x to ((X) + (item (1) of [x v]))\n end\n repeat (5)\n change [ghost v] effect by (20)\n set x to ((X) + (item (1) of [x v]))\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\ndefine UP DOWN\ngo to [front v] layer\nif <(N) = [1]> then\n set y to (250)\n repeat (10)\n change y by (((300) - (y position)) / (5))\n if <(timer) < [10.7]> then\n go to [front v] layer\n end\n end\nelse\n set y to (-250)\n repeat (10)\n change y by (((-300) - (y position)) / (5))\n if <(timer) < [10.7]> then\n go to [front v] layer\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [black]> then\n if <(N) = [1]> then\n go to x: (0) y: (340)\n else\n go to x: (0) y: (-340)\n end\n point in direction (90)\n go to [front v] layer\n set size to (100) %\n show\n repeat (40)\n if <(N) = [1]> then\n change y by (((300) - (y position)) / (5))\n else\n change y by (((-300) - (y position)) / (5))\n end\n end\n WAIT [1.8]\n UP DOWN\n WAIT [2.3]\n UP DOWN\n WAIT [2.8]\n UP DOWN\n WAIT [3.3]\n UP DOWN\n WAIT [3.8]\n UP DOWN\n WAIT [4.25]\n UP DOWN\n WAIT [4.7]\n UP DOWN\n WAIT [5.15]\n UP DOWN\n WAIT [5.6]\n UP DOWN\n WAIT [6.05]\n UP DOWN\n WAIT [6.5]\n UP DOWN\n WAIT [6.95]\n UP DOWN\n WAIT [7.4]\n UP DOWN\n WAIT [7.85]\n UP DOWN\n WAIT [8.3]\n UP DOWN\n WAIT [8.75]\n UP DOWN\n WAIT [9.2]\n UP DOWN\n WAIT [9.65]\n UP DOWN\n WAIT [10.1]\n UP DOWN\n WAIT [10.55]\n UP DOWN\n WAIT [11.1]\n UP DOWN\n WAIT [11.5]\n UP DOWN\n WAIT [12.1]\n UP DOWN\n WAIT [12.5]\n UP DOWN\n WAIT [13.1]\n UP DOWN\n WAIT [12.5]\n UP DOWN\n WAIT [13,1]\n UP DOWN\n WAIT [13.5]\n UP DOWN\n WAIT [14.1]\n UP DOWN\n WAIT [14,5]\n UP DOWN\n WAIT [15.1]\n UP DOWN\n WAIT [15.6]\n UP DOWN\n WAIT [16.1]\n UP DOWN\n WAIT [16.5]\n UP DOWN\n WAIT [17.1]\n UP DOWN\n WAIT [17.5]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [ben]> then\n set x to ((X) + (item (1) of [x v]))\n switch costume to (ben v)\n point in direction (90)\n go to [front v] layer\n go [backward v] (3) layers\n set size to (100) %\n show\n repeat (15)\n change [n v] by (((10000) - (N)) / (5))\n change size by (((400) - (size)) / (5))\n set [fisheye v] effect to (N)\n set x to ((X) + (item (1) of [x v]))\n end\n repeat (5)\n change [ghost v] effect by (20)\n set x to ((X) + (item (1) of [x v]))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Panzoid]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (panzoid v)\n go to x: (0) y: (0)\n set size to (2) %\n point in direction (90)\n clear graphic effects\n repeat (15)\n change size by (((105) - (size)) / (10))\n if <[150] < (size)> then\n delete this clone\n end\n end\n repeat (15)\n switch costume to (size hack v)\n change size by (((210) - (size)) / (10))\n switch costume to (panzoid v)\n if <[150] < (size)> then\n delete this clone\n end\n end\n repeat (15)\n switch costume to (size hack v)\n change size by (((315) - (size)) / (10))\n switch costume to (panzoid v)\n if <[150] < (size)> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0.4) seconds\nrepeat (30)\n wait (0.4) seconds\n go to [back v] layer\n switch costume to (panzoid v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n go to [front v] layer\n show\n go to [front v] layer\n go to x: (-3000000) y: (0)\n go to [front v] layer\n wait (.01) seconds\n go to [front v] layer\n glide (0.5) secs to x: (200) y: (0)\n go to [front v] layer\n broadcast (THE END v)\n delete this clone\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n go to x: (0) y: (0)\n repeat (400)\n turn right (6) degrees\n show\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [すぷらいん白]> then\n show\n clear graphic effects\n switch costume to (すぷらいん白 v)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (150)\n point in direction (90)\n forever\n turn right (6) degrees\n move (16) steps\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [すぷらいん]> then\n show\n clear graphic effects\n switch costume to (すぷらいん v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (0) y: (150)\n point in direction (90)\n forever\n turn right (6) degrees\n move (16) steps\n end\nend\n\n@地面\n\nwhen I receive [スタート v]\n\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nforever\n if <(costume [number v]) = [4]> then\n set [swyn数値 v] to [0]\n set [swyn v] to (swyn数値)\n else\n if <(costume [number v]) = [5]> then\n set [swyn数値 v] to [1]\n set [swyn v] to (swyn数値)\n else\n if <(costume [number v]) = [6]> then\n set [swyn数値 v] to [2]\n set [swyn v] to (swyn数値)\n else\n if <(costume [number v]) = [12]> then\n set [swyn数値 v] to [3]\n set [swyn v] to (swyn数値)\n else\n if <(costume [number v]) = [16]> then\n set [swyn数値 v] to [4]\n set [swyn v] to (swyn数値)\n else\n if <(costume [number v]) = [15]> then\n set [swyn数値 v] to [5]\n set [swyn v] to (swyn数値)\n else\n set [swyn数値 v] to [-1]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [the end v]\nshow\n\nwhen flag clicked\nset [swyn数値 v] to [-1]\n\n@wa-pinngu\n\nwhen flag clicked\nhide\nforever\n if <(swyn数値) = [2]> then\n go to x: (-9) y: (-30)\n switch costume to (コスチューム1 v)\n show\n else\n if <(swyn数値) = [3]> then\n go to x: (-9) y: (-30)\n switch costume to (コスチューム1 v)\n show\n else\n if <(swyn数値) = [5]> then\n switch costume to (コスチューム2 v)\n go to x: (-9) y: (-30)\n show\n else\n hide\n end\n end\n end\nend\n\n
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Villager Platformerです!(下に物語あり)\nVillager Platformer! (There is a story below)\n星とハート1000個ずつで続編\nバイオーム編↓\nhttps://scratch.mit.edu/projects/698935544/\nネザー編↓\nhttps://scratch.mit.edu/projects/608280261/\nこれやりなさい()⤵︎\nhttps://scratch.mit.edu/projects/713786165/\nまとめスタジオ↓\nhttps://scratch.mit.edu/studios/31855080/\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\n最近マインクラフトのハイブで、アプデきたからうれしい!!\nI'm glad I came to Minecraft's hive recently! !!\n\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\nあと、僕の作ってるアニメの勇者物語が、映画を投稿するので、ぜひ見てみてね!!\n6月29日~七月一日までの、16時に、放送いたします!\nAlso, the story of the brave man in the anime I'm making will post a movie, so be sure to check it out! !!\nIt will be broadcast at 16:00 from June 29th to July 1st!\nまず最初⤵︎\nhttps://scratch.mit.edu/projects/680678125/\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nクレジット\nブロックの素材@kuri-pa-2様 \nイントロ @nishintokoyasan様\n村人と音楽の素材 @idontknow0315様\n素敵な素材をありがとうございます!!\n\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n面白いと思ったら、ハートと星よろしく!!\n\n\n\n【物語】\nやばいやばいやばいやばい!!この俺様、村人様の体が小さくなっちまっただと!?ま、まぁいい....とにかく家に帰るぜぇ!!\n\n\n\n\nタグ\n#minecraft#game #games #all #alt #platformer #minecraftplatformer #S_Fes #Game #Games #All
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☁ Nuke - Cloud Multiplayer Scrolling Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@scrolling player\n\ndefine encode ()\nset [lenght oops misspelled v] to [1]\nset [encoded result v] to []\nrepeat (length of ())\n if <(letter (lenght oops misspelled) of ()) = [a]> then\n set [encoded result v] to (join (encoded result) [01])\n end\n if <(letter (lenght oops misspelled) of ()) = [b]> then\n set [encoded result v] to (join (encoded result) [02])\n end\n if <(letter (lenght oops misspelled) of ()) = [c]> then\n set [encoded result v] to (join (encoded result) [03])\n end\n if <(letter (lenght oops misspelled) of ()) = [d]> then\n set [encoded result v] to (join (encoded result) [04])\n end\n if <(letter (lenght oops misspelled) of ()) = [e]> then\n set [encoded result v] to (join (encoded result) [05])\n end\n if <(letter (lenght oops misspelled) of ()) = [f]> then\n set [encoded result v] to (join (encoded result) [06])\n end\n if <(letter (lenght oops misspelled) of ()) = [g]> then\n set [encoded result v] to (join (encoded result) [07])\n end\n if <(letter (lenght oops misspelled) of ()) = [h]> then\n set [encoded result v] to (join (encoded result) [08])\n end\n if <(letter (lenght oops misspelled) of ()) = [i]> then\n set [encoded result v] to (join (encoded result) [09])\n end\n if <(letter (lenght oops misspelled) of ()) = [j]> then\n set [encoded result v] to (join (encoded result) [10])\n end\n if <(letter (lenght oops misspelled) of ()) = [k]> then\n set [encoded result v] to (join (encoded result) [11])\n end\n if <(letter (lenght oops misspelled) of ()) = [l]> then\n set [encoded result v] to (join (encoded result) [12])\n end\n if <(letter (lenght oops misspelled) of ()) = [m]> then\n set [encoded result v] to (join (encoded result) [13])\n end\n if <(letter (lenght oops misspelled) of ()) = [n]> then\n set [encoded result v] to (join (encoded result) [14])\n end\n if <(letter (lenght oops misspelled) of ()) = [o]> then\n set [encoded result v] to (join (encoded result) [15])\n end\n if <(letter (lenght oops misspelled) of ()) = [p]> then\n set [encoded result v] to (join (encoded result) [16])\n end\n if <(letter (lenght oops misspelled) of ()) = [q]> then\n set [encoded result v] to (join (encoded result) [17])\n end\n if <(letter (lenght oops misspelled) of ()) = [r]> then\n set [encoded result v] to (join (encoded result) [18])\n end\n if <(letter (lenght oops misspelled) of ()) = [s]> then\n set [encoded result v] to (join (encoded result) [19])\n end\n if <(letter (lenght oops misspelled) of ()) = [t]> then\n set [encoded result v] to (join (encoded result) [20])\n end\n if <(letter (lenght oops misspelled) of ()) = [u]> then\n set [encoded result v] to (join (encoded result) [21])\n end\n if <(letter (lenght oops misspelled) of ()) = [v]> then\n set [encoded result v] to (join (encoded result) [22])\n end\n if <(letter (lenght oops misspelled) of ()) = [w]> then\n set [encoded result v] to (join (encoded result) [23])\n end\n if <(letter (lenght oops misspelled) of ()) = [x]> then\n set [encoded result v] to (join (encoded result) [24])\n end\n if <(letter (lenght oops misspelled) of ()) = [y]> then\n set [encoded result v] to (join (encoded result) [25])\n end\n if <(letter (lenght oops misspelled) of ()) = [z]> then\n set [encoded result v] to (join (encoded result) [26])\n end\n if <(letter (lenght oops misspelled) of ()) = [0]> then\n set [encoded result v] to (join (encoded result) [27])\n end\n if <(letter (lenght oops misspelled) of ()) = [1]> then\n set [encoded result v] to (join (encoded result) [28])\n end\n if <(letter (lenght oops misspelled) of ()) = [2]> then\n set [encoded result v] to (join (encoded result) [29])\n end\n if <(letter (lenght oops misspelled) of ()) = [3]> then\n set [encoded result v] to (join (encoded result) [30])\n end\n if <(letter (lenght oops misspelled) of ()) = [4]> then\n set [encoded result v] to (join (encoded result) [31])\n end\n if <(letter (lenght oops misspelled) of ()) = [5]> then\n set [encoded result v] to (join (encoded result) [32])\n end\n if <(letter (lenght oops misspelled) of ()) = [6]> then\n set [encoded result v] to (join (encoded result) [33])\n end\n if <(letter (lenght oops misspelled) of ()) = [7]> then\n set [encoded result v] to (join (encoded result) [34])\n end\n if <(letter (lenght oops misspelled) of ()) = [8]> then\n set [encoded result v] to (join (encoded result) [35])\n end\n if <(letter (lenght oops misspelled) of ()) = [9]> then\n set [encoded result v] to (join (encoded result) [36])\n end\n if <(letter (lenght oops misspelled) of ()) = [-]> then\n set [encoded result v] to (join (encoded result) [37])\n end\n if <(letter (lenght oops misspelled) of ()) = [_]> then\n set [encoded result v] to (join (encoded result) [38])\n end\n change [lenght oops misspelled v] by (1)\nend\nif <() = (round (x))> then\n set [x pos v] to (encoded result)\nelse\nend\nif <() = (round (y))> then\n set [y pos v] to (encoded result)\nelse\nend\nif <() = (username)> then\n set [username v] to (encoded result)\nend\n\nwhen I receive [reset v]\nif <(check) = [0]> then\n set [y v] to [-250]\n set [x v] to [-500]\nend\nif <(check) = [1]> then\n set [y v] to [550]\n set [x v] to [730]\nend\nset [xv v] to [0]\nset [yv v] to [0]\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nshow\n\ndefine scroll\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine send cloud data\nencode (round (x))\nencode (round (y))\nencode (username)\nset [player data v] to (join (join (X pos) [44]) (join (join (Y pos) [55]) (join (username) [66])))\nif <(player #) = [1]> then\n set [☁ p1 v] to (player data)\nend\nif <(player #) = [2]> then\n set [☁ p2 v] to (player data)\nend\nif <(player #) = [3]> then\n set [☁ p3 v] to (player data)\nend\nif <(player #) = [4]> then\n set [☁ p4 v] to (player data)\nend\nif <(player #) = [5]> then\n set [☁ p5 v] to (player data)\nend\n\nwhen I receive [start v]\nforever\n send cloud data\n broadcast (tick v)\nend\n\nwhen I receive [start v]\nbroadcast (reset v)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change [x v] by (Xv)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by (1)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by (1)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by (1)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by (1)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by (1)\n scroll\n if <touching (scrolling ground v)?> then\n change [x v] by ((Xv) * (-1))\n change [y v] by (-5)\n scroll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(Yv) > [-15]> then\n change [yv v] by (-1)\n end\n if <touching (scrolling ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [5]\n else\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((y position) + (-20)) > (mouse y)>>> then\n set [yv v] to [-5]\n else\n set [yv v] to [0]\n end\n end\n end\n change [y v] by (Yv)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by ((Yv) * (-1))\n set [yv v] to [0]\n scroll\n end\n change [y v] by (-1)\n scroll\n if <touching (scrolling ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n end\n end\n change [y v] by (1)\n scroll\n change [scroll x v] by (round (((x) - (scroll x)) / (10)))\n change [scroll y v] by (round (((y) - (scroll y)) / (9)))\n if <(scroll x) < [-900]> then\n set [scroll x v] to [-900]\n end\n if <[885] < (scroll x)> then\n set [scroll x v] to [885]\n end\n if <<touching (scrolling spikes/saws v)?> or <<touching (scrolling lava v)?> or <<touching (scrolling enemies v)?> or <touching (scrolling crushers v)?>>>> then\n broadcast (reset v)\n end\n if <touching (scrolling bounce v)?> then\n set [yv v] to [20]\n end\n if <touching (scrolling button v)?> then\n set [won? v] to [1]\n end\nend\n\nwhen flag clicked\nset [won? v] to [0]\nhide\nset [check v] to [0]\n\n@scrolling ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nclear graphic effects\nforever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: ((scroll x) * (-1)) y: ((scroll y) * (-1))\nend\n\n@scrolling spikes/saws\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nclear graphic effects\nforever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume dangers)\n go to (scrolling ground v)\n go to [back v] layer\nend\n\nwhen I receive [start v]\nset [costume dangers v] to [1]\nforever\n if <(costume dangers) = [4]> then\n set [costume dangers v] to [1]\n else\n change [costume dangers v] by (1)\n end\nend\n\n@scrolling thingy\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nforever\n go to [front v] layer\nend\n\n@scrolling lava\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nclear graphic effects\nforever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: ([x position v] of [scrolling ground v]) y: ((([sin v] of ((timer) * (100)) ) * (10)) + ([y position v] of [scrolling ground v]))\n go to [back v] layer\nend\n\n@scrolling bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nclear graphic effects\nforever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: ((scroll x) * (-1)) y: ((scroll y) * (-1))\nend\n\n@scrolling ladder\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nclear graphic effects\nforever\n switch costume to (costume2 v)\n set size to (500) %\n go to [back v] layer\n switch costume to (costume1 v)\n go to (scrolling ground v)\nend\n\n@scrolling checkpoint\n\nwhen flag clicked\nset [check v] to [0]\nhide\n\nwhen I receive [start v]\nshow\nclear graphic effects\nforever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (check costume)\n go to (scrolling ground v)\n if <touching (scrolling player v)?> then\n set [check v] to [1]\n end\n if <(check) = [1]> then\n set [check costume v] to [2]\n else\n set [check costume v] to [1]\n end\n go to [back v] layer\nend\n\n@scrolling enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nclear graphic effects\nforever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: (([x position v] of [scrolling ground v]) + (enemies x)) y: ([y position v] of [scrolling ground v])\n go to [back v] layer\nend\n\nwhen I receive [start v]\nset [enemies x v] to [0]\nforever\n wait (.5) seconds\n repeat (15)\n change [enemies x v] by (5)\n end\n wait (.5) seconds\n repeat (15)\n change [enemies x v] by (-5)\n end\nend\n\n@scrolling crushers\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nclear graphic effects\nforever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: ([x position v] of [scrolling ground v]) y: (([y position v] of [scrolling ground v]) + (crushers y))\n go to [back v] layer\nend\n\nwhen I receive [start v]\nset [crushers y v] to [0]\nforever\n wait (1) seconds\n repeat (15)\n change [crushers y v] by (5)\n end\n wait (1) seconds\n repeat (15)\n change [crushers y v] by (-5)\n end\nend\n\n@scrolling button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nclear graphic effects\nforever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: ([x position v] of [scrolling ground v]) y: (([y position v] of [scrolling ground v]) + (button y))\n go to [back v] layer\nend\n\nwhen I receive [start v]\nset [button y v] to [0]\nforever\n if <(won?) = [1]> then\n if <(button y) = [0]> then\n repeat (4)\n change [button y v] by (-3)\n end\n broadcast (won v)\n end\n end\nend\n\n@time left\n\nwhen flag clicked\nhide\n\nwhen I receive [won v]\nset [time left v] to []\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [time left v] to [300]\nset [won? v] to [0]\nforever\n wait (1) seconds\n change [time left v] by (-1)\n if <(time left) = [0]> then\n broadcast (lost v)\n end\nend\n\n@time\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nif <(number ID) = [1]> then\n go to x: (-60) y: (141)\n forever\n if <(letter (2) of (time left)) = []> then\n hide\n else\n show\n switch costume to (letter (2) of (time left))\n end\n end\nelse\n go to x: (-40) y: (141)\n forever\n if <(letter (3) of (time left)) = []> then\n hide\n else\n show\n switch costume to (letter (3) of (time left))\n end\n end\nend\n\nwhen I receive [won v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (-80) y: (141)\nshow\nset [number id v] to [0]\ngo to [front v] layer\nrepeat (2)\n change [number id v] by (1)\n create clone of (_myself_ v)\nend\nforever\n if <(letter (1) of (time left)) = []> then\n hide\n else\n show\n switch costume to (letter (1) of (time left))\n end\nend\n\n@lost\n\nwhen flag clicked\nhide\n\nwhen I receive [lost v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nstop [all v]\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@won\n\nwhen flag clicked\nhide\n\nwhen I receive [won v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [this script v]\n\nwhen I receive [lost v]\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@loading\n\nwhen flag clicked\nset [player # v] to [0]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ndelete all of [player activity logs v]\ndelete all of [time v]\ncreate clone of (_myself_ v)\nwait (3) seconds\nif <(☁ P1) = [0]> then\n set [player # v] to [1]\n set [☁ p1 active? v] to [0]\nelse\n if <(☁ P2) = [0]> then\n set [player # v] to [2]\n set [☁ p2 active? v] to [0]\n else\n if <(☁ P3) = [0]> then\n set [player # v] to [3]\n set [☁ p3 active? v] to [0]\n else\n if <(☁ P4) = [0]> then\n set [player # v] to [4]\n set [☁ p4 active? v] to [0]\n else\n if <(☁ P5) = [0]> then\n set [player # v] to [5]\n set [☁ p5 active? v] to [0]\n else\n broadcast (delete clone v)\n broadcast (hide thumbnail v)\n switch costume to (costume2 v)\n stop [all v]\n end\n end\n end\n end\nend\nbroadcast (delete clone v)\nbroadcast (start v)\nhide\n\nwhen I start as a clone\nswitch costume to (costume3 v)\ngo to x: (0) y: (-75)\ngo to [front v] layer\nforever\n turn right (10) degrees\nend\n\nwhen I receive [delete clone v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <(player #) = [1]> then\n change [☁ p1 active? v] by (1)\n end\n if <(player #) = [2]> then\n change [☁ p2 active? v] by (1)\n end\n if <(player #) = [3]> then\n change [☁ p3 active? v] by (1)\n end\n if <(player #) = [4]> then\n change [☁ p4 active? v] by (1)\n end\n if <(player #) = [5]> then\n change [☁ p5 active? v] by (1)\n end\nend\n\nwhen flag clicked\ninsert (☁ P1 Active?) at (1) of [player activity logs v] \ninsert (☁ P2 Active?) at (2) of [player activity logs v] \ninsert (☁ P3 Active?) at (3) of [player activity logs v] \ninsert (☁ P4 Active?) at (4) of [player activity logs v] \ninsert (☁ P5 Active?) at (5) of [player activity logs v] \ninsert [0] at (1) of [time v] \ninsert [0] at (2) of [time v] \ninsert [0] at (3) of [time v] \ninsert [0] at (4) of [time v] \ninsert [0] at (5) of [time v] \nforever\n wait (.3) seconds\n if <not <(☁ P1 Active?) = [0]>> then\n replace item (1) of [player activity logs v] with (☁ P1 Active?)\n repeat until <<not <(item (1) of [player activity logs v]) = (☁ P1 Active?)>> or <(item (1) of [time v]) > [30]>>\n replace item (1) of [time v] with ((item (1) of [time v]) + (1))\n end\n if <(item (1) of [time v]) > [30]> then\n replace item (1) of [time v] with [0]\n if <(item (1) of [player activity logs v]) = (☁ P1 Active?)> then\n if <not <(☁ P1 Active?) = [0]>> then\n set [☁ p1 v] to [0]\n set [☁ p1 active? v] to [0]\n end\n end\n else\n replace item (1) of [time v] with [0]\n end\n end\n if <not <(☁ P2 Active?) = [0]>> then\n replace item (2) of [player activity logs v] with (☁ P2 Active?)\n repeat until <<not <(item (2) of [player activity logs v]) = (☁ P2 Active?)>> or <(item (2) of [time v]) > [30]>>\n replace item (2) of [time v] with ((item (2) of [time v]) + (1))\n end\n if <(item (2) of [time v]) > [30]> then\n replace item (2) of [time v] with [0]\n if <(item (2) of [player activity logs v]) = (☁ P2 Active?)> then\n if <not <(☁ P2 Active?) = [0]>> then\n set [☁ p2 v] to [0]\n set [☁ p2 active? v] to [0]\n end\n end\n else\n replace item (2) of [time v] with [0]\n end\n end\n if <not <(☁ P3 Active?) = [0]>> then\n replace item (3) of [player activity logs v] with (☁ P3 Active?)\n repeat until <<not <(item (3) of [player activity logs v]) = (☁ P3 Active?)>> or <(item (3) of [time v]) > [30]>>\n replace item (3) of [time v] with ((item (3) of [time v]) + (1))\n end\n if <(item (3) of [time v]) > [30]> then\n replace item (3) of [time v] with [0]\n if <(item (3) of [player activity logs v]) = (☁ P3 Active?)> then\n if <not <(☁ P3 Active?) = [0]>> then\n set [☁ p3 v] to [0]\n set [☁ p3 active? v] to [0]\n end\n end\n else\n replace item (3) of [time v] with [0]\n end\n end\n if <not <(☁ P4 Active?) = [0]>> then\n replace item (4) of [player activity logs v] with (☁ P4 Active?)\n repeat until <<not <(item (4) of [player activity logs v]) = (☁ P4 Active?)>> or <(item (4) of [time v]) > [30]>>\n replace item (4) of [time v] with ((item (4) of [time v]) + (1))\n end\n if <(item (4) of [time v]) > [30]> then\n replace item (4) of [time v] with [0]\n if <(item (4) of [player activity logs v]) = (☁ P4 Active?)> then\n if <not <(☁ P4 Active?) = [0]>> then\n set [☁ p4 v] to [0]\n set [☁ p4 active? v] to [0]\n end\n end\n else\n replace item (4) of [time v] with [0]\n end\n end\n if <not <(☁ P5 Active?) = [0]>> then\n replace item (5) of [player activity logs v] with (☁ P5 Active?)\n repeat until <<not <(item (5) of [player activity logs v]) = (☁ P5 Active?)>> or <(item (5) of [time v]) > [30]>>\n replace item (5) of [time v] with ((item (5) of [time v]) + (1))\n end\n if <(item (5) of [time v]) > [30]> then\n replace item (5) of [time v] with [0]\n if <(item (5) of [player activity logs v]) = (☁ P5 Active?)> then\n if <not <(☁ P5 Active?) = [0]>> then\n set [☁ p5 v] to [0]\n set [☁ p5 active? v] to [0]\n end\n end\n else\n replace item (5) of [time v] with [0]\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide thumbnail v]\nhide\n\n@others\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to ((item (#) of [decoded results v]) - (scroll x))\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to ((item (#) of [decoded results v]) - (scroll y))\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n if <(item (#) of [decoded results v]) = [moonshotr]> then\n set [☁ p1 v] to [0]\n set [☁ p1 active? v] to [0]\n else\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n end\n else\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nwhen flag clicked\ndelete all of [decoded results v]\ninsert [] at (1) of [decoded results v] \ninsert [] at (2) of [decoded results v] \ninsert [] at (3) of [decoded results v] \ninsert [] at (4) of [decoded results v] \ninsert [] at (5) of [decoded results v] \ndelete all of [letter v]\ninsert [] at (1) of [letter v] \ninsert [] at (2) of [letter v] \ninsert [] at (3) of [letter v] \ninsert [] at (4) of [letter v] \ninsert [] at (5) of [letter v] \ndelete all of [letter 2 v]\ninsert [] at (1) of [letter 2 v] \ninsert [] at (2) of [letter 2 v] \ninsert [] at (3) of [letter 2 v] \ninsert [] at (4) of [letter 2 v] \ninsert [] at (5) of [letter 2 v] \nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P1) = [0]> or <(player #) = [1]>>> then\n show\n decode (☁ P1) position clone #: [1]\nelse\n hide\nend\n\n@others2\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to ((item (#) of [decoded results v]) - (scroll x))\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to ((item (#) of [decoded results v]) - (scroll y))\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P2) = [0]> or <(player #) = [2]>>> then\n show\n decode (☁ P2) position clone #: [2]\nelse\n hide\nend\n\n@others3\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to ((item (#) of [decoded results v]) - (scroll x))\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to ((item (#) of [decoded results v]) - (scroll y))\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P3) = [0]> or <(player #) = [3]>>> then\n show\n decode (☁ P3) position clone #: [3]\nelse\n hide\nend\n\n@others4\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to ((item (#) of [decoded results v]) - (scroll x))\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to ((item (#) of [decoded results v]) - (scroll y))\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n else\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P4) = [0]> or <(player #) = [4]>>> then\n show\n decode (☁ P4) position clone #: [4]\nelse\n hide\nend\n\n@others5\n\ndefine decode () position clone #: (#)\nreplace item (#) of [letter v] with [1]\nreplace item (#) of [letter 2 v] with [2]\nreplace item (#) of [decoded results v] with []\nrepeat (length of ())\n if <(letter (item (#) of [letter v]) of ()) = [0]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [a])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [b])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [c])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [d])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [e])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [f])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [g])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [h])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [i])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [1]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [j])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [k])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [l])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [m])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [n])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [o])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [p])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [q])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [r])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [s])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [2]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [t])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [u])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [v])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [w])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [x])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [y])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [z])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [0])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [1])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [9]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [2])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [3]> then\n if <(letter (item (#) of [letter 2 v]) of ()) = [0]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [3])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [1]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [4])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [2]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [5])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [3]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [6])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [4]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [7])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [5]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [8])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [6]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [9])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [7]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [-])\n else\n if <(letter (item (#) of [letter 2 v]) of ()) = [8]> then\n replace item (#) of [decoded results v] with (join (item (#) of [decoded results v]) [_])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(letter (item (#) of [letter v]) of ()) = [4]> then\n set x to ((item (#) of [decoded results v]) - (scroll x))\n replace item (clone #) of [letter v] with ((length of (x position)) + (2))\n replace item (clone #) of [letter 2 v] with ((length of (x position)) + (3))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [5]> then\n set y to ((item (#) of [decoded results v]) - (scroll y))\n replace item (clone #) of [letter v] with (((length of (x position)) + (length of (y position))) + (3))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + (length of (y position))) + (4))\n replace item (#) of [decoded results v] with []\n else\n if <(letter (item (#) of [letter v]) of ()) = [6]> then\n if <<(item (#) of [decoded results v]) = [giorno283]> or <(item (#) of [decoded results v]) = [epiano]>> then\n set [☁ p5 v] to [0]\n set [☁ p5 active? v] to [0]\n else\n think (item (#) of [decoded results v])\n replace item (clone #) of [letter v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (4))\n replace item (clone #) of [letter 2 v] with (((length of (x position)) + ((length of (y position)) + (length of (item (#) of [decoded results v])))) + (5))\n replace item (#) of [decoded results v] with []\n end\n else\n end\n end\n end\n end\n end\n end\n end\n replace item (#) of [letter v] with ((item (#) of [letter v]) + (2))\n replace item (#) of [letter 2 v] with ((item (#) of [letter 2 v]) + (2))\nend\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\nif <not <<(☁ P5) = [0]> or <(player #) = [5]>>> then\n show\n decode (☁ P5) position clone #: [5]\nelse\n hide\nend\n\n
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Arrow keys/WASD/Mobile to move\nAvoid lava, spikes, enemies, saws, and crushers\nBounce on bouncies\nClimb on ladders\nTouch checkpoints to respawn at them after you die\nTry to find the button that will stop the nuke from blowing you up before your time runs out
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Radiant - A platformer || #All #Games #Trending #Art #Platformer #All
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@Stage\n\nwhen flag clicked\nforever\n play sound [1 v] until done\nend\n\nwhen flag clicked\nforever\n if <[0] = (Music?)> then\n set volume to (0) %\n else\n set volume to (Volume) %\n end\nend\n\n@Game\n\ndefine fixlevel\nrepeat ((3) - (length of (LEVEL)))\n set [level v] to (join [0] (LEVEL))\nend\n\nwhen flag clicked\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [☁ viewed by griffpatch? v] to [1]\nend\nset [level v] to [001]\nforever\n tick\nend\n\ndefine tick\nfixlevel\nset [hazard speed v] to ((Difficulty) / (3))\nset [hazard speed 2 v] to ((Difficulty) * (3))\n\n@Player\n\ndefine movement (v)\nchange [falling speed v] by (1)\nrepeat (v)\n set [last value v] to (x position)\n change x by ((xv) / (v))\n checkCollision\n if <[0] < (touching)> then\n set x to (last value)\n set [xv v] to [0]\n end\n set [last value v] to (y position)\n change y by ((yv) / (v))\n checkCollision\n if <[0] < (touching)> then\n if <(GRAVITY) = [-1]> then\n set y to (last value)\n if <(yv) < [0]> then\n set [falling speed v] to [0]\n end\n set [yv v] to [0]\n else\n set y to (last value)\n if <[0] < (yv)> then\n set [falling speed v] to [0]\n end\n set [yv v] to [0]\n end\n end\nend\n\ndefine cloneTICK\nif <(username) = [ZanbarBone]> then\n switch costume to (costume4 v)\nelse\n switch costume to (costume2 v)\nend\ngo to (join [Player] [])\nif <[1] = (game started?)> then\n if <[1] = (menu?)> then\n hide\n else\n show\n end\nelse\n hide\nend\nif <touching color (#fff400)?> then\n set [colour v] to [yellow]\nelse\n if <touching color (#00e2ff)?> then\n set [colour v] to [aqua]\n else\n if <touching color (#18ff00)?> then\n set [colour v] to [green]\n else\n set [colour v] to []\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nswitch costume to (costume2 v)\nset rotation style [all around v]\nforever\n turn right (((xv) * ((groundFRICTION) * (3))) * ((GRAVITY) * (-1))) degrees\n cloneTICK\nend\n\ndefine checkCollision\nif <<touching (levels v)?> or <touching (locked v)?>> then\n if <<[0] = (Key collected)> and <touching (locked v)?>> then\n set [touching v] to [0]\n else\n set [touching v] to [1]\n end\nelse\n set [touching v] to [0]\nend\n\ndefine controls\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Falling speed) < [4]>> then\n set [yv v] to ((jump force) * ((GRAVITY) * (-1)))\nend\nif <[0] = (dashing)> then\n change [yv v] by ((gravityV) * (GRAVITY))\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((speed) * (-1))\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (speed)\nend\nset [xv v] to ((xv) * (groundFRICTION))\n\ndefine tick\ncontrols\nmovement (([abs v] of (xv) ) + ([abs v] of (yv) ))\nif <touching (hazards v)?> then\n broadcast (oops i ded v)\n reset\nend\nset [particle yv v] to (yv)\n\ndefine change level (level) go to x, y (x) (y)\nset [level v] to (level)\nif <[] < (x)> then\n set x to (x)\nend\nif <[] < (y)> then\n set y to (y)\nend\nwait () seconds\nbroadcast (change level v)\nwait () seconds\nstop [other scripts in sprite v]\nwait () seconds\nif <[] < (x)> then\n back out [0]\nelse\n back out [90]\nend\nbroadcast (Start v)\n\ndefine back out (dir)\nset [temporary direction v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (64)\n checkCollision\n if <(touching) < [1]> then\n point in direction (temporary direction)\n stop [this script v]\n end\n move (distance) steps\n turn left (180) degrees\n change [distance v] by (1)\nend\nstop [this script v]\n\nwhen I receive [start v]\nif <[1] = [1]> then\n delete this clone\nend\ncreate clone of (_myself_ v)\nforever\n tick\nend\n\nwhen flag clicked\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\npoint in direction (90)\nset [level v] to [001]\nbroadcast (change level v)\ngo to x: (-120) y: (-80)\nset [jump force v] to [15]\nset [groundfriction v] to [0.8]\nset [gravityv v] to [1.5]\nset [gravity v] to [-1]\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [start v]\nforever\n if <(x position) > [235]> then\n change level ((LEVEL) + (1)) go to x, y [-230] []\n end\n if <[-235] > (x position)> then\n change level ((LEVEL) - (1)) go to x, y [230] []\n end\n if <(y position) > [180]> then\n change level ((LEVEL) + (100)) go to x, y [] [-170]\n end\n if <[-180] > (y position)> then\n change level ((LEVEL) - (100)) go to x, y [] [170]\n end\nend\n\ndefine orbs movement\nif <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [dashing v] to [0]\n set [gravityv v] to [1.5]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[aqua] = (colour)>> then\n set [yv v] to [0]\n if <(GRAVITY) = [-1]> then\n set [gravity v] to [1]\n else\n set [gravity v] to [-1]\n end\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[green] = (colour)>> then\n set [dashing v] to [1]\n set [yv v] to [0]\n set [gravityv v] to [0]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[yellow] = (colour)>> then\n set [yv v] to ((jump force) * ((GRAVITY) * (-1.1)))\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\nend\n\nwhen I receive [start v]\nforever\n orbs movement\nend\n\ndefine reset\nset [level v] to [001]\nbroadcast (change level v)\ngo to x: (-120) y: (-80)\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Levels\n\nwhen I receive [change level v]\nswitch costume to (join [level] (LEVEL))\n\ngo [forward v] (10) layers\n\n@LevelsDeco\n\nwhen I receive [change level v]\nswitch costume to (join [level] (LEVEL))\n\n@Hazards\n\nwhen I receive [change level v]\nswitch costume to (join [level] (LEVEL))\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nforever\n if <(costume [name v]) = [level002]> then\n go to x: (0) y: (0)\n set [v v] to [-1]\n repeat until <(y position) < [-164]>\n change y by (v)\n change [v v] by ((hazard speed) * (-1))\n end\n set [v v] to [1]\n wait (0.2) seconds\n repeat until <[-1] < (y position)>\n change y by (v)\n change [v v] by (hazard speed)\n end\n wait (0.2) seconds\n else\n if <(costume [name v]) = [level003]> then\n go to x: (0) y: (0)\n set [v v] to [-1]\n repeat until <(y position) < [-160]>\n change y by (v)\n change [v v] by ((hazard speed) * (-1))\n end\n set [v v] to [1]\n repeat until <[-1] < (y position)>\n change y by (v)\n change [v v] by (hazard speed)\n end\n else\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hidemenu v]\nshow\n\nwhen I receive [options v]\nhide\n\n@Orbs\n\nwhen I receive [change level v]\nturbo\n\ndefine turbo\nrepeat until <(LEVEL) = (costume [name v])>\n next costume\nend\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [options v]\nhide\n\nwhen I receive [hidemenu v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nset [game started? v] to [0]\nset [menu? v] to [1]\nbroadcast (Menu v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nif <[1] = (costume [number v])> then\n forever\n go to x: ((mouse x) * (0.2)) y: ((mouse y) * (0.2))\n end\nend\nif <[Start] = (costume [name v])> then\n forever\n set y to (-25)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n set size to (100) %\n repeat (2)\n change size by (10)\n set [brightness v] effect to (-10)\n end\n set [brightness v] effect to (-20)\n set size to (120) %\n wait until <not <touching (mouse-pointer v)?>>\n repeat (2)\n change size by (-10)\n set [brightness v] effect to (10)\n end\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\n end\nend\nif <[Options] = (costume [name v])> then\n forever\n set y to (-110)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n set size to (100) %\n repeat (2)\n change size by (10)\n set [brightness v] effect to (-10)\n end\n set [brightness v] effect to (-20)\n set size to (120) %\n wait until <not <touching (mouse-pointer v)?>>\n repeat (2)\n change size by (-10)\n set [brightness v] effect to (10)\n end\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\n end\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [options v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nshow\nswitch costume to (movingbg v)\ncreate clone of (_myself_ v)\nswitch costume to (start v)\ncreate clone of (_myself_ v)\nswitch costume to (options v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n set size to (100) %\n repeat (2)\n change size by (5)\n end\n set size to (110) %\n wait until <not <touching (mouse-pointer v)?>>\n repeat (2)\n change size by (-5)\n end\n else\n set size to (100) %\n end\n go to x: (0) y: (95)\n show\nend\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I start as a clone\nif <[Start] = (costume [name v])> then\n forever\n if <(game started?) = [0]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [level v] to [001]\n set [game started? v] to [1]\n set [menu? v] to [0]\n broadcast (Start v)\n end\n end\n end\nend\nif <[Options] = (costume [name v])> then\n forever\n if <(game started?) = [0]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Options v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\n@Options menu2\n\nwhen flag clicked\nswitch costume to (gear v)\ncreate clone of (_myself_ v)\nswitch costume to (button v)\nhide\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Options v)\n hide\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [hidemenu v]\nshow\n\nwhen I start as a clone\ngo to [front v] layer\nhide\nforever\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n repeat (5)\n turn right (12) degrees\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n turn left (12) degrees\n end\n end\nend\n\nwhen I receive [options v]\nhide\n\n@Options menu\n\nwhen flag clicked\nset [background? v] to [1]\nset [sound effects? v] to [1]\nset [effects? v] to [1]\nset [music? v] to [1]\nset [volume v] to [50]\nset [difficulty v] to [2]\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nif <[1] = (costume [number v])> then\n forever\n go to x: ((mouse x) * (0.2)) y: ((mouse y) * (0.2))\n end\nend\nif <[Back] = (costume [name v])> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n if <not <(size) = [110]>> then\n repeat (2)\n change size by (2)\n end\n end\n set size to (110) %\n if <mouse down?> then\n if <(game started?) = [0]> then\n broadcast (Menu v)\n else\n set [menu? v] to [0]\n broadcast (hidemenu v)\n end\n end\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\n go to x: (-166) y: (140)\n end\nend\n\nwhen I receive [start v]\nhide\nhide variable [background? v]\nhide variable [volume v]\nhide variable [sound effects? v]\nhide variable [music? v]\nhide variable [effects? v]\nhide variable [fps v]\nhide variable [coins collected v]\nhide variable [difficulty v]\ndelete this clone\n\nwhen I receive [menu v]\nhide\nhide variable [background? v]\nhide variable [volume v]\nhide variable [sound effects? v]\nhide variable [music? v]\nhide variable [effects? v]\nhide variable [fps v]\nhide variable [coins collected v]\nhide variable [difficulty v]\ndelete this clone\n\nwhen I receive [options v]\nshow\nshow variable [background? v]\nshow variable [volume v]\nshow variable [sound effects? v]\nshow variable [music? v]\nshow variable [effects? v]\nshow variable [fps v]\nshow variable [coins collected v]\nshow variable [difficulty v]\nset [menu? v] to [1]\nshow\nswitch costume to (movingbg v)\ncreate clone of (_myself_ v)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nswitch costume to (start v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [hidemenu v]\nhide\nhide variable [background? v]\nhide variable [volume v]\nhide variable [sound effects? v]\nhide variable [music? v]\nhide variable [effects? v]\nhide variable [fps v]\nhide variable [coins collected v]\nhide variable [difficulty v]\ndelete this clone\n\n@Ring effect\n\nwhen flag clicked\nforever\n if <[1] = (Effects?)> then\n hide\n go to (player v)\n if <<(colour) = [Aqua]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n switch costume to (aqua v)\n if <(Sound effects?) = [1]> then\n start sound [C2 Elec Bass v]\n end\n create clone of (_myself_ v)\n wait until <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n end\n if <<(colour) = [yellow]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n switch costume to (yellow v)\n if <(Sound effects?) = [1]> then\n start sound [E Elec Bass v]\n end\n create clone of (_myself_ v)\n wait until <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n end\n if <<(colour) = [Green]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n switch costume to (green v)\n if <(Sound effects?) = [1]> then\n start sound [A Elec Bass v]\n end\n create clone of (_myself_ v)\n wait until <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n end\n else\n hide\n if <<(colour) = [Aqua]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Sound effects?) = [1]> then\n start sound [C2 Elec Bass v]\n end\n wait until <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n end\n if <<(colour) = [Yellow]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Sound effects?) = [1]> then\n start sound [E Elec Bass v]\n end\n wait until <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n end\n if <<(colour) = [Green]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Sound effects?) = [1]> then\n start sound [A Elec Bass v]\n end\n wait until <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n end\n end\nend\n\nwhen I start as a clone\nshow\nset size to (50) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (15)\nend\ndelete this clone\n\n@bg\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n repeat (10)\n change x by (5.6)\n end\n go to x: () y: ()\nend\n\nwhen flag clicked\nforever\n if <(Background?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [back v] layer\nforever\n if <(Background?) = [1]> then\n show\n else\n hide\n end\nend\n\nforever\n repeat (10)\n change x by (5.6)\n end\n go to x: () y: ()\nend\n\n@death\n\nwhen I receive [oops i ded v]\nif <(Sound effects?) = [1]> then\n start sound [D Bass v]\n start sound [B Bass v]\nend\ngo to x: () y: ()\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nwait (0.8) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Coins\n\nwhen flag clicked\nset [coins collected v] to [0]\nhide\nswitch costume to (102 v)\ncreate clone of (_myself_ v)\nswitch costume to (003 v)\ncreate clone of (_myself_ v)\nswitch costume to (105 v)\ncreate clone of (_myself_ v)\nswitch costume to (205 v)\ncreate clone of (_myself_ v)\nswitch costume to (207 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n set size to (100) %\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen I start as a clone\nforever\n turn right (1) degrees\n if <(costume [name v]) = (LEVEL)> then\n show\n else\n hide\n end\n if <(costume [name v]) = [102]> then\n if <touching (player v)?> then\n change [coins collected v] by (1)\n start sound [?mode=trending v]\n go to x: (65) y: (-70)\n repeat (5)\n change y by (2)\n end\n repeat (3)\n change y by (4)\n end\n repeat (2)\n change y by (10)\n end\n repeat (5)\n change y by (-2)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (2)\n change y by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n go to x: (65) y: (-70)\n end\n else\n if <(costume [name v]) = [003]> then\n if <touching (player v)?> then\n change [coins collected v] by (1)\n start sound [?mode=trending v]\n go to x: (127) y: (0)\n repeat (5)\n change y by (2)\n end\n repeat (3)\n change y by (4)\n end\n repeat (2)\n change y by (10)\n end\n repeat (5)\n change y by (-2)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (2)\n change y by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n go to x: (127) y: (0)\n end\n else\n if <(costume [name v]) = [105]> then\n if <touching (player v)?> then\n change [coins collected v] by (1)\n start sound [?mode=trending v]\n go to x: (-85) y: (-55)\n repeat (5)\n change y by (2)\n end\n repeat (3)\n change y by (4)\n end\n repeat (2)\n change y by (10)\n end\n repeat (5)\n change y by (-2)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (2)\n change y by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n go to x: (-85) y: (-55)\n end\n else\n if <(costume [name v]) = [205]> then\n if <touching (player v)?> then\n change [coins collected v] by (1)\n start sound [?mode=trending v]\n go to x: (120) y: (0)\n repeat (5)\n change y by (2)\n end\n repeat (3)\n change y by (4)\n end\n repeat (2)\n change y by (10)\n end\n repeat (5)\n change y by (-2)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (2)\n change y by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n go to x: (120) y: (0)\n end\n else\n if <(costume [name v]) = [207]> then\n if <touching (player v)?> then\n change [coins collected v] by (1)\n start sound [?mode=trending v]\n go to x: (0) y: (0)\n repeat (5)\n change y by (2)\n end\n repeat (3)\n change y by (4)\n end\n repeat (2)\n change y by (10)\n end\n repeat (5)\n change y by (-2)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (2)\n change y by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n go to x: (0) y: (0)\n end\n else\n go to x: (0) y: (0)\n end\n end\n end\n end\n end\nend\n\n@Particle1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to [back v] layer\ngo [forward v] (7) layers\nset [temp xv v] to ((xv) * (-1))\nrepeat (pick random (10) to (25))\n change y by ((particle yv) * (pick random (0.2) to (0.5)))\n change x by ((temp xv) * (pick random (0.2) to (0.5)))\n change size by (((size) * (pick random (0.5) to (2))) / (100))\n change [ghost v] effect by (pick random (1) to (10))\nend\ndelete this clone\n\ndefine particles\ngo to (player v)\ncreate clone of (_myself_ v)\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <(Effects?) = [1]> then\n particles\n end\nend\n\n@note\n\nwhen flag clicked\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [start v]\nif <[002] = (LEVEL)> then\n go to x: (80) y: (-85)\n show\nelse\n if <[001] = (LEVEL)> then\n go to x: (120) y: (-85)\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <[002] = (LEVEL)> then\n if <touching (player v)?> then\n say [You may want to switch your gravity for this one...] for (0) seconds\n end\n else\n if <[001] = (LEVEL)> then\n if <touching (player v)?> then\n say [Try jumping while on that yellow orb...] for (0) seconds\n end\n end\n end\nend\n\n@Particle2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to [back v] layer\ngo [forward v] (7) layers\nset [temp xv v] to ((xv) * (-1))\npoint in direction (pick random (0) to (360))\nrepeat (pick random (10) to (25))\n move (pick random (2) to (5)) steps\n change size by (((size) * (pick random (0.5) to (2))) / (100))\n change [ghost v] effect by (pick random (1) to (10))\nend\ndelete this clone\n\ndefine particles\ngo to (player v)\ncreate clone of (_myself_ v)\n\nwhen I receive [change level v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <(Effects?) = [1]> then\n particles\n end\nend\n\n@fps thingo\n\nwhen flag clicked\nset [counter v] to [0]\nforever\n change [counter v] by (1)\n wait (0) seconds\n if <(timer) > [1]> then\n set [fps v] to (counter)\n set [counter v] to [0]\n reset timer\n end\nend\n\nwhen flag clicked\nforever\n if <[10] > (FPS)> then\n set [tempeffects v] to (Effects?)\n set [tempbackground v] to (Background?)\n set [effects? v] to [0]\n set [background? v] to [0]\n wait until <(FPS) > [15]>\n set [effects? v] to (tempEffects)\n set [background? v] to (tempBackground)\n end\n if <[20] < (FPS)> then\n set [hazard speed 2 v] to [2]\n set [hazard speed v] to [0.5]\n set [gravityv v] to [0.5]\n set [jump force v] to [9]\n set [speed v] to [1.2]\n else\n set [hazard speed 2 v] to [1]\n set [hazard speed v] to [1]\n set [gravityv v] to [1.5]\n set [speed v] to [2]\n set [jump force v] to [15]\n end\nend\n\n@locked\n\nwhen I receive [start v]\nhide\nforever\n if <(done) = [0]> then\n if <(LEVEL) = [106]> then\n show\n if <<(Key collected) = [1]> and <touching (player v)?>> then\n set [done v] to [1]\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [done v] to [0]\nhide\n\n@Sprite4\n\nwhen I receive [start v]\nhide\nforever\n if <(LEVEL) = [005]> then\n show\n if <<touching (player v)?> and <(Key collected) = [0]>> then\n set [key collected v] to [1]\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [key collected v] to [0]\nhide\n\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\nstop [all v]\n\n@Sprite5\n\nwhen I receive [change level v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nset [ghost v] effect to (100)\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait until <[5] = (Coins collected)>\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n change [volume v] by (-10)\nend\nwait (1) seconds\nstop [all v]\n\ngo to [front v] layer\nshow\n\n
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Radiant - a platformer! This is my entry for @Mon_guillon 's contest!\n------------\nIn this platformer you can move back into previous levels, and collect items to help you win. The goal is to collect all 5 coins in the map.\nUse WASD or arrow keys\nJump when touching orbs to get a special boost\nIf it is lagging, turn off effects it helps a lot\n------------\n\nCredit to @griffpatch for the level changing script and backing out script, mine was too laggy :/\nThe orb's colour schemes are from Geometry Dash.\nAlso credit to YouTube audio library for the soundtrack.\n\nNo advertisements please!\n\nUpdates: \nv1.0 - Game release\nv1.1 - Fixed the clone issue with the menus\nv1.2 - Made a difficulty setting\n\nhttps://scratch.mit.edu/projects/679750740/remixtree
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☁️ Future | Multiplayer cloud platformer
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@Stage\n\nwhen flag clicked\nreset timer\nrepeat (1)\n switch backdrop to (pozadina1 v)\nend\nrepeat (1)\n switch backdrop to (pozadina1 v)\nend\nif <not <[0] < (timer)>> then\n stop [all v]\nend\n\nwhen flag clicked\ndelete all of [abc 123 _ v]\nadd [a] to [abc 123 _ v]\nadd [b] to [abc 123 _ v]\nadd [c] to [abc 123 _ v]\nadd [d] to [abc 123 _ v]\nadd [e] to [abc 123 _ v]\nadd [f] to [abc 123 _ v]\nadd [g] to [abc 123 _ v]\nadd [h] to [abc 123 _ v]\nadd [i] to [abc 123 _ v]\nadd [j] to [abc 123 _ v]\nadd [k] to [abc 123 _ v]\nadd [l] to [abc 123 _ v]\nadd [m] to [abc 123 _ v]\nadd [n] to [abc 123 _ v]\nadd [o] to [abc 123 _ v]\nadd [p] to [abc 123 _ v]\nadd [q] to [abc 123 _ v]\nadd [r] to [abc 123 _ v]\nadd [s] to [abc 123 _ v]\nadd [t] to [abc 123 _ v]\nadd [u] to [abc 123 _ v]\nadd [v] to [abc 123 _ v]\nadd [w] to [abc 123 _ v]\nadd [t] to [abc 123 _ v]\nadd [x] to [abc 123 _ v]\nadd [y] to [abc 123 _ v]\nadd [z] to [abc 123 _ v]\nadd [0] to [abc 123 _ v]\nadd [1] to [abc 123 _ v]\nadd [2] to [abc 123 _ v]\nadd [3] to [abc 123 _ v]\nadd [4] to [abc 123 _ v]\nadd [5] to [abc 123 _ v]\nadd [6] to [abc 123 _ v]\nadd [7] to [abc 123 _ v]\nadd [8] to [abc 123 _ v]\nadd [9] to [abc 123 _ v]\nadd [_] to [abc 123 _ v]\n\ndelete all of [abc 123 _ v]\nadd [A] to [abc 123 _ v]\nadd [B] to [abc 123 _ v]\nadd [C] to [abc 123 _ v]\nadd [D] to [abc 123 _ v]\nadd [E] to [abc 123 _ v]\nadd [F] to [abc 123 _ v]\nadd [G] to [abc 123 _ v]\nadd [H] to [abc 123 _ v]\nadd [I] to [abc 123 _ v]\nadd [J] to [abc 123 _ v]\nadd [K] to [abc 123 _ v]\nadd [L] to [abc 123 _ v]\nadd [M] to [abc 123 _ v]\nadd [N] to [abc 123 _ v]\nadd [O] to [abc 123 _ v]\nadd [P] to [abc 123 _ v]\nadd [Q] to [abc 123 _ v]\nadd [R] to [abc 123 _ v]\nadd [S] to [abc 123 _ v]\nadd [T] to [abc 123 _ v]\nadd [U] to [abc 123 _ v]\nadd [V] to [abc 123 _ v]\nadd [W] to [abc 123 _ v]\nadd [T] to [abc 123 _ v]\nadd [X] to [abc 123 _ v]\nadd [Y] to [abc 123 _ v]\nadd [Z] to [abc 123 _ v]\nadd [0] to [abc 123 _ v]\nadd [1] to [abc 123 _ v]\nadd [2] to [abc 123 _ v]\nadd [3] to [abc 123 _ v]\nadd [4] to [abc 123 _ v]\nadd [5] to [abc 123 _ v]\nadd [6] to [abc 123 _ v]\nadd [7] to [abc 123 _ v]\nadd [8] to [abc 123 _ v]\nadd [9] to [abc 123 _ v]\nadd [_] to [abc 123 _ v]\n\nwhen flag clicked\nclear graphic effects\nforever\n wait (20) seconds\n repeat (50)\n change [color v] effect by (1)\n end\nend\n\nwhen flag clicked\nset [bn- v] to [gfdshhfsPNFtheytbeTaylorSwiftMarinarhdhfdxg76koluposha57hdh65535RsBoys3255223nvjasi-Xandex-8q9r32ppconsumer202053]\nwait (0.1) seconds\nforever\n if < (bn-) contains (username)?> then\n if <not <(username) = []>> then\n stop all sounds\n stop [all v]\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [679911848 - main music v] until done\nend\n\nadd [ ] to [abc 123 _ v]\n\nwhen flag clicked\nset [v-s v] to [0]\nhide variable [☁ p1 v]\nhide variable [☁ p2 v]\nhide variable [☁ p3 v]\nhide variable [☁ p4 v]\nhide variable [☁ p5 v]\nhide variable [☁ p6 v]\nhide variable [☁ p7 v]\nforever\n\nwhen [v v] key pressed\nif < (IP) contains (username)?> then\n if <(V-S) = [0]> then\n set [v-s v] to [1]\n show variable [☁ p1 v]\n show variable [☁ p2 v]\n show variable [☁ p3 v]\n show variable [☁ p4 v]\n show variable [☁ p5 v]\n show variable [☁ p6 v]\n show variable [☁ p7 v]\n else\n set [v-s v] to [0]\n hide variable [☁ p1 v]\n hide variable [☁ p2 v]\n hide variable [☁ p3 v]\n hide variable [☁ p4 v]\n hide variable [☁ p5 v]\n hide variable [☁ p6 v]\n hide variable [☁ p7 v]\n end\nend\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hello] to [chat v]\nadd [I have to go sorry :\(] to [chat v]\nadd [Follow me this way] to [chat v]\nadd [Watch out] to [chat v]\nadd [Ok] to [chat v]\nadd [lol] to [chat v]\n\n@End\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nforever\n if <touching (☁️ p1 v)?> then\n broadcast (NextLevel v)\n end\nend\n\n@Platform\n\nwhen flag clicked\nswitch costume to (01 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nforever\n set [lvl v] to (costume [name v])\nend\n\nwhen I receive [l1 v]\nswitch costume to (join (letter (7) of (☁ P1)) (letter (8) of (☁ P1)))\n\nwhen I receive [l2 v]\nswitch costume to (join (letter (7) of (☁ P2)) (letter (8) of (☁ P2)))\n\nwhen I receive [l2 v]\nswitch costume to (join (letter (7) of (☁ P3)) (letter (8) of (☁ P3)))\n\nwhen I receive [l2 v]\nswitch costume to (join (letter (7) of (☁ P4)) (letter (8) of (☁ P4)))\n\nwhen I receive [l2 v]\nswitch costume to (join (letter (7) of (☁ P5)) (letter (8) of (☁ P5)))\n\nwhen I receive [sk v]\nnext costume\n\n@Lik1\n\nwhen flag clicked\nhide\n\nif <not <<(username) = [Zaxuh]> or <<(username) = [Twirix]> or <(username) = [Janko55555_animator]>>>> then\n show\n forever\n go to [front v] layer\n end\nend\n\n@Lik2\n\nwhen this sprite clicked\nif <<not <(☁ P1) = [0]>> and <not <(P) = [1]>>> then\n broadcast (L1 v)\nelse\n if <<not <(☁ P2) = [0]>> and <not <(P) = [2]>>> then\n broadcast (L2 v)\n else\n if <<not <(☁ P3) = [0]>> and <not <(P) = [3]>>> then\n broadcast (L3 v)\n else\n if <<not <(☁ P4) = [0]>> and <not <(P) = [4]>>> then\n broadcast (L4 v)\n else\n if <<not <(☁ P5) = [0]>> and <not <(P) = [5]>>> then\n broadcast (L5 v)\n else\n switch costume to (kostim2 v)\n wait (1) seconds\n switch costume to (kostim1 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (kostim1 v)\nset [o v] to [0]\nforever\n if <(☁ P1) = [0]> then\n set [o v] to [0]\n else\n if <(☁ P2) = [0]> then\n set [o v] to [1]\n else\n if <(☁ P3) = [0]> then\n set [o v] to [2]\n else\n if <(☁ P4) = [0]> then\n set [o v] to [3]\n else\n if <(☁ P5) = [0]> then\n set [o v] to [4]\n else\n if <(☁ P6) = [0]> then\n set [o v] to [5]\n else\n if <(☁ P7) = [0]> then\n set [o v] to [6]\n else\n set [o v] to [7]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (185) y: (150)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\n if <(size) < [100]> then\n set size to (100) %\n end\nend\n\n@Number\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(backdrop [number v]) = [1]> then\n if <(letter (1) of (o)) = []> then\n hide\n else\n show\n switch costume to (letter (1) of (o))\n end\n else\n hide\n end\nend\n\nchange y by (1)\n\nchange y by (-1)\n\nchange x by (1)\n\nchange x by (-1)\n\n@☁️ Engine\n\nwhen flag clicked\nset [p v] to [0]\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p7 v] to [0]\nwait (0.5) seconds\nif <(☁ P1) = [0]> then\n set [p v] to [1]\nelse\n if <(☁ P2) = [0]> then\n set [p v] to [2]\n else\n if <(☁ P3) = [0]> then\n set [p v] to [3]\n else\n if <(☁ P4) = [0]> then\n set [p v] to [4]\n else\n if <(☁ P5) = [0]> then\n set [p v] to [5]\n else\n if <(☁ P6) = [0]> then\n set [p v] to [6]\n else\n if <(☁ P7) = [0]> then\n set [p v] to [7]\n end\n end\n end\n end\n end\n end\nend\n\nrepeat (2)\nend\n\n@☁️ P1\n\nwhen flag clicked\nset [speed-of_falling v] to [0]\nforever\n if <(P) = [1]> then\n change y by (speed-of_falling)\n change [speed-of_falling v] by (-1)\n if <touching (platform v)?> then\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n Fall <(speed-of_falling) > [0]>\n end\n end\nend\n\ndefine Fall <up>\nif <(P) = [1]> then\n change [falling-true v] by (1)\n repeat until <not <touching (platform v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling-true v] to [0]\n end\n set [speed-of_falling v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [1]> then\n if <(wall-jump) > [0]> then\n change [wall-jump v] by (-1)\n else\n set [speed-x v] to ((speed-x) * (0.7))\n if <key (d v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (right arrow v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (a v) pressed?> then\n change [speed-x v] by (-1.5)\n else\n if <key (left arrow v) pressed?> then\n change [speed-x v] by (-1.5)\n end\n end\n end\n end\n end\n if <(speed-x) < [-0.5]> then\n Walk (speed-x)\n else\n if <(speed-x) > [0.5]> then\n Walk (speed-x)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jump) = [0]> and <(falling-true) < [3]>> then\n set [speed-of_falling v] to [10]\n set [falling-true v] to [6]\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n end\n end\nend\n\ndefine Walk (x)\nif <(P) = [1]> then\n change x by (x)\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n set [walls v] to [0]\n repeat until <<(walls) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [walls v] by (1)\n end\n if <(walls) = [8]> then\n change x by ((0) - (x))\n change y by ((0) - (walls))\n if <<key (up arrow v) pressed?> and <([abs v] of (x) ) > [3]>> then\n if <(wall-jump) = [0]> then\n set [speed-x v] to ((-1.2) * (x))\n set [speed-of_falling v] to [11]\n set [falling-true v] to [6]\n set [wall-jump v] to [15]\n end\n else\n set [speed-x v] to [0]\n end\n end\nend\n\nwhen I receive [nextlevel v]\nif <(P) = [1]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nwait until <(P) = [1]>\nif <(P) = [1]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nforever\n if <(P) = [1]> then\n show\n switch costume to (basic v)\n set [☁ p1 v] to (join (join ((round (x position)) + (500)) ((round (y position)) + (500))) (join (join (lvl) (wrd)) (NC)))\n if <(wrd) = [0]> then\n say []\n else\n say (item (wrd) of [chat v])\n end\n else\n if <(letter (9) of (☁ P1)) = [0]> then\n say (NUC)\n else\n say (item (letter (9) of (☁ P1)) of [chat v])\n end\n switch costume to (basic2 v)\n go to x: ((join (letter (1) of (☁ P1)) (join (letter (2) of (☁ P1)) (letter (3) of (☁ P1)))) - (500)) y: ((join (letter (4) of (☁ P1)) (join (letter (5) of (☁ P1)) (letter (6) of (☁ P1)))) - (500))\n if <(join (letter (7) of (☁ P1)) (letter (8) of (☁ P1))) = (lvl)> then\n if <(☁ P1) = [0]> then\n hide\n else\n show\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nif <(P) = [1]> then\n set [nc v] to []\n set [l v] to [1]\n repeat (length of (username))\n if <(length of (item # of (letter (L) of (username)) in [abc 123 _ v])) = [1]> then\n set [nc v] to (join (NC) (join [0] (item # of (letter (L) of (username)) in [abc 123 _ v])))\n else\n set [nc v] to (join (NC) (item # of (letter (L) of (username)) in [abc 123 _ v]))\n end\n change [l v] by (1)\n end\nend\n\nset [p v] to [1]\n\nwhen flag clicked\nwait until <not <(☁ P1) = [0]>>\nwait (1) seconds\nif <not <(P) = [1]>> then\n set [nc v] to []\n set [l2 v] to [10]\n repeat (40)\n set [nc v] to (join (NC) (letter (L2) of (☁ P1)))\n change [l2 v] by (1)\n end\n set [nuc v] to []\n set [l v] to [1]\n repeat ((length of (NC)) / (2))\n set [nuc v] to (join (NUC) (item (join (letter (L) of (NC)) (letter ((L) + (1)) of (NC))) of [abc 123 _ v]))\n change [l v] by (2)\n end\nend\n\nset [p v] to [0]\n\nif <(P) = [1]> then\n\nif <(letter (9) of (☁ P1)) = [0]> then\n say (NUC)\nelse\n if <(letter (9) of (☁ P1)) = [1]> then\n say [Hello]\n else\n if <(letter (9) of (☁ P1)) = [2]> then\n say [I have to go sorry :\(]\n else\n if <(letter (9) of (☁ P1)) = [3]> then\n say [Follow me this way]\n else\n if <(letter (9) of (☁ P1)) = [4]> then\n say [Watch out]\n else\n if <(letter (9) of (☁ P1)) = [5]> then\n say [Ok]\n else\n if <(letter (9) of (☁ P1)) = [6]> then\n say [lol]\n end\n end\n end\n end\n end\n end\nend\n\nif <(wrd) = [0]> then\n say []\nelse\n say (item (wrd) of [chat v])\nend\nif <(letter (9) of (☁ P1)) = [0]> then\n say (NUC)\nelse\n say (item (letter (9) of (☁ P1)) of [chat v])\nend\n\nwhen flag clicked\nforever\n if <(P) = [1]> then\n if <touching (end v)?> then\n broadcast (NextLevel v)\n end\n end\nend\n\nwhen I receive [sk v]\nif <(P) = [1]> then\n go to x: (-180) y: (150)\nend\n\n@☁️ P2\n\nwhen flag clicked\nset [speed-of_falling v] to [0]\nforever\n if <(P) = [2]> then\n change y by (speed-of_falling)\n change [speed-of_falling v] by (-1)\n if <touching (platform v)?> then\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n Fall <(speed-of_falling) > [0]>\n end\n end\nend\n\ndefine Fall <up>\nif <(P) = [2]> then\n change [falling-true v] by (1)\n repeat until <not <touching (platform v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling-true v] to [0]\n end\n set [speed-of_falling v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [2]> then\n if <(wall-jump) > [0]> then\n change [wall-jump v] by (-1)\n else\n set [speed-x v] to ((speed-x) * (0.7))\n if <key (d v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (right arrow v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (a v) pressed?> then\n change [speed-x v] by (-1.5)\n else\n if <key (left arrow v) pressed?> then\n change [speed-x v] by (-1.5)\n end\n end\n end\n end\n end\n if <(speed-x) < [-0.5]> then\n Walk (speed-x)\n else\n if <(speed-x) > [0.5]> then\n Walk (speed-x)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [2]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jump) = [0]> and <(falling-true) < [3]>> then\n set [speed-of_falling v] to [10]\n set [falling-true v] to [6]\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n end\n end\nend\n\ndefine Walk (x)\nif <(P) = [2]> then\n change x by (x)\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n set [walls v] to [0]\n repeat until <<(walls) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [walls v] by (1)\n end\n if <(walls) = [8]> then\n change x by ((0) - (x))\n change y by ((0) - (walls))\n if <<key (up arrow v) pressed?> and <([abs v] of (x) ) > [3]>> then\n if <(wall-jump) = [0]> then\n set [speed-x v] to ((-1.2) * (x))\n set [speed-of_falling v] to [11]\n set [falling-true v] to [6]\n set [wall-jump v] to [15]\n end\n else\n set [speed-x v] to [0]\n end\n end\nend\n\nwhen I receive [nextlevel v]\nif <(P) = [2]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nwait until <(P) = [2]>\nif <(P) = [2]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nforever\n if <(P) = [2]> then\n show\n switch costume to (basic v)\n set [☁ p2 v] to (join (join ((round (x position)) + (500)) ((round (y position)) + (500))) (join (join (lvl) (wrd)) (NC)))\n if <(wrd) = [0]> then\n say []\n else\n say (item (wrd) of [chat v])\n end\n else\n if <(letter (9) of (☁ P2)) = [0]> then\n say (NUC)\n else\n say (item (letter (9) of (☁ P2)) of [chat v])\n end\n switch costume to (basic2 v)\n go to x: ((join (letter (1) of (☁ P2)) (join (letter (2) of (☁ P2)) (letter (3) of (☁ P2)))) - (500)) y: ((join (letter (4) of (☁ P2)) (join (letter (5) of (☁ P2)) (letter (6) of (☁ P2)))) - (500))\n if <(join (letter (7) of (☁ P2)) (letter (8) of (☁ P2))) = (lvl)> then\n if <(☁ P2) = [0]> then\n hide\n else\n show\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nif <(P) = [2]> then\n set [nc v] to []\n set [l v] to [1]\n repeat (length of (username))\n if <(length of (item # of (letter (L) of (username)) in [abc 123 _ v])) = [1]> then\n set [nc v] to (join (NC) (join [0] (item # of (letter (L) of (username)) in [abc 123 _ v])))\n else\n set [nc v] to (join (NC) (item # of (letter (L) of (username)) in [abc 123 _ v]))\n end\n change [l v] by (1)\n end\nend\n\nset [p v] to [1]\n\nwhen flag clicked\nwait until <not <(☁ P2) = [0]>>\nwait (1) seconds\nif <not <(P) = [2]>> then\n set [nc v] to []\n set [l2 v] to [10]\n repeat (40)\n set [nc v] to (join (NC) (letter (L2) of (☁ P2)))\n change [l2 v] by (1)\n end\n set [nuc v] to []\n set [l v] to [1]\n repeat ((length of (NC)) / (2))\n set [nuc v] to (join (NUC) (item (join (letter (L) of (NC)) (letter ((L) + (1)) of (NC))) of [abc 123 _ v]))\n change [l v] by (2)\n end\nend\n\nset [p v] to [0]\n\nset [- v] to [-]\n\nif <(P) = [1]> then\n\nwhen flag clicked\nforever\n if <(P) = [2]> then\n if <touching (end v)?> then\n broadcast (NextLevel v)\n end\n end\nend\n\nwhen I receive [sk v]\nif <(P) = [2]> then\n go to x: (-180) y: (150)\nend\n\n@☁️ P3\n\nwhen flag clicked\nset [speed-of_falling v] to [0]\nforever\n if <(P) = [3]> then\n change y by (speed-of_falling)\n change [speed-of_falling v] by (-1)\n if <touching (platform v)?> then\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n Fall <(speed-of_falling) > [0]>\n end\n end\nend\n\ndefine Fall <up>\nif <(P) = [3]> then\n change [falling-true v] by (1)\n repeat until <not <touching (platform v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling-true v] to [0]\n end\n set [speed-of_falling v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [3]> then\n if <(wall-jump) > [0]> then\n change [wall-jump v] by (-1)\n else\n set [speed-x v] to ((speed-x) * (0.7))\n if <key (d v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (right arrow v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (a v) pressed?> then\n change [speed-x v] by (-1.5)\n else\n if <key (left arrow v) pressed?> then\n change [speed-x v] by (-1.5)\n end\n end\n end\n end\n end\n if <(speed-x) < [-0.5]> then\n Walk (speed-x)\n else\n if <(speed-x) > [0.5]> then\n Walk (speed-x)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [3]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jump) = [0]> and <(falling-true) < [3]>> then\n set [speed-of_falling v] to [10]\n set [falling-true v] to [6]\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n end\n end\nend\n\ndefine Walk (x)\nif <(P) = [3]> then\n change x by (x)\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n set [walls v] to [0]\n repeat until <<(walls) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [walls v] by (1)\n end\n if <(walls) = [8]> then\n change x by ((0) - (x))\n change y by ((0) - (walls))\n if <<key (up arrow v) pressed?> and <([abs v] of (x) ) > [3]>> then\n if <(wall-jump) = [0]> then\n set [speed-x v] to ((-1.2) * (x))\n set [speed-of_falling v] to [11]\n set [falling-true v] to [6]\n set [wall-jump v] to [15]\n end\n else\n set [speed-x v] to [0]\n end\n end\nend\n\nwhen I receive [nextlevel v]\nif <(P) = [3]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nwait until <(P) = [3]>\nif <(P) = [3]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nforever\n if <(P) = [3]> then\n show\n switch costume to (basic v)\n set [☁ p3 v] to (join (join ((round (x position)) + (500)) ((round (y position)) + (500))) (join (join (lvl) (wrd)) (NC)))\n if <(wrd) = [0]> then\n say []\n else\n say (item (wrd) of [chat v])\n end\n else\n if <(letter (9) of (☁ P3)) = [0]> then\n say (NUC)\n else\n say (item (letter (9) of (☁ P3)) of [chat v])\n end\n switch costume to (basic2 v)\n go to x: ((join (letter (1) of (☁ P3)) (join (letter (2) of (☁ P3)) (letter (3) of (☁ P3)))) - (500)) y: ((join (letter (4) of (☁ P3)) (join (letter (5) of (☁ P3)) (letter (6) of (☁ P3)))) - (500))\n if <(join (letter (7) of (☁ P3)) (letter (8) of (☁ P3))) = (lvl)> then\n if <(☁ P3) = [0]> then\n hide\n else\n show\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nif <(P) = [3]> then\n set [nc v] to []\n set [l v] to [1]\n repeat (length of (username))\n if <(length of (item # of (letter (L) of (username)) in [abc 123 _ v])) = [1]> then\n set [nc v] to (join (NC) (join [0] (item # of (letter (L) of (username)) in [abc 123 _ v])))\n else\n set [nc v] to (join (NC) (item # of (letter (L) of (username)) in [abc 123 _ v]))\n end\n change [l v] by (1)\n end\nend\n\nset [p v] to [1]\n\nwhen flag clicked\nwait until <not <(☁ P3) = [0]>>\nwait (1) seconds\nif <not <(P) = [3]>> then\n set [nc v] to []\n set [l2 v] to [10]\n repeat (40)\n set [nc v] to (join (NC) (letter (L2) of (☁ P3)))\n change [l2 v] by (1)\n end\n set [nuc v] to []\n set [l v] to [1]\n repeat ((length of (NC)) / (2))\n set [nuc v] to (join (NUC) (item (join (letter (L) of (NC)) (letter ((L) + (1)) of (NC))) of [abc 123 _ v]))\n change [l v] by (2)\n end\nend\n\nset [p v] to [0]\n\nset [- v] to [-]\n\nif <(P) = [1]> then\nend\n\nwhen flag clicked\nforever\n if <(P) = [3]> then\n if <touching (end v)?> then\n broadcast (NextLevel v)\n end\n end\nend\n\nwhen I receive [sk v]\nif <(P) = [3]> then\n go to x: (-180) y: (150)\nend\n\n@☁️ P4\n\nwhen flag clicked\nset [speed-of_falling v] to [0]\nforever\n if <(P) = [4]> then\n change y by (speed-of_falling)\n change [speed-of_falling v] by (-1)\n if <touching (platform v)?> then\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n Fall <(speed-of_falling) > [0]>\n end\n end\nend\n\ndefine Fall <up>\nif <(P) = [4]> then\n change [falling-true v] by (1)\n repeat until <not <touching (platform v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling-true v] to [0]\n end\n set [speed-of_falling v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [4]> then\n if <(wall-jump) > [0]> then\n change [wall-jump v] by (-1)\n else\n set [speed-x v] to ((speed-x) * (0.7))\n if <key (d v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (right arrow v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (a v) pressed?> then\n change [speed-x v] by (-1.5)\n else\n if <key (left arrow v) pressed?> then\n change [speed-x v] by (-1.5)\n end\n end\n end\n end\n end\n if <(speed-x) < [-0.5]> then\n Walk (speed-x)\n else\n if <(speed-x) > [0.5]> then\n Walk (speed-x)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [4]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jump) = [0]> and <(falling-true) < [3]>> then\n set [speed-of_falling v] to [10]\n set [falling-true v] to [6]\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n end\n end\nend\n\ndefine Walk (x)\nif <(P) = [4]> then\n change x by (x)\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n set [walls v] to [0]\n repeat until <<(walls) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [walls v] by (1)\n end\n if <(walls) = [8]> then\n change x by ((0) - (x))\n change y by ((0) - (walls))\n if <<key (up arrow v) pressed?> and <([abs v] of (x) ) > [3]>> then\n if <(wall-jump) = [0]> then\n set [speed-x v] to ((-1.2) * (x))\n set [speed-of_falling v] to [11]\n set [falling-true v] to [6]\n set [wall-jump v] to [15]\n end\n else\n set [speed-x v] to [0]\n end\n end\nend\n\nwhen I receive [nextlevel v]\nif <(P) = [4]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nwait until <(P) = [4]>\nif <(P) = [4]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nforever\n if <(P) = [4]> then\n show\n switch costume to (basic v)\n set [☁ p4 v] to (join (join ((round (x position)) + (500)) ((round (y position)) + (500))) (join (join (lvl) (wrd)) (NC)))\n if <(wrd) = [0]> then\n say []\n else\n say (item (wrd) of [chat v])\n end\n else\n if <(letter (9) of (☁ P4)) = [0]> then\n say (NUC)\n else\n say (item (letter (9) of (☁ P4)) of [chat v])\n end\n switch costume to (basic2 v)\n go to x: ((join (letter (1) of (☁ P4)) (join (letter (2) of (☁ P4)) (letter (3) of (☁ P4)))) - (500)) y: ((join (letter (4) of (☁ P4)) (join (letter (5) of (☁ P4)) (letter (6) of (☁ P4)))) - (500))\n if <(join (letter (7) of (☁ P4)) (letter (8) of (☁ P4))) = (lvl)> then\n if <(☁ P4) = [0]> then\n hide\n else\n show\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nif <(P) = [4]> then\n set [nc v] to []\n set [l v] to [1]\n repeat (length of (username))\n if <(length of (item # of (letter (L) of (username)) in [abc 123 _ v])) = [1]> then\n set [nc v] to (join (NC) (join [0] (item # of (letter (L) of (username)) in [abc 123 _ v])))\n else\n set [nc v] to (join (NC) (item # of (letter (L) of (username)) in [abc 123 _ v]))\n end\n change [l v] by (1)\n end\nend\n\nset [p v] to [1]\n\nwhen flag clicked\nwait until <not <(☁ P4) = [0]>>\nwait (1) seconds\nif <not <(P) = [4]>> then\n set [nc v] to []\n set [l2 v] to [10]\n repeat (40)\n set [nc v] to (join (NC) (letter (L2) of (☁ P4)))\n change [l2 v] by (1)\n end\n set [nuc v] to []\n set [l v] to [1]\n repeat ((length of (NC)) / (2))\n set [nuc v] to (join (NUC) (item (join (letter (L) of (NC)) (letter ((L) + (1)) of (NC))) of [abc 123 _ v]))\n change [l v] by (2)\n end\nend\n\nset [p v] to [0]\n\nset [- v] to [-]\n\nif <(P) = [1]> then\nend\n\nwhen flag clicked\nforever\n if <(P) = [4]> then\n if <touching (end v)?> then\n broadcast (NextLevel v)\n end\n end\nend\n\nwhen I receive [sk v]\nif <(P) = [4]> then\n go to x: (-180) y: (150)\nend\n\n@☁️ P5\n\nwhen flag clicked\nset [speed-of_falling v] to [0]\nforever\n if <(P) = [5]> then\n change y by (speed-of_falling)\n change [speed-of_falling v] by (-1)\n if <touching (platform v)?> then\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n Fall <(speed-of_falling) > [0]>\n end\n end\nend\n\ndefine Fall <up>\nif <(P) = [5]> then\n change [falling-true v] by (1)\n repeat until <not <touching (platform v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling-true v] to [0]\n end\n set [speed-of_falling v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [5]> then\n if <(wall-jump) > [0]> then\n change [wall-jump v] by (-1)\n else\n set [speed-x v] to ((speed-x) * (0.7))\n if <key (d v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (right arrow v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (a v) pressed?> then\n change [speed-x v] by (-1.5)\n else\n if <key (left arrow v) pressed?> then\n change [speed-x v] by (-1.5)\n end\n end\n end\n end\n end\n if <(speed-x) < [-0.5]> then\n Walk (speed-x)\n else\n if <(speed-x) > [0.5]> then\n Walk (speed-x)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [5]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jump) = [0]> and <(falling-true) < [3]>> then\n set [speed-of_falling v] to [10]\n set [falling-true v] to [6]\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n end\n end\nend\n\ndefine Walk (x)\nif <(P) = [5]> then\n change x by (x)\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n set [walls v] to [0]\n repeat until <<(walls) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [walls v] by (1)\n end\n if <(walls) = [8]> then\n change x by ((0) - (x))\n change y by ((0) - (walls))\n if <<key (up arrow v) pressed?> and <([abs v] of (x) ) > [3]>> then\n if <(wall-jump) = [0]> then\n set [speed-x v] to ((-1.2) * (x))\n set [speed-of_falling v] to [11]\n set [falling-true v] to [6]\n set [wall-jump v] to [15]\n end\n else\n set [speed-x v] to [0]\n end\n end\nend\n\nwhen I receive [nextlevel v]\nif <(P) = [5]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nwait until <(P) = [5]>\nif <(P) = [5]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nforever\n if <(P) = [5]> then\n show\n switch costume to (basic v)\n set [☁ p5 v] to (join (join ((round (x position)) + (500)) ((round (y position)) + (500))) (join (join (lvl) (wrd)) (NC)))\n if <(wrd) = [0]> then\n say []\n else\n say (item (wrd) of [chat v])\n end\n else\n if <(letter (9) of (☁ P5)) = [0]> then\n say (NUC)\n else\n say (item (letter (9) of (☁ P5)) of [chat v])\n end\n switch costume to (basic2 v)\n go to x: ((join (letter (1) of (☁ P5)) (join (letter (2) of (☁ P5)) (letter (3) of (☁ P5)))) - (500)) y: ((join (letter (4) of (☁ P5)) (join (letter (5) of (☁ P5)) (letter (6) of (☁ P5)))) - (500))\n if <(join (letter (7) of (☁ P5)) (letter (8) of (☁ P5))) = (lvl)> then\n if <(☁ P5) = [0]> then\n hide\n else\n show\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nif <(P) = [5]> then\n set [nc v] to []\n set [l v] to [1]\n repeat (length of (username))\n if <(length of (item # of (letter (L) of (username)) in [abc 123 _ v])) = [1]> then\n set [nc v] to (join (NC) (join [0] (item # of (letter (L) of (username)) in [abc 123 _ v])))\n else\n set [nc v] to (join (NC) (item # of (letter (L) of (username)) in [abc 123 _ v]))\n end\n change [l v] by (1)\n end\nend\n\nset [p v] to [1]\n\nwhen flag clicked\nwait until <not <(☁ P5) = [0]>>\nwait (1) seconds\nif <not <(P) = [5]>> then\n set [nc v] to []\n set [l2 v] to [10]\n repeat (40)\n set [nc v] to (join (NC) (letter (L2) of (☁ P5)))\n change [l2 v] by (1)\n end\n set [nuc v] to []\n set [l v] to [1]\n repeat ((length of (NC)) / (2))\n set [nuc v] to (join (NUC) (item (join (letter (L) of (NC)) (letter ((L) + (1)) of (NC))) of [abc 123 _ v]))\n change [l v] by (2)\n end\nend\n\nset [p v] to [0]\n\nset [- v] to [-]\n\nif <(P) = [1]> then\nend\n\nwhen flag clicked\nforever\n if <(P) = [5]> then\n if <touching (end v)?> then\n broadcast (NextLevel v)\n end\n end\nend\n\nwhen I receive [sk v]\nif <(P) = [5]> then\n go to x: (-180) y: (150)\nend\n\n@☁️ P6\n\nwhen flag clicked\nset [speed-of_falling v] to [0]\nforever\n if <(P) = [6]> then\n change y by (speed-of_falling)\n change [speed-of_falling v] by (-1)\n if <touching (platform v)?> then\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n Fall <(speed-of_falling) > [0]>\n end\n end\nend\n\ndefine Fall <up>\nif <(P) = [6]> then\n change [falling-true v] by (1)\n repeat until <not <touching (platform v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling-true v] to [0]\n end\n set [speed-of_falling v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [6]> then\n if <(wall-jump) > [0]> then\n change [wall-jump v] by (-1)\n else\n set [speed-x v] to ((speed-x) * (0.7))\n if <key (d v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (right arrow v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (a v) pressed?> then\n change [speed-x v] by (-1.5)\n else\n if <key (left arrow v) pressed?> then\n change [speed-x v] by (-1.5)\n end\n end\n end\n end\n end\n if <(speed-x) < [-0.5]> then\n Walk (speed-x)\n else\n if <(speed-x) > [0.5]> then\n Walk (speed-x)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [6]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jump) = [0]> and <(falling-true) < [3]>> then\n set [speed-of_falling v] to [10]\n set [falling-true v] to [6]\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n end\n end\nend\n\ndefine Walk (x)\nif <(P) = [6]> then\n change x by (x)\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n set [walls v] to [0]\n repeat until <<(walls) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [walls v] by (1)\n end\n if <(walls) = [8]> then\n change x by ((0) - (x))\n change y by ((0) - (walls))\n if <<key (up arrow v) pressed?> and <([abs v] of (x) ) > [3]>> then\n if <(wall-jump) = [0]> then\n set [speed-x v] to ((-1.2) * (x))\n set [speed-of_falling v] to [11]\n set [falling-true v] to [6]\n set [wall-jump v] to [15]\n end\n else\n set [speed-x v] to [0]\n end\n end\nend\n\nwhen I receive [nextlevel v]\nif <(P) = [6]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nwait until <(P) = [6]>\nif <(P) = [6]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nforever\n if <(P) = [6]> then\n show\n switch costume to (basic v)\n set [☁ p6 v] to (join (join ((round (x position)) + (500)) ((round (y position)) + (500))) (join (join (lvl) (wrd)) (NC)))\n if <(wrd) = [0]> then\n say []\n else\n say (item (wrd) of [chat v])\n end\n else\n if <(letter (9) of (☁ P6)) = [0]> then\n say (NUC)\n else\n say (item (letter (9) of (☁ P6)) of [chat v])\n end\n switch costume to (basic2 v)\n go to x: ((join (letter (1) of (☁ P6)) (join (letter (2) of (☁ P6)) (letter (3) of (☁ P6)))) - (500)) y: ((join (letter (4) of (☁ P6)) (join (letter (5) of (☁ P6)) (letter (6) of (☁ P6)))) - (500))\n if <(join (letter (7) of (☁ P6)) (letter (8) of (☁ P6))) = (lvl)> then\n if <(☁ P6) = [0]> then\n hide\n else\n show\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nif <(P) = [6]> then\n set [nc v] to []\n set [l v] to [1]\n repeat (length of (username))\n if <(length of (item # of (letter (L) of (username)) in [abc 123 _ v])) = [1]> then\n set [nc v] to (join (NC) (join [0] (item # of (letter (L) of (username)) in [abc 123 _ v])))\n else\n set [nc v] to (join (NC) (item # of (letter (L) of (username)) in [abc 123 _ v]))\n end\n change [l v] by (1)\n end\nend\n\nset [p v] to [1]\n\nwhen flag clicked\nwait until <not <(☁ P6) = [0]>>\nwait (1) seconds\nif <not <(P) = [6]>> then\n set [nc v] to []\n set [l2 v] to [10]\n repeat (40)\n set [nc v] to (join (NC) (letter (L2) of (☁ P6)))\n change [l2 v] by (1)\n end\n set [nuc v] to []\n set [l v] to [1]\n repeat ((length of (NC)) / (2))\n set [nuc v] to (join (NUC) (item (join (letter (L) of (NC)) (letter ((L) + (1)) of (NC))) of [abc 123 _ v]))\n change [l v] by (2)\n end\nend\n\nset [p v] to [0]\n\nset [- v] to [-]\n\nif <(P) = [1]> then\nend\n\nwhen flag clicked\nforever\n if <(P) = [6]> then\n if <touching (end v)?> then\n broadcast (NextLevel v)\n end\n end\nend\n\nwhen I receive [sk v]\nif <(P) = [6]> then\n go to x: (-180) y: (150)\nend\n\n@☁️ P7\n\nwhen flag clicked\nset [speed-of_falling v] to [0]\nforever\n if <(P) = [7]> then\n change y by (speed-of_falling)\n change [speed-of_falling v] by (-1)\n if <touching (platform v)?> then\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n Fall <(speed-of_falling) > [0]>\n end\n end\nend\n\ndefine Fall <up>\nif <(P) = [7]> then\n change [falling-true v] by (1)\n repeat until <not <touching (platform v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling-true v] to [0]\n end\n set [speed-of_falling v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [7]> then\n if <(wall-jump) > [0]> then\n change [wall-jump v] by (-1)\n else\n set [speed-x v] to ((speed-x) * (0.7))\n if <key (d v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (right arrow v) pressed?> then\n change [speed-x v] by (1.5)\n else\n if <key (a v) pressed?> then\n change [speed-x v] by (-1.5)\n else\n if <key (left arrow v) pressed?> then\n change [speed-x v] by (-1.5)\n end\n end\n end\n end\n end\n if <(speed-x) < [-0.5]> then\n Walk (speed-x)\n else\n if <(speed-x) > [0.5]> then\n Walk (speed-x)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(P) = [7]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jump) = [0]> and <(falling-true) < [3]>> then\n set [speed-of_falling v] to [10]\n set [falling-true v] to [6]\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n end\n end\nend\n\ndefine Walk (x)\nif <(P) = [7]> then\n change x by (x)\n if <touching color (#ff0000)?> then\n go to x: (-180) y: (150)\n end\n set [walls v] to [0]\n repeat until <<(walls) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [walls v] by (1)\n end\n if <(walls) = [8]> then\n change x by ((0) - (x))\n change y by ((0) - (walls))\n if <<key (up arrow v) pressed?> and <([abs v] of (x) ) > [3]>> then\n if <(wall-jump) = [0]> then\n set [speed-x v] to ((-1.2) * (x))\n set [speed-of_falling v] to [11]\n set [falling-true v] to [6]\n set [wall-jump v] to [15]\n end\n else\n set [speed-x v] to [0]\n end\n end\nend\n\nwhen I receive [nextlevel v]\nif <(P) = [7]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nwait until <(P) = [7]>\nif <(P) = [7]> then\n go to x: (-180) y: (150)\nend\n\nwhen flag clicked\nforever\n if <(P) = [7]> then\n show\n switch costume to (basic v)\n set [☁ p7 v] to (join (join ((round (x position)) + (500)) ((round (y position)) + (500))) (join (join (lvl) (wrd)) (NC)))\n if <(wrd) = [0]> then\n say []\n else\n say (item (wrd) of [chat v])\n end\n else\n if <(letter (9) of (☁ P7)) = [0]> then\n say (NUC)\n else\n say (item (letter (9) of (☁ P7)) of [chat v])\n end\n switch costume to (basic2 v)\n go to x: ((join (letter (1) of (☁ P7)) (join (letter (2) of (☁ P7)) (letter (3) of (☁ P7)))) - (500)) y: ((join (letter (4) of (☁ P7)) (join (letter (5) of (☁ P7)) (letter (6) of (☁ P7)))) - (500))\n if <(join (letter (7) of (☁ P7)) (letter (8) of (☁ P7))) = (lvl)> then\n if <(☁ P7) = [0]> then\n hide\n else\n show\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nif <(P) = [7]> then\n set [nc v] to []\n set [l v] to [1]\n repeat (length of (username))\n if <(length of (item # of (letter (L) of (username)) in [abc 123 _ v])) = [1]> then\n set [nc v] to (join (NC) (join [0] (item # of (letter (L) of (username)) in [abc 123 _ v])))\n else\n set [nc v] to (join (NC) (item # of (letter (L) of (username)) in [abc 123 _ v]))\n end\n change [l v] by (1)\n end\nend\n\nset [p v] to [1]\n\nwhen flag clicked\nwait until <not <(☁ P7) = [0]>>\nwait (1) seconds\nif <not <(P) = [7]>> then\n set [nc v] to []\n set [l2 v] to [10]\n repeat (40)\n set [nc v] to (join (NC) (letter (L2) of (☁ P7)))\n change [l2 v] by (1)\n end\n set [nuc v] to []\n set [l v] to [1]\n repeat ((length of (NC)) / (2))\n set [nuc v] to (join (NUC) (item (join (letter (L) of (NC)) (letter ((L) + (1)) of (NC))) of [abc 123 _ v]))\n change [l v] by (2)\n end\nend\n\nset [p v] to [0]\n\nset [- v] to [-]\n\nif <(P) = [1]> then\n\nwhen flag clicked\nforever\n if <(P) = [7]> then\n if <touching (end v)?> then\n broadcast (NextLevel v)\n end\n end\nend\n\nwhen I receive [sk v]\nif <(P) = [7]> then\n go to x: (-180) y: (150)\nend\n\n@IP\n\nwhen flag clicked\nhide variable [ip v]\nif << (IP) contains (username)?> and <not <(username) = []>>> then\n show\nelse\n hide\nend\nswitch costume to (5 v)\nforever\n repeat (50)\n change [ghost v] effect by (1)\n end\n repeat (50)\n change [ghost v] effect by (-1)\n end\n clear graphic effects\nend\n\nwhen flag clicked\nset [ip v] to [Zaxuh-Veen7207-KizuanoYT-Zebu4466-Ducky1111- iCodecoder123-Sarahzilla24-MK_011-tablet100-154tony-Taro_kVala-daisypolk-Wilchimp-octoguy2-Mr_Meow_III-darrenlotw-Phantom3872-HelloItzMilkie-GlompyOmega-blueapple21-happypillow34-everettmouse-Berrypancakes-lovehamster524-JADONJD-NyanCatLover-_--redlev-CoolPoolBoyw-Mrigaj0612-russel18-sherlyaaa-SORRY009-sussy-amoga-5122011-books6432-2]\n\n@---\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [bn- v] to [gfdshhfsPNFtheytbeTaylorSwiftMarinarhdhfdxg76koluposha57hdh65535RsBoys3255223nvjasi-Xandex-8q9r32ppconsumer202053]\nwait (0.1) seconds\nforever\n if < (bn-) contains (username)?> then\n if <not <(username) = []>> then\n stop all sounds\n go to [front v] layer\n show\n stop [all v]\n end\n else\n go to [front v] layer\n hide\n end\nend\n\nif <<not < (bn-) contains (username)?>> and <not <(username) = []>>> then\n\nif << (bn-) contains (username)?> and <not <(username) = []>>> then\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [ip v] to [Zaxuh-Veen7207-KizuanoYT-Zebu4466-Ducky1111- iCodecoder123-Sarahzilla24-MK_011-tablet100-154tony-Taro_kVala-daisypolk-Wilchimp-octoguy2-Mr_Meow_III-darrenlotw-Phantom3872-HelloItzMilkie-GlompyOmega-blueapple21-happypillow34-everettmouse-Berrypancakes-lovehamster524-JADONJD-NyanCatLover-_--redlev-CoolPoolBoyw-Mrigaj0612-russel18-sherlyaaa-SORRY009-sussy-amoga-5122011-books6432-2]\nend\n\n@Lik3\n\nwhen flag clicked\nshow\nwait (0.4) seconds\nhide\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\n@Title\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nforever\n show\n set [ghost v] effect to (0)\n go to [front v] layer\nend\n\n@Lik4\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen this sprite clicked\nif << (IP) contains (username)?> and <not <(username) = []>>> then\n broadcast (SK v)\n switch costume to (kostim1 v)\n go to x: (175) y: (-145)\nelse\n if <(costume [number v]) = [1]> then\n switch costume to (kostim2 v)\n go to x: (0) y: (0)\n else\n switch costume to (kostim1 v)\n go to x: (175) y: (-145)\n end\nend\n\nwhen flag clicked\ngo to x: (175) y: (-145)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\n if <(size) < [100]> then\n set size to (100) %\n end\nend\n\n@☁️ Chat\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nset [ghost v] effect to (30)\n\nwhen this sprite clicked\nif <(costume [number v]) = [3]> then\n switch costume to (1 v)\n go to x: (-190) y: (145)\nelse\n switch costume to (3 v)\n go to x: (-300) y: (0)\n glide (0.15) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\ngo to x: (-190) y: (145)\nforever\n if <(costume [number v]) = [3]> then\n if <key (1 v) pressed?> then\n set [wrd v] to [1]\n switch costume to (1 v)\n end\n if <key (2 v) pressed?> then\n set [wrd v] to [2]\n switch costume to (1 v)\n end\n if <key (3 v) pressed?> then\n set [wrd v] to [3]\n switch costume to (1 v)\n end\n if <key (4 v) pressed?> then\n set [wrd v] to [4]\n switch costume to (1 v)\n end\n if <key (5 v) pressed?> then\n set [wrd v] to [5]\n switch costume to (1 v)\n end\n if <key (6 v) pressed?> then\n set [wrd v] to [6]\n switch costume to (1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(wrd) = [0]>> then\n wait (2) seconds\n set [wrd v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n switch costume to (1 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (1 v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (1 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (1 v)\n end\n if <key (a v) pressed?> then\n switch costume to (1 v)\n end\n if <key (d v) pressed?> then\n switch costume to (1 v)\n end\n if <key (w v) pressed?> then\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\n if <(size) < [100]> then\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n go to x: (-190) y: (145)\n end\nend\n\n@☁️ New Scratcher\n\nwhen flag clicked\nhide\nif <(username) = []> then\n show\n go to [front v] layer\nend\n\nwhen this sprite clicked\nhide\n\n@Lik5\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\n
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☁️ Future | Multiplayer cloud platformer\n——————————————————\nMade from:\nhttps://scratch.mit.edu/projects/669193111/\nIn this game you control the player, you can also play with other online users. The goal is to get to the end\nControls:\nA - Left\nD - Right\nW - Jump\n/\ - Jump\n< - Left\n> - Right\n\n\n\nIf you notice an error, report it in the comments\n\n\nThank you for playing the game\n\n\n\n\n\n\n\nView history:\nMay/1/22: 1599\nMay/3/22: 2220\nMay/5/22: 2906\nMay/15/22: 6360\nMay/18/22: 7579\n\n\n\n\n\n\n\n\n\n\n\n\nUpdates:\nv1.2 Two new levels\nv1.6 Three new levels\nv1.7 W control added\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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PARALLEL <> A Unique Platformer
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@Stage\n\nwhen flag clicked\nforever\n wait (1) seconds\n play sound [Storm by bubblebee3 v] until done\nend\n\n@Dark Boi\n\nbroadcast (Next Level! v)\n\nwhen flag clicked\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\nset [falling v] to [0]\nbroadcast (Start Up v)\n\nwhen I receive [start up v]\ngo to x: (-187) y: (-75)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1.7)\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1.7)\n end\n set [x velocity v] to ((X Velocity) * (0.82))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change x by ((X Velocity) * (-1))\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [y velocity v] to [12]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n wait until <(x position) = [241]>\n change [ppl on other side v] by (1)\n go to x: (-187) y: (-75)\n hide\nend\n\nwhen I receive [next level! v]\nshow\nnext backdrop\ngo to x: (-187) y: (-75)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (HAHA U DIED v)\n end\nend\n\nwhen I receive [haha u died v]\ncreate clone of (_myself_ v)\ngo to x: (-187) y: (-75)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nshow\n\nwhen I start as a clone\nrepeat (100)\n change y by (6)\n turn left (2) degrees\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <[185] < (y position)> then\n delete this clone\n end\nend\n\nhide\n\nwhen I receive [skip v]\nchange [level v] by (1)\ngo to x: (-200) y: (10)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\n@Light Boi\n\nwhen flag clicked\nset [level v] to [1]\nset [falling v] to [0]\nbroadcast (Start Up v)\n\nwhen I receive [start up v]\ngo to x: (-187) y: (120)\nset [ppl on other side v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1.7)\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1.7)\n end\n set [x velocity v] to ((X Velocity) * (0.82))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change x by ((X Velocity) * (-1))\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [y velocity v] to [12]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n wait until <(x position) = [241]>\n change [ppl on other side v] by (1)\n go to x: (-187) y: (120)\n hide\nend\n\nwhen I receive [next level! v]\nshow\nset [ppl on other side v] to [0]\nnext backdrop\ngo to x: (-187) y: (120)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (HAHA U DIED v)\n end\nend\n\nwhen I receive [haha u died v]\ncreate clone of (_myself_ v)\ngo to x: (-187) y: (120)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nshow\n\nwhen I start as a clone\nrepeat (100)\n change y by (6)\n turn left (2) degrees\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <[185] < (y position)> then\n delete this clone\n end\nend\n\nhide\n\nwhen I receive [skip v]\nchange [level v] by (1)\ngo to x: (-200) y: (10)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\nforever\n if <(ppl on other side) = [2]> then\n broadcast (Next Level! v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (lvl 1 v)\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\n@Thumb\n\nwhen flag clicked\nhide\n\nshow\n\n
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Frog Platformer
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@Stage\n\n@hitbox\n\nwhen flag clicked\nshow\nset size to (50) %\nset [spawn x v] to [-212]\nset [spawn y v] to [-30]\ngo to x: (spawn x) y: (spawn y)\nset rotation style [left-right v]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [ghost v] effect to (100)\nforever\n broadcast (follow hitbox v)\n up/down movement [16] [-1]\n left/right movement [10] [0.6]\n next level\n fall off screen\nend\n\ndefine up/down movement (jump height) (fall speed)\nchange y by (y vel)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (y vel) ) )\n if <touching (level v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <<not <(y vel) > [0]>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y vel v] to (jump height)\n start sound [Croak v]\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (fall speed)\nend\n\ndefine left/right movement (move speed) (drag)\nchange x by (x vel)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (level v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n set [x vel v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [x vel v] to (move speed)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [x vel v] to ((move speed) * (-1))\n end\nend\nset [x vel v] to ((x vel) * (drag))\n\ndefine next level\nif <(x position) > [242]> then\n broadcast (next level v)\n go to x: (spawn x) y: (spawn y)\nend\n\ndefine fall off screen\nif <(y position) < [-170]> then\n go to x: (spawn x) y: (spawn y)\nend\n\n@player\n\nwhen I receive [follow hitbox v]\ngo to (hitbox v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to ((costume [number v]) + (1))\n point in direction (90)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to ((costume [number v]) - (1))\n point in direction (-90)\n else\n switch costume to (costume1 v)\n end\n end\n wait (0.04) seconds\nend\n\n@cloud\n\nwhen flag clicked\nhide\nforever\n wait (pick random (2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (40)\nswitch costume to (pick random (1) to (5))\nshow\ngo to x: (303) y: (pick random (75) to (175))\nglide (4) secs to x: (-303) y: (y position)\ndelete this clone\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\n@thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
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Use WASD or arrow keys to move.\n\n#platformer\n\n\nNew Game: https://scratch.mit.edu/projects/676308978/
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Minecraft - Raiding The Fortress - A Platformer #games
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@Stage\n\nwhen flag clicked\nbroadcast (Portal v) and wait\nbroadcast (Start v)\nswitch backdrop to (featured-minecraft-full-minecraft-moon-phases-guide v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (featured-minecraft-full-minecraft-moon-phases-guide v)\n\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n set size to (100) %\nend\n\nwhen I receive [you're winner! v]\nwait (7) seconds\nstop [other scripts in sprite v]\ngo to x: (0) y: (628)\nchange size by (5)\nset [ghost v] effect to (0)\nglide (5) secs to x: (0) y: (0)\nset [paused v] to [1]\nforever\n set y to (((10) * ([cos v] of ((timer) * (150)) )) - (.5))\nend\n\nwhen flag clicked\nwait (.5) seconds\nset [flawless v] to [1]\nforever\n if <(deaths) > [0]> then\n set [flawless v] to [0]\n end\nend\n\n@Skip\n\nwhen flag clicked\nset [skips v] to [0]\nforever\n if <(deaths) > [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nchange [skips v] by (1)\nhide\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n play sound [Aria Math v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [11]> then\n stop [other scripts in sprite v]\n stop all sounds\n start sound [Goal Cheer v]\n broadcast (you're winner! v)\n forever\n play sound [Revenge - A Minecraft Parody of Usher's DJ Got Us Fallin' In Love \(Music Video\) v] until done\n end\nend\n\n@Minecraft Main Character\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <<touching (platforms v)?> or <touching (sprite1 v)?>> then\n repeat until <<not <<touching (platforms v)?> or <touching (sprite1 v)?>>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <<touching (platforms v)?> or <touching (sprite1 v)?>>>\n change x by (-1)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(air time) > [5]>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <<touching (platforms v)?> or <touching (sprite1 v)?>>>\n change x by (1)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(air time) > [5]>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <<touching (platforms v)?> or <touching (sprite1 v)?>> then\n repeat until <not <<touching (platforms v)?> or <touching (sprite1 v)?>>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <<touching (platforms v)?> or <touching (sprite1 v)?>> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <<touching (platforms v)?> or <touching (sprite1 v)?>>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n set [air time v] to [0]\n repeat until <not <<touching (platforms v)?> or <touching (sprite1 v)?>>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nset [air time v] to [0]\nset [paused v] to [0]\nRespawn [-200] [-102]\nstart sound [Minecraft-travel v]\nshow\nforever\n if <(paused) = [0]> then\n switch costume to (hitbox v)\n change [air time v] by (1)\n if <<(y position) < [-179]> or <<touching (lava v)?> or <touching (fireball v)?>>> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-102]\n start sound [Hurt v]\n end\n if <(x position) > [210]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-37]\n start sound [levelup v]\n end\n change [y speed v] by (-2)\n if <<(y position) < [5]> and <<<(level) = [10]> and <<(x position) > [-140]> and <(x position) < [110]>>> or <<(level) = [9]> and <<(x position) > [-45]> and <(x position) < [145]>>>>> then\n change [y speed v] by (-2)\n end\n Change Y (y speed)\n if <<<(yLengthWithinBounds) > ((slingMaxLength) / (2))> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<(y position) < [5]> and <<<(level) = [10]> and <<(x position) > [-140]> and <(x position) < [110]>>> or <<(level) = [9]> and <<(x position) > [-45]> and <(x position) < [145]>>>>> then\n set [x speed v] to [0]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(xLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n if <([abs v] of (x speed) ) < [.5]> then\n set [x speed v] to [0]\n end\n Change X (round (x speed))\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(xLengthWithinBounds) > ((slingMaxLength) / (2))>>\n end\nend\n\nif <not <(analog to x input) = [0]>> then\n if <(analog to x input) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nswitch costume to (died v)\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-102]\n\nwhen I receive [portal v]\nswitch costume to (steve1 v)\nRespawn [-200] [-37]\nshow\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\n\nwhen I receive [human v]\nchange [deaths v] by (1)\ncreate clone of (_myself_ v)\nRespawn [-200] [-37]\nstart sound [Hurt v]\n\n@sword\n\nwhen I receive [start v]\nset rotation style [all around v]\nforever\n go to (minecraft main character v)\n if <([direction v] of [minecraft main character v]) > [0]> then\n switch costume to (sword v)\n else\n switch costume to (sword2 v)\n end\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nset [swinging v] to [0]\nforever\n wait until <key (space v) pressed?>\n start sound [Rip v]\n show\n set [swinging v] to [1]\n if <([direction v] of [minecraft main character v]) > [0]> then\n repeat (5)\n turn right (8) degrees\n end\n else\n repeat (5)\n turn left (8) degrees\n end\n end\n set [swinging v] to [0]\n point in direction (90)\n wait until <not <key (space v) pressed?>>\nend\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Fireball\n\nwhen I receive [start v]\nforever\n if <<<(level) = [3]> or <(level) = [5]>> or <(level) = [7]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [3]> then\n go to x: (240) y: (180)\n set [ghost v] effect to (100)\n if <([x position v] of [minecraft main character v]) < [200]> then\n wait (.8) seconds\n go to x: (190) y: (-30)\n point towards (minecraft main character v)\n set [ghost v] effect to (0)\n start sound [Minecraft-fireball4 v]\n repeat until <<<touching (minecraft main character v)?> or <touching (platforms v)?>> or <<([abs v] of (x position) ) > [230]> or <([abs v] of (y position) ) > [170]>>>\n move (12) steps\n end\n end\n wait (.1) seconds\n start sound [explode1 v]\n go to x: (240) y: (180)\n else\n if <(level) = [5]> then\n go to x: (240) y: (180)\n set [ghost v] effect to (100)\n if <([x position v] of [minecraft main character v]) < [200]> then\n wait (.8) seconds\n go to x: (35) y: (-5)\n point towards (minecraft main character v)\n set [ghost v] effect to (0)\n start sound [Minecraft-fireball4 v]\n repeat until <<<touching (minecraft main character v)?> or <touching (platforms v)?>> or <<([abs v] of (x position) ) > [230]> or <([abs v] of (y position) ) > [170]>>>\n move (10) steps\n end\n end\n wait (.1) seconds\n start sound [explode1 v]\n else\n if <(level) = [7]> then\n go to x: (240) y: (180)\n set [ghost v] effect to (100)\n if <([x position v] of [minecraft main character v]) > [-110]> then\n wait (.4) seconds\n go to x: (-95) y: (95)\n point towards (minecraft main character v)\n if <([y position v] of [minecraft main character v]) > [100]> then\n turn left (pick random (5) to (20)) degrees\n else\n turn left (pick random (0) to (10)) degrees\n end\n set [ghost v] effect to (0)\n start sound [Minecraft-fireball4 v]\n repeat until <<<touching (minecraft main character v)?> or <touching (platforms v)?>> or <<([abs v] of (x position) ) > [230]> or <([abs v] of (y position) ) > [170]>>>\n move (15) steps\n end\n wait (.1) seconds\n start sound [explode1 v]\n end\n end\n end\n end\nend\n\n@lava\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@ezgif-4-8b040b3895\n\nwhen flag clicked\nforever\n next costume\n wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <<(level) = [2]> or <(level) = [11]>> then\n show\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-63) y: (-38)\nset [isclone v] to [1]\nhide\nrepeat (7)\n repeat (8)\n change x by (32)\n create clone of (_myself_ v)\n end\n set x to (-63)\n change y by (32)\nend\nset [isclone v] to [0]\nhide\n\nwhen I receive [next level v]\nset size to (100) %\nclear graphic effects\nif <<(level) = [6]> and <(isclone) = [1]>> then\n show\nelse\n hide\nend\nif <(level) = [7]> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<touching (sword v)?> and <<key (space v) pressed?> or <(holding) = [1]>>> then\n wait (.1) seconds\n start sound [Minecraft Glass Break - Sound Effect v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\n end\n hide\n end\nend\n\n@download\n\nwhen flag clicked\nhide\nforever\n if <(level) = [11]> then\n set y to (((10) * ([cos v] of ((300) * (timer)) )) - (-20))\n show\n else\n hide\n end\nend\n\nwhen I receive [next level v]\nif <<(level) = [11]> and <not <(username) = [UltraCoolGames]>>> then\n change [☁ wins v] by (1)\n if <(skips) = [0]> then\n change [☁ wins \(no skips\) v] by (1)\n end\n if <(flawless) = [1]> then\n change [☁ wins \(perfect run\) v] by (1)\n end\nend\n\n@Analog Stick\n\nwhen flag clicked\ngo to [front v] layer\nset [analog to x input v] to [0]\nswitch costume to (stick v)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nset [analog is clone v] to [0]\nset pen size to (5)\npen up\nerase all\nset [slingxorigin v] to [100]\nset [slingyorigin v] to [0]\nset [slingmaxlength v] to [30]\nset [drawmode v] to [1]\nforever\n set [xlengthwithinbounds v] to [0]\n set [ylengthwithinbounds v] to [0]\n if <mouse down?> then\n if <(holding) = [0]> then\n set [slingxorigin v] to (mouse x)\n set [slingyorigin v] to (mouse y)\n set [candraw v] to [1]\n end\n set [holding v] to [1]\n if <(canDraw) = [1]> then\n calculateLength\n end\n else\n set [holding v] to [0]\n set [candraw v] to [0]\n end\n set [analog to x input v] to ((xLengthWithinBounds) / (slingMaxLength))\n if <(canDraw) = [1]> then\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n show\n else\n hide\n end\nend\n\ndefine drawSling\nif <(drawMode) = [1]> then\n erase all\n go to x: (slingXOrigin) y: (slingYOrigin)\n set pen color to (#424242)\n pen down\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\nelse\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n set pen color to (#cacaca)\n pen down\nend\n\ndefine calculateLength\nset [xlength v] to ((mouse x) - (slingXOrigin))\nset [ylength v] to ((mouse y) - (slingYOrigin))\nset [lengthofhypotenuse v] to ([sqrt v] of (((xLength) * (xLength)) + ((yLength) * (yLength))) )\nif <(lengthOfHypotenuse) > (slingMaxLength)> then\n set [hypotenuseratio v] to ((slingMaxLength) / (lengthOfHypotenuse))\n set [xlengthwithinbounds v] to ((xLength) * (hypotenuseRatio))\n set [ylengthwithinbounds v] to ((yLength) * (hypotenuseRatio))\nelse\n set [xlengthwithinbounds v] to (xLength)\n set [ylengthwithinbounds v] to (yLength)\nend\n\nwhen I start as a clone\nswitch costume to (origin v)\nset [analog is clone v] to [1]\nforever\n if <(canDraw) = [1]> then\n go to x: (slingXOrigin) y: (slingYOrigin)\n show\n else\n hide\n end\nend\n\ngo to [front v] layer\n\nforever\nend\n\n@ezgif-4-de9ee835cb\n\nwhen flag clicked\nforever\n next costume\n wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [4]> then\n show\nend\n\nwhen flag clicked\nhide\n\ngo [backward v] (1) layers\n\n@ezgif-4-de9ee835cb3\n\nwhen flag clicked\nforever\n next costume\n wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [11]> then\n show\nend\n\nwhen flag clicked\nhide\n\ngo [backward v] (1) layers\n\n@ezgif-4-8b040b2\n\nwhen flag clicked\nwait (.15) seconds\nforever\n next costume\n wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [11]> then\n show\nend\n\nwhen flag clicked\nhide\n\n@enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(level) = [10]> then\n forever\n set [isclone v] to [1]\n if <([x position v] of [minecraft main character v]) < [185]> then\n create clone of (_myself_ v)\n set [isclone v] to [0]\n wait (1.5) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (sword v)?> and <<(swinging) = [1]> or <(holding) = [1]>>> then\n start sound [Hurt v]\n point in direction (90)\n stop [other scripts in sprite v]\n switch costume to (died v)\n set rotation style [all around v]\n show\n set [yv v] to [7]\n switch costume to (died v)\n repeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\n end\n delete this clone\n end\n if <touching (minecraft main character v)?> then\n broadcast (Human v)\n delete this clone\n end\n point towards (minecraft main character v)\n if <([x position v] of [minecraft main character v]) < (x position)> then\n change x by (-5)\n else\n change x by (5)\n end\nend\n\nwhen I start as a clone\nswitch costume to (steve2 v)\nshow\nforever\n if <(costume [number v]) = [5]> then\n switch costume to (steve2 v)\n else\n next costume\n end\n wait (.1) seconds\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nset [velocity v] to [0]\nforever\n change [velocity v] by (-1)\n change y by (velocity)\n if <touching (platforms v)?> then\n set y to (-37)\n set [velocity v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <(x position) > [194]> then\n delete this clone\n end\nend\n\n@ezgif-4-8b040b3\n\nwhen flag clicked\nwait (.1) seconds\nforever\n next costume\n wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [11]> then\n show\nend\n\nwhen flag clicked\nhide\n\n@ezgif-4-de9ee835cb2\n\nwhen flag clicked\nforever\n next costume\n wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [11]> then\n show\nend\n\nwhen flag clicked\nhide\n\ngo [backward v] (1) layers\n\n@minecraft-parrot\n\nwhen flag clicked\nwait (.25) seconds\nforever\n next costume\n wait (.07) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [11]> then\n show\nend\n\nwhen flag clicked\nhide\n\n
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Help Steve dodge enemies and fight with your sword to steal the diamond!\n\n★★★ Computer Controls ★★★\n<> WASD or Arrow Keys to move!\n<> Space to use sword!\n<> Run against a wall and hold jump to wall jump!\n\n★★★ Mobile Controls ★★★\n<> Press and hold on the screen to use the analog stick!\n> The sword is used automatically.
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Pokémon Story Platformer! #games #all #pokemon #trending
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@Stage\n\nwhen flag clicked\nset [bulbasaur v] to [0]\nset [charmander v] to [0]\nset [squirtle v] to [0]\nset [leaf blade v] to [0]\nset [flamethrower v] to [0]\nset [water pulse v] to [0]\nset [solar beam v] to [0]\nset [fire blast v] to [0]\nset [aqua tail v] to [0]\nswitch backdrop to (1-1 v)\n\nwhen I receive [play game v]\nswitch backdrop to (1 v)\n\nwhen I receive [play game2 v]\nswitch backdrop to (2-1 v)\n\nwhen I receive [play game3 v]\nswitch backdrop to (3-1 v)\n\nwhen flag clicked\nplay sound [Title Theme v] until done\n\nwhen backdrop switches to [1 v]\nstop all sounds\nplay sound [Wild Pokemon Battle v] until done\n\nwhen backdrop switches to [2-1 v]\nstop all sounds\nplay sound [Trial Theme v] until done\n\nwhen backdrop switches to [3-1 v]\nstop all sounds\nplay sound [Kahuna Battle v] until done\n\nwhen backdrop switches to [final v]\nstop all sounds\nplay sound [Hau'oli City \(Night\) v] until done\n\nwhen I receive [evolve v]\nstop all sounds\nplay sound [Evolution v] until done\n\nwhen I receive [evolve2 v]\nstop all sounds\nplay sound [Evolution v] until done\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\n@Ash Player\n\nwhen flag clicked\nshow\nswitch costume to (center v)\nset [the level v] to [1]\nbroadcast (Start v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <<touching color (#1d8f33)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#1d8f33)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#1d8f33)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#1d8f33)?> or <touching color (#404040)?>> then\n change y by (1)\n end\n if <<touching color (#1d8f33)?> or <touching color (#404040)?>> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <<touching color (#1d8f33)?> or <touching color (#404040)?>> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<touching color (#1d8f33)?> or <touching color (#404040)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [10]\n end\n change y by (1)\n if <<<(x position) > [239]> or <touching color (#787880)?>> or <touching color (#404868)?>> then\n broadcast (Next Level v) and wait\n end\n if <not <key (any v) pressed?>> then\n switch costume to (center v)\n end\nend\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [start v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-220) y: (-80)\n\nwhen flag clicked\nsay [Time to go get my starter Pokemon!] for (2) seconds\nwait until <(backdrop [number v]) = [2]>\nsay [I'm almost at the professor's lab! ] for (2) seconds\nwait until <(backdrop [number v]) = [3]>\nsay [Here we are!] for (2) seconds\nwait until <(backdrop [number v]) = [4]>\nsay [Hi professor! Can I choose a Pokemon?] for (3) seconds\nbroadcast (1 v)\n\nwhen I receive [2 v]\nsay [Thanks, Professor Rowan!] for (2) seconds\nwait (1) seconds\nbroadcast (PLAY GAME v)\n\nwhen I receive [play game v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [reset v]\nnext backdrop\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-220) y: (-80)\n\n@Professor Rowan\n\nwhen I receive [1 v]\nsay [Hello, Ash. Yes, you may pick!] for (2) seconds\nwait (1) seconds\nbroadcast (Pokemon v)\nsay [Choose Bulbasaur, Charmander, or Squirtle.] for (3) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [lab v]\nshow\n\nwhen I receive [bulbasaur v]\nsay [Bulbasaur? Great choice!] for (2) seconds\nsay [Have fun!] for (2) seconds\nbroadcast (2 v)\n\nwhen I receive [charmander v]\nsay [Charmander? Great choice!] for (2) seconds\nsay [Have fun!] for (2) seconds\nbroadcast (2 v)\n\nwhen I receive [squirtle v]\nsay [Squirtle? Great choice!] for (2) seconds\nsay [Have fun!] for (2) seconds\nbroadcast (2 v)\n\nwhen I receive [play game v]\nforever\n hide\nend\n\n@Bulbasaur\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [pokemon v]\nshow\n\nwhen this sprite clicked\nset [bulbasaur v] to [1]\nbroadcast (Bulbasaur v)\n\nwhen I receive [bulbasaur v]\nhide\n\nwhen I receive [charmander v]\nhide\n\nwhen I receive [squirtle v]\nhide\n\n@Squirtle\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [pokemon v]\nshow\n\nwhen this sprite clicked\nset [squirtle v] to [1]\nbroadcast (Squirtle v)\n\nwhen I receive [bulbasaur v]\nhide\n\nwhen I receive [charmander v]\nhide\n\nwhen I receive [squirtle v]\nhide\n\n@Charmander\n\nwhen this sprite clicked\nset [charmander v] to [1]\nbroadcast (Charmander v)\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [pokemon v]\nshow\n\nwhen I receive [bulbasaur v]\nhide\n\nwhen I receive [charmander v]\nhide\n\nwhen I receive [squirtle v]\nhide\n\n@Pokemon Player\n\nwhen flag clicked\nhide\n\nwhen I receive [next level2 v]\nbroadcast (Reset2 v)\n\nwhen I receive [start2 v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-220) y: (-50)\n\nwhen I receive [reset2 v]\nnext backdrop\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-220) y: (-50)\n\nwhen I receive [play game v]\nshow\nbroadcast (Start2 v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching color (#1d8f33)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching color (#1d8f33)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [13]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level2 v) and wait\n end\n if <<touching (enemy pokemon v)?> or <touching (enemy pokemon2 v)?>> then\n broadcast (Start2 v)\n end\n if <<key (space v) pressed?> and <(Bulbasaur) = [1]>> then\n create clone of (leafage v)\n wait until <not <key (space v) pressed?>>\n wait (0.1) seconds\n end\n if <<key (space v) pressed?> and <(Charmander) = [1]>> then\n create clone of (ember v)\n wait until <not <key (space v) pressed?>>\n wait (0.1) seconds\n end\n if <<key (space v) pressed?> and <(Squirtle) = [1]>> then\n create clone of (water gun v)\n wait until <not <key (space v) pressed?>>\n wait (0.1) seconds\n end\nend\n\nwhen I receive [play game v]\nif <(Bulbasaur) = [1]> then\n switch costume to (bulbasaur v)\n say [Moves: Leafage. Press space!] for (2) seconds\nend\nif <(Charmander) = [1]> then\n switch costume to (chamander v)\n say [Moves: Ember. Press space!] for (2) seconds\nend\nif <(Squirtle) = [1]> then\n switch costume to (squirtle v)\n say [Moves: Water Gun. Press space!] for (2) seconds\nend\n\nwhen backdrop switches to [9 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [play game2 v]\nshow\nif <(Bulbasaur) = [1]> then\n switch costume to (ivysaur v)\n say [Moves: Leaf Blade. Press space!] for (2) seconds\nend\nif <(Charmander) = [1]> then\n switch costume to (charmeleon v)\n say [Moves: Flamethrower. Press space!] for (2) seconds\nend\nif <(Squirtle) = [1]> then\n switch costume to (wartortle v)\n say [Moves: Water Pulse. Press space!] for (2) seconds\nend\n\nwhen I receive [play game2 v]\nbroadcast (Revive v)\n\nwhen I receive [revive v]\nshow\nbroadcast (Start2 v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching color (#1d8f33)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching color (#1d8f33)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [13]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level2 v) and wait\n end\n if <<<touching (enemy pokemon v)?> or <touching (enemy pokemon2 v)?>> or <touching (enemy pokemon3 v)?>> then\n broadcast (Start2 v)\n end\n if <<key (space v) pressed?> and <(Bulbasaur) = [1]>> then\n create clone of (leafage v)\n wait until <not <key (space v) pressed?>>\n wait (0.1) seconds\n end\n if <<key (space v) pressed?> and <(Charmander) = [1]>> then\n create clone of (ember v)\n wait until <not <key (space v) pressed?>>\n wait (0.1) seconds\n end\n if <<key (space v) pressed?> and <(Squirtle) = [1]>> then\n create clone of (water gun v)\n wait until <not <key (space v) pressed?>>\n wait (0.1) seconds\n end\nend\n\nwhen I receive [play game3 v]\nshow\nif <(Bulbasaur) = [1]> then\n switch costume to (venusaur v)\n say [Moves: Solar Beam. Press space!] for (2) seconds\nend\nif <(Charmander) = [1]> then\n switch costume to (charizard v)\n say [Moves: Fire Blast. Press space!] for (2) seconds\nend\nif <(Squirtle) = [1]> then\n switch costume to (blastoise v)\n say [Moves: Aqua Tail. Press space!] for (2) seconds\nend\n\nwhen I receive [revive2 v]\nshow\nbroadcast (Start2 v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (1)\n end\n if <touching color (#1d8f33)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching color (#1d8f33)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching color (#1d8f33)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [13]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level2 v) and wait\n end\n if <<<touching (enemy pokemon v)?> or <touching (enemy pokemon2 v)?>> or <touching (enemy pokemon3 v)?>> then\n broadcast (Start2 v)\n end\n if <<key (space v) pressed?> and <(Bulbasaur) = [1]>> then\n create clone of (leafage v)\n wait until <not <key (space v) pressed?>>\n wait (0.1) seconds\n end\n if <<key (space v) pressed?> and <(Charmander) = [1]>> then\n create clone of (ember v)\n wait until <not <key (space v) pressed?>>\n wait (0.1) seconds\n end\n if <<key (space v) pressed?> and <(Squirtle) = [1]>> then\n create clone of (water gun v)\n wait until <not <key (space v) pressed?>>\n wait (0.1) seconds\n end\nend\n\nwhen I receive [play game3 v]\nbroadcast (Revive2 v)\n\nwhen backdrop switches to [2-7 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [final v]\nsay [We made it, Ash!] for (3) seconds\nwait (1) seconds\nif <(Bulbasaur) = [1]> then\n say [Thanks to me, Venusaur!] for (3) seconds\nend\nif <(Charmander) = [1]> then\n say [Thanks to me, Charizard!] for (3) seconds\nend\nif <(Squirtle) = [1]> then\n say [Thanks to me, Blastoise!] for (3) seconds\nend\nwait (1) seconds\nsay [Part 2 at 100 likes!!! :\)]\n\n@Leafage\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\nset size to (100) %\nshow\ngo to (pokemon player v)\npoint towards (pokemon player v)\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nhide\ndelete this clone\n\nwhen I receive [play game2 v]\nswitch costume to (costume2 v)\nset [leaf blade v] to [1]\n\nwhen I start as a clone\nif <(Leaf Blade) = [1]> then\n repeat until <touching (_edge_ v)?>\n move (-4) steps\n end\nend\n\nwhen I start as a clone\nif <(Solar Beam) = [1]> then\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\nend\n\nwhen I receive [play game3 v]\nswitch costume to (costume3 v)\nset [solar beam v] to [1]\n\n@Ember\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\nset size to (100) %\nshow\ngo to (pokemon player v)\npoint towards (pokemon player v)\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nhide\ndelete this clone\n\nwhen I receive [play game2 v]\nswitch costume to (costume2 v)\nset [flamethrower v] to [1]\n\nwhen I start as a clone\nif <(Flamethrower) = [1]> then\n repeat until <touching (_edge_ v)?>\n move (5) steps\n end\nend\n\nwhen I start as a clone\nif <(Fire Blast) = [1]> then\n repeat until <touching (_edge_ v)?>\n move (2) steps\n end\nend\n\nwhen I receive [play game3 v]\nswitch costume to (costume3 v)\nset [fire blast v] to [1]\n\n@Water Gun\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\nset size to (100) %\nshow\ngo to (pokemon player v)\npoint towards (pokemon player v)\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nhide\ndelete this clone\n\nwhen I receive [play game2 v]\nswitch costume to (costume2 v)\nset [water pulse v] to [1]\n\nwhen I start as a clone\nif <(Water Pulse) = [1]> then\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\nend\n\nwhen I receive [play game3 v]\nswitch costume to (costume3 v)\nset [aqua tail v] to [1]\n\nwhen I start as a clone\nif <(Aqua Tail) = [1]> then\n repeat until <touching (_edge_ v)?>\n move (-14) steps\n end\nend\n\n@Enemy Pokemon\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [2 v]\nswitch costume to (1 v)\nshow\nrepeat (20)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [3 v]\nhide\n\nwhen backdrop switches to [4 v]\nswitch costume to (2 v)\nshow\nrepeat (20)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [5 v]\nswitch costume to (3 v)\nshow\nrepeat (30)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [6 v]\nhide\n\nwhen backdrop switches to [7 v]\nswitch costume to (4 v)\nshow\nrepeat (100)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [8 v]\nswitch costume to (5 v)\nshow\nrepeat (150)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [9 v]\nhide\n\nwhen backdrop switches to [2-2 v]\nswitch costume to (6 v)\nshow\nrepeat (300)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [2-3 v]\nswitch costume to (7 v)\nshow\nrepeat (300)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [2-4 v]\nswitch costume to (8 v)\nshow\nrepeat (500)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [2-5 v]\nswitch costume to (9 v)\nshow\nrepeat (500)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [2-6 v]\nhide\n\nwhen backdrop switches to [3-2 v]\nswitch costume to (10 v)\nshow\nrepeat (500)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [3-3 v]\nhide\n\nwhen backdrop switches to [3-4 v]\nswitch costume to (11 v)\nshow\nrepeat (600)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [3-5 v]\nswitch costume to (12 v)\nshow\nrepeat (550)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [3-6 v]\nswitch costume to (13 v)\nshow\nrepeat (2000)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [3-7 v]\nswitch costume to (14 v)\nshow\nrepeat (650)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [final v]\nhide\n\n@Enemy Pokemon2\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [5 v]\nswitch costume to (1 v)\nshow\nrepeat (20)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [6 v]\nswitch costume to (2 v)\nshow\nrepeat (50)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [7 v]\nswitch costume to (3 v)\nshow\nrepeat (70)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [8 v]\nhide\n\nwhen backdrop switches to [2-2 v]\nswitch costume to (4 v)\nshow\nrepeat (200)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [2-3 v]\nswitch costume to (5 v)\nshow\nrepeat (250)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [2-4 v]\nswitch costume to (6 v)\nshow\nrepeat (300)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [2-5 v]\nswitch costume to (7 v)\nshow\nrepeat (500)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [2-6 v]\nhide\n\nwhen backdrop switches to [2-7 v]\nhide\n\nwhen backdrop switches to [3-2 v]\nswitch costume to (8 v)\nshow\nrepeat (500)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [3-3 v]\nhide\n\nwhen backdrop switches to [3-4 v]\nswitch costume to (9 v)\nshow\nrepeat (500)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [3-5 v]\nswitch costume to (10 v)\nshow\nrepeat (550)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [3-6 v]\nhide\n\nwhen backdrop switches to [3-7 v]\nswitch costume to (11 v)\nshow\nrepeat (1600)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [final v]\nhide\n\n@Enemy Pokemon3\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [2-5 v]\nswitch costume to (1 v)\nshow\nrepeat (500)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [2-6 v]\nhide\n\nwhen backdrop switches to [2-7 v]\nhide\n\nwhen backdrop switches to [3-2 v]\nswitch costume to (2 v)\nshow\nrepeat (450)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [3-3 v]\nhide\n\nwhen backdrop switches to [3-4 v]\nswitch costume to (3 v)\nshow\nrepeat (400)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [3-5 v]\nswitch costume to (4 v)\nshow\nrepeat (600)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [3-6 v]\nhide\n\nwhen backdrop switches to [3-7 v]\nswitch costume to (5 v)\nshow\nrepeat (700)\n wait until <<<touching (leafage v)?> or <touching (ember v)?>> or <touching (water gun v)?>>\nend\nhide\n\nwhen backdrop switches to [final v]\nhide\n\n@Evolve\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [9 v]\nbroadcast (Evolve v)\n\nwhen I receive [evolve v]\nshow\nif <(Bulbasaur) = [1]> then\n switch costume to (bulbasaur v)\nend\nif <(Charmander) = [1]> then\n switch costume to (charmander v)\nend\nif <(Squirtle) = [1]> then\n switch costume to (squirtle v)\nend\nthink [W-w-what's go-oing on?] for (2) seconds\nthink [AHHHHH!!!!!!!!] for (3) seconds\nswitch costume to (evolving v)\nwait (5) seconds\nif <(Bulbasaur) = [1]> then\n switch costume to (ivysaur v)\nend\nif <(Charmander) = [1]> then\n switch costume to (charmeleon v)\nend\nif <(Squirtle) = [1]> then\n switch costume to (wartortle v)\nend\nthink [Whoa...!] for (3) seconds\nif <(Bulbasaur) = [1]> then\n think [I'm Ivysaur! :D] for (2) seconds\nend\nif <(Charmander) = [1]> then\n think [I'm Charmeleon! :D] for (2) seconds\nend\nif <(Squirtle) = [1]> then\n think [I'm Wartortle! :D] for (2) seconds\nend\nhide\nbroadcast (PLAY GAME2 v)\n\n@Evolve2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [2-7 v]\nbroadcast (Evolve2 v)\n\nwhen I receive [evolve2 v]\nshow\nif <(Bulbasaur) = [1]> then\n switch costume to (ivysaur v)\nend\nif <(Charmander) = [1]> then\n switch costume to (charmeleon v)\nend\nif <(Squirtle) = [1]> then\n switch costume to (wartortle v)\nend\nthink [N-not again!] for (2) seconds\nthink [AHHHHH!!!!!!!!] for (3) seconds\nswitch costume to (evolving v)\nwait (5) seconds\nif <(Bulbasaur) = [1]> then\n switch costume to (venusaur v)\nend\nif <(Charmander) = [1]> then\n switch costume to (charizard v)\nend\nif <(Squirtle) = [1]> then\n switch costume to (blastoise v)\nend\nthink [Yes!!!] for (3) seconds\nif <(Bulbasaur) = [1]> then\n think [I'm Venusaur! :D] for (2) seconds\nend\nif <(Charmander) = [1]> then\n think [I'm Charizard! :D] for (2) seconds\nend\nif <(Squirtle) = [1]> then\n think [I'm Blastoise! :D] for (2) seconds\nend\nhide\nbroadcast (PLAY GAME3 v)\n\n
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POKEMON STORY PLATFORMER\n=========================================\n100 ⭐+❤️ for Part 2!\nThis is a really long platformer, and I spent so much time working on this!\n=========================================\nYou choose your Kanto starter and set out on a journey across Route 1, 2, and 3!\n=========================================\nFollow me at @TrentonTNT for more fun games, platformers, clickers, and other projects!\nLike and fav! :D\n=========================================\nINSTRUCTIONS\n> WASD to move and jump\n> Choose your starter from Professor Rowan's lab\n> You can use your move to kill other enemy Pokémon\n> Evolve and gain stronger moves\n> Arrive at Johto! :)\n=========================================\nCREDITS\n> Sun sprite by @Altinayaus\n> Tons of costumes by @cheeta\n> Pokémon costumes by @tomergan\n=========================================\nTAGS\n#games #all #pokemon #pokémon #platformer #stories #art #trending #featured #loved #remixed #1st #top
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猫 プラットフォーマー/Cat platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@猫\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nshow\nswitch costume to (頭 v)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\nend\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n go to (本体 v)\nend\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [3]>> then\n set [上がる数 v] to [2]\n repeat (20)\n change [上がる数 v] by (-0.1)\n change y by (上がる数)\n end\n repeat (20)\n change [上がる数 v] by (0.1)\n change y by (上がる数)\n end\n else\n if <(costume [number v]) = [2]> then\n repeat (30)\n turn right ((上がる数) / (5)) degrees\n end\n point in direction (90)\n else\n if <(costume [number v]) = [4]> then\n repeat (30)\n turn left ((上がる数) / (5)) degrees\n end\n point in direction (90)\n else\n if <(costume [number v]) = [5]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <touching (地面 v)?> then\n turn left (3) degrees\n repeat (2)\n move (5) steps\n end\n turn right (3) degrees\n repeat (2)\n move (5) steps\n end\n turn right (3) degrees\n repeat (2)\n move (-5) steps\n end\n turn left (3) degrees\n repeat (2)\n move (-5) steps\n end\n end\n else\n go to (本体 v)\n end\n else\n if <(costume [number v]) = [6]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <touching (地面 v)?> then\n turn right (3) degrees\n repeat (2)\n move (-5) steps\n end\n turn left (3) degrees\n repeat (2)\n move (-5) steps\n end\n turn left (3) degrees\n repeat (2)\n move (5) steps\n end\n turn right (3) degrees\n repeat (2)\n move (5) steps\n end\n end\n else\n go to (本体 v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n if <key (right arrow v) pressed?> then\n go to [front v] layer\n end\n if <key (left arrow v) pressed?> then\n go to [back v] layer\n end\n end\n if <(costume [number v]) = [4]> then\n if <key (right arrow v) pressed?> then\n go to [back v] layer\n end\n if <key (left arrow v) pressed?> then\n go to [front v] layer\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <key (right arrow v) pressed?> then\n if <not <<<(costume [number v]) = [2]> or <(costume [number v]) = [4]>> or <(costume [number v]) = [7]>>> then\n set rotation style [left-right v]\n point in direction (90)\n end\n end\n if <key (left arrow v) pressed?> then\n if <not <<<(costume [number v]) = [2]> or <(costume [number v]) = [4]>> or <(costume [number v]) = [7]>>> then\n set rotation style [left-right v]\n point in direction (-90)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [7]> then\n if <key (right arrow v) pressed?> then\n set rotation style [left-right v]\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n set rotation style [left-right v]\n point in direction (-90)\n end\n end\nend\n\n@本体\n\nwhen flag clicked\n初期設定\nset [ghost v] effect to (100)\nset [ステージ v] to [1]\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) * (0.82))\n change x by (X)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (X))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\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 change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <key (up arrow v) pressed?> then\n if <touching (地面 v)?> then\n set [y v] to [13]\n start sound [Jump v]\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n 初期設定\n change [ステージ v] by (1)\n end\n if <(y position) < [-185]> then\n 初期設定\n end\nend\n\nshow\n\ngo to x: (0) y: (0)\n\ndefine 初期設定\nhide\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-220) y: (82)\nset [ghost v] effect to (100)\nshow\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\n@イカ\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(ステージ) = [3]> then\n switch costume to (コスチューム1 v)\n go to x: (59) y: (-96)\n show\n wait until <(ステージ) = [4]>\n hide\n stop [this script v]\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (本体 v)?> then\n set [y v] to [15]\n repeat (10)\n switch costume to (pick random (2) to (4))\n create clone of (_myself_ v)\n end\n hide\n end\nend\n\nhide\n\nwhen I start as a clone\npoint in direction (90)\nturn right (pick random (0) to (360)) degrees\nrepeat (10)\n move (10) steps\nend\nwait (1) seconds\ndelete this clone\n\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\n\n
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矢印キーのみの操作です\nステージは少ないですが、♥と★押してください、お願いします
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Sunrise platformer 朝焼けのプラットフォーマー #platformer
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@Stage\n\n@地面\n\nwhen I receive [次のステージ v]\nif <<(動いていい?) = [0]> and <not <(costume [name v]) = [最後]>>> then\n wait (1) seconds\n broadcast (uuu v)\n next costume\n if <(costume [number v]) = [14]> then\n wait (2) seconds\n broadcast (クリアするよ v)\n end\nend\n\nwhen I receive [メッセージ1 v]\nrepeat (10)\n switch costume to (地面1 v)\nend\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nrepeat (50)\n switch costume to (地面1 v)\nend\n\nwhen flag clicked\nset [タイマー v] to [0]\nhide\n\n@Next!\n\nwhen I receive [次のステージ v]\nset [次のステージ v] to [1]\nset [動いていい? v] to [0]\nhide\nstart sound [Collect v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nset [動いていい? v] to [0]\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n set [次のステージ v] to [2]\n repeat (10)\n set [動いていい? v] to [0]\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I receive [メッセージ1 v]\nforever\n set volume to (音量) %\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen this sprite clicked\nbroadcast (初期設定 v)\n\nwhen I receive [設定 v]\nset [動いていい? v] to [0]\nshow\nset [設定中 v] to [1]\n\nwhen I receive [設定を閉じる v]\nset [設定中 v] to [0]\nhide\n\nwhen flag clicked\nhide variable [音量 v]\nhide\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen I receive [メッセージ1 v]\nset [次のステージ v] to [0]\nhide\nset [動いていい? v] to [0]\n\nwhen I receive [次のステージ v]\nwait (3) seconds\nshow\nbroadcast (表示した v)\nset [next終わり v] to [0]\n\nwhen I receive [表示した v]\nforever\n wait until <<mouse down?> or <key (any v) pressed?>>\n wait until <<not <mouse down?>> or <key (any v) pressed?>>\n wait until <<mouse down?> or <key (any v) pressed?>>\n set [次のステージ v] to [0]\n set [動いていい? v] to [1]\n hide\nend\n\nwhen I receive [メッセージ1 v]\nstart sound [Coin v]\nshow\nforever\n wait until <<mouse down?> or <key (any v) pressed?>>\n wait until <<not <mouse down?>> or <key (any v) pressed?>>\n set [次のステージ v] to [0]\n set [動いていい? v] to [1]\n hide\nend\n\nwhen I receive [aaa v]\nshow\nset [動いていい? v] to [0]\nforever\n wait until <<mouse down?> or <key (any v) pressed?>>\n wait until <<not <mouse down?>> or <key (any v) pressed?>>\n set [次のステージ v] to [0]\n set [動いていい? v] to [1]\n hide\nend\n\nwhen I receive [iii v]\nshow\nset [動いていい? v] to [0]\nforever\n wait until <<mouse down?> or <key (any v) pressed?>>\n wait until <<not <mouse down?>> or <key (any v) pressed?>>\n set [次のステージ v] to [0]\n set [動いていい? v] to [1]\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@障害物たち\n\nwhen I receive [メッセージ1 v]\nforever\n switch costume to ([costume # v] of [地面 v])\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (プログラム v)?> then\n if <[1] = (触れても大丈夫)> then\n end\nend\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen I receive [メッセージ1 v]\nset [ghost v] effect to (50)\n\nwhen flag clicked\nhide\n\nwhen I receive [設定 v]\nset [動いていい? v] to [0]\nshow\nset [設定中 v] to [1]\n\nwhen I receive [設定を閉じる v]\nset [設定中 v] to [0]\nhide\nset [動いていい? v] to [1]\n\nwhen I receive [メッセージ1 v]\nforever\n if <(設定中) = [1]> then\n set [動いていい? v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\n@スプライト4\n\nwhen I receive [設定 v]\ngo to [front v] layer\nshow variable [音量 v]\nset [動いていい? v] to [0]\nshow\nset [設定中 v] to [1]\n\nwhen I receive [設定を閉じる v]\nhide variable [音量 v]\nset [設定中 v] to [0]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@クラウドリスト\n\ndefine 読み込み\ndelete all of [クリアした人 v]\nset [i v] to [0]\nset [雑用 v] to []\nrepeat until <(i) = (length of (☁ てんてん♪))>\n change [i v] by (2)\n if <(join (letter ((i) - (1)) of (☁ てんてん♪)) (letter (i) of (☁ てんてん♪))) = [00]> then\n add (雑用) to [クリアした人 v]\n set [雑用 v] to []\n else\n set [雑用 v] to (join (雑用) (item (join (letter ((i) - (1)) of (☁ てんてん♪)) (letter (i) of (☁ てんてん♪))) of [文字表 v]))\n end\nend\n\ndefine () をクラウドリストに追加\nset [i v] to [0]\nset [雑用 v] to []\nrepeat (length of ())\n if <[文字表 v] contains (letter (i) of ())?> then\n change [i v] by (1)\n set [雑用 v] to (join (雑用) (item # of (letter (i) of ()) in [文字表 v]))\n else\n say [文字表に含まれていない文字があります。] for (2) seconds\n stop [this script v]\n end\nend\nset [☁ てんてん♪ v] to (join (☁ てんてん♪) (join (雑用) [00]))\n\ndefine 文字登録\ndelete all of [文字表 v]\nrepeat (10)\n add [] to [文字表 v]\nend\nadd [-] to [文字表 v]\nadd [_] to [文字表 v]\nadd [1] to [文字表 v]\nadd [2] to [文字表 v]\nadd [3] to [文字表 v]\nadd [4] to [文字表 v]\nadd [5] to [文字表 v]\nadd [6] to [文字表 v]\nadd [7] to [文字表 v]\nadd [8] to [文字表 v]\nadd [9] to [文字表 v]\nadd [0] to [文字表 v]\nadd [a] to [文字表 v]\nadd [b] to [文字表 v]\nadd [c] to [文字表 v]\nadd [d] to [文字表 v]\nadd [e] to [文字表 v]\nadd [f] to [文字表 v]\nadd [g] to [文字表 v]\nadd [h] to [文字表 v]\nadd [i] to [文字表 v]\nadd [j] to [文字表 v]\nadd [k] to [文字表 v]\nadd [l] to [文字表 v]\nadd [m] to [文字表 v]\nadd [n] to [文字表 v]\nadd [o] to [文字表 v]\nadd [p] to [文字表 v]\nadd [q] to [文字表 v]\nadd [r] to [文字表 v]\nadd [s] to [文字表 v]\nadd [t] to [文字表 v]\nadd [u] to [文字表 v]\nadd [v] to [文字表 v]\nadd [w] to [文字表 v]\nadd [x] to [文字表 v]\nadd [y] to [文字表 v]\nadd [z] to [文字表 v]\nadd [タイマー] to [文字表 v]\nadd [.] to [文字表 v]\nadd [と] to [文字表 v]\nadd [:] to [文字表 v]\nadd [秒] to [文字表 v]\nadd [ ] to [文字表 v]\n\nwhen I receive [クリア! v]\nhide list [クリアした人 v]\n読み込み\nif <<not < (クリアした人) contains (username)?>> and <not <(username) = []>>> then\n (join (username) (join [:] (join (タイマー) [秒]))) をクラウドリストに追加\nend\n読み込み\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen flag clicked\nshow list [クリアした人 v]\n\nwhen I receive [クリアするよ v]\nset [kuria v] to [1]\nif <(kuria) = [1]> then\n broadcast (クリア! v)\nend\n\nwhen I receive [メッセージ1 v]\nreset timer\nset [タイマー v] to []\nforever\n set [タイマー v] to (timer)\nend\n\nwhen flag clicked\nhide\n\n@スプライト6\n\nwhen this sprite clicked\nif <(現在) = [0]> then\n set [現在 v] to [1]\n broadcast (設定 v)\nelse\n set [現在 v] to [0]\n broadcast (設定を閉じる v)\n wait (0.01) seconds\n set [動いていい? v] to [1]\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen flag clicked\nhide\n\n@ばね\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [メッセージ1 v]\nhide\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume # v] of [地面 v]) = [7]> then\n go to x: (-60) y: (-21)\n show\n if <touching (プログラム v)?> then\n switch costume to (コスチューム1 v)\n wait (0.01) seconds\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム9 v)\n end\n else\n if <([costume # v] of [地面 v]) = [11]> then\n go to x: (-182) y: (117)\n show\n if <touching (プログラム v)?> then\n switch costume to (コスチューム1 v)\n wait (0.01) seconds\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム9 v)\n end\n else\n if <([costume # v] of [地面 v]) = [12]> then\n go to x: (0) y: (-94)\n show\n if <touching (プログラム v)?> then\n switch costume to (コスチューム1 v)\n wait (0.01) seconds\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム9 v)\n end\n end\n end\n end\nend\n\nwhen I receive [uuu v]\nforever\n if <not <<([costume # v] of [地面 v]) = [7]> or <<([costume # v] of [地面 v]) = [11]> or <([costume # v] of [地面 v]) = [12]>>>> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@No turbo mode\n\nwhen flag clicked\nhide\nswitch costume to (no turbo mode v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n turn right (0.0001) degrees\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n if <[90.1] < (direction)> then\n show\n switch costume to (ターボモードになりました v)\n go to x: (0) y: (0)\n stop [all v]\n else\n hide\n switch costume to (no turbo mode v)\n end\nend\n\n@プログラム\n\ndefine 初期設定\npoint in direction (90)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [死んでしまった v] to [0]\nset [触れても大丈夫 v] to [0]\nset [次のステージ v] to [0]\nset [kuria v] to [0]\nset [音量変えちゃダメ v] to [0]\nset [設定中 v] to [0]\n\ndefine 動く\nset rotation style [left-right v]\nif <<<[0] < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\n point in direction (90)\nend\nif <<<(mouse x) < [0]> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n point in direction (0)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nrepeat (6)\n if <touching (地面 v)?> then\n change y by (1)\n end\nend\nif <touching (地面 v)?> then\n change y by (-5)\n change x by ((0) - (x))\n if <<<[50] < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [Jump v]\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-3)\nif <<touching (地面 v)?> and <<<[50] < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n start sound [Jump v]\n set [y v] to [15]\nend\nchange y by (3)\n\nwhen I receive [メッセージ1 v]\nset volume to (100) %\n初期設定\nshow\n\nwhen flag clicked\nset [音量変えちゃダメ v] to [0]\nset [設定中 v] to [0]\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n if <[245] < (x position)> then\n set [音量変えちゃダメ v] to [1]\n set volume to ((音量) / (2)) %\n broadcast (次のステージ v)\n wait (3) seconds\n set [音量変えちゃダメ v] to [0]\n set volume to (音量) %\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <(y position) < [-183]> then\n start sound [Oops v]\n repeat (4)\n change [ghost v] effect by (25)\n end\n 初期設定\n broadcast (iii v)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nset [音量 v] to [100]\nforever\n if <<(設定中) = [0]> and <<<(死んでしまった) = [0]> and <not <(x position) = [246]>>> and <(動いていい?) = [1]>>> then\n show\n 動く\n end\nend\n\nwhen I receive [死んじゃうよ v]\nset [動いていい? v] to [0]\nデス\n\nwhen I receive [メッセージ1 v]\nforever\n if <(音量変えちゃダメ) = [1]> then\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <(設定中) = [1]> then\n set volume to ((音量) / (2)) %\n end\nend\n\nwhen I receive [初期設定 v]\n初期設定\n\nwhen I receive [次のステージ v]\nset [動いていい? v] to [0]\nhide\nwait (3) seconds\n初期設定\nshow\nrepeat (10)\n set [動いていい? v] to [0]\nend\n\nwhen I receive [メッセージ1 v]\nforever\n set rotation style [all around v]\nend\n\ndefine デス\nstart sound [Oops v]\nset [死んでしまった v] to [1]\nset [動いていい? v] to [0]\nset [触れても大丈夫 v] to [1]\nset rotation style [all around v]\npoint in direction (90)\nset rotation style [all around v]\nset [範囲 v] to (pick random (10) to (14))\nrepeat until <[-130] > (y position)>\n show\n turn right (範囲) degrees\n change y by (範囲)\n change [範囲 v] by (-1)\nend\ngo to x: (-200) y: (0)\npoint in direction (90)\nset [触れても大丈夫 v] to [0]\n初期設定\nbroadcast (aaa v)\n\nwhen I receive [メッセージ1 v]\nset [現在 v] to [0]\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n play sound [Illenium - Let You Go \(ft v] until done\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (ばね v)?> then\n set [y v] to [18]\n play sound [High Whoosh v] until done\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching (逆バネ v)?> then\n set [y v] to [-18]\n play sound [High Whoosh v] until done\n end\nend\n\nwhen I receive [イントロ終わり/intro finish v]\nbroadcast (メッセージ1 v)\n\n@Intro/イントロ\n\nwhen flag clicked\nerase all\nbroadcast (Intro/イントロ v)\n\nwhen I receive [intro/イントロ v]\nset [終わりですかね? v] to [0]\nset [スキップ押された? v] to [0]\nset [とめいど v] to [100]\nset [バー高さ v] to [-450]\nset [z v] to [1]\nset [c3dx v] to [1]\nset [c3dy v] to [1]\nset [シェイク向き v] to [0]\nset [動くy v] to [0]\nset [シェイクよう v] to [0]\nset [シェイク v] to [0]\nset [動く向き v] to [0]\nset [動くx v] to [0]\nset [シェイクx v] to [0]\nset [線x v] to [-500]\nset [カメラy v] to [0]\nset [カメラx v] to [0]\nset [アイコン大きさ v] to [0]\ndelete all of [四角 v]\ndelete all of [バー v]\nset [線太さー v] to [0]\ndelete all of [画面切り替え v]\ndelete all of [テキスト v]\ndelete all of [透明度 v]\ndelete all of [ぐるぐる回る丸 v]\ndelete all of [テキストに関すること v]\ndelete all of [図形 v]\ndelete all of [フラッシュ v]\nadd [115] to [フラッシュ v]\nadd [115] to [フラッシュ v]\nadd [0] to [テキストに関すること v]\nadd [0] to [テキストに関すること v]\nadd [0] to [テキストに関すること v]\nadd [0] to [テキストに関すること v]\nreset timer\nwait (0) seconds\nstart sound [Distrion & Alex Skrindo - Entropy v]\nbroadcast (Aaaaaaaaaaaaaa v)\n\ndefine 描画\nswitch costume to (無限 v)\nset size to ((1) / (0)) %\npen up\nset [aカウント1 v] to [1]\nrepeat ((length of [ぐるぐる回る丸 v]) / (5))\n set pen size to ((20) / (Z))\n pen up\n set [向きサイン v] to [0]\n set pen color to (#2b568a)\n set pen (transparency v) to ((item (Aカウント1) of [透明度 v]) + (75))\n repeat ((round ((60) - (([abs v] of ((item ((Aカウント1) * (5)) of [ぐるぐる回る丸 v]) - (180)) ) / (3)))) + (1))\n とてもぐるぐる [1]\n pen down\n change [向きサイン v] by (6)\n end\n pen up\n set pen size to ((20) / (Z))\n pen up\n set [向きサイン v] to [0]\n repeat ((round ((60) - (([abs v] of ((item ((Aカウント1) * (5)) of [ぐるぐる回る丸 v]) - (180)) ) / (3)))) + (1))\n とてもぐるぐる [0]\n set pen color to (#ffffff)\n set pen (transparency v) to (item (Aカウント1) of [透明度 v])\n pen down\n change [向きサイン v] by (6)\n end\n pen up\n set pen size to ((10) / (Z))\n pen up\n set [向きサイン v] to [0]\n repeat ((round ((60) - (([abs v] of ((item ((Aカウント1) * (5)) of [ぐるぐる回る丸 v]) - (180)) ) / (3)))) + (1))\n とてもぐるぐる [0]\n set pen color to (#5098ff)\n set pen (transparency v) to (item (Aカウント1) of [透明度 v])\n pen down\n change [向きサイン v] by (6)\n end\n pen up\n if <[180] < (item ((Aカウント1) * (5)) of [ぐるぐる回る丸 v])> then\n replace item ((Aカウント1) * (5)) of [ぐるぐる回る丸 v] with ((item ((Aカウント1) * (5)) of [ぐるぐる回る丸 v]) + ((fps✖️うごきゅ) * (((360) - (item ((Aカウント1) * (5)) of [ぐるぐる回る丸 v])) / (10))))\n else\n replace item ((Aカウント1) * (5)) of [ぐるぐる回る丸 v] with ((item ((Aカウント1) * (5)) of [ぐるぐる回る丸 v]) + ((fps✖️うごきゅ) * (((item ((Aカウント1) * (5)) of [ぐるぐる回る丸 v]) + (15)) / (10))))\n end\n if <[355] < (item ((Aカウント1) * (5)) of [ぐるぐる回る丸 v])> then\n replace item (Aカウント1) of [透明度 v] with ((item (Aカウント1) of [透明度 v]) + ((fps✖️うごきゅ) * (((112) - (item (Aカウント1) of [透明度 v])) / (10))))\n end\n if <[110] < (item (Aカウント1) of [透明度 v])> then\n delete (((Aカウント1) * (5)) - (0)) of [ぐるぐる回る丸 v]\n delete (((Aカウント1) * (5)) - (1)) of [ぐるぐる回る丸 v]\n delete (((Aカウント1) * (5)) - (2)) of [ぐるぐる回る丸 v]\n delete (((Aカウント1) * (5)) - (3)) of [ぐるぐる回る丸 v]\n delete (((Aカウント1) * (5)) - (4)) of [ぐるぐる回る丸 v]\n delete (Aカウント1) of [透明度 v]\n else\n change [aカウント1 v] by (1)\n end\nend\n\ndefine ぐる丸追加 X (x) Y (y) 半径 (半径) 向き (向き) 初期向き (初期向き) 透明度 (透明度)\nadd (x) to [ぐるぐる回る丸 v]\nadd (y) to [ぐるぐる回る丸 v]\nadd (半径) to [ぐるぐる回る丸 v]\nadd (初期向き) to [ぐるぐる回る丸 v]\nadd (向き) to [ぐるぐる回る丸 v]\nadd (透明度) to [透明度 v]\n\nwait (0.5) seconds\n\nwhen I receive [aaaaaaaaaaaaaa v]\nset [ういい v] to [0]\nset [ういい2 v] to [150]\nchange [ういい2 v] by (-15)\nset [aカウント2 v] to [1]\nrepeat (3)\n wait until <(item (Aカウント2) of [音ハメ v]) < ((timer) + (0.2))>\n ぐる丸追加 X [0] Y [0] 半径 (ういい2) 向き [0] 初期向き (pick random (1) to (360)) 透明度 [0]\n change [ういい2 v] by (-30)\n change [aカウント2 v] by (1)\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nhide\nrepeat until <(終わりですかね?) = [1]>\n erase all\n 後ろ背景\n 四角描画\n 線\n テキスト\n アイコン\n 図形\n 描画\n バー\n Sunlight\n フラッシュ\n ぼやぼや\n 画面切り替え\nend\nrepeat until <[110] < (最後の透明度)>\n erase all\n set pen color to (#000000)\n set pen (transparency v) to (最後の透明度)\n set pen size to (5000)\n pen down\n pen up\n change [最後の透明度 v] by ((((115) - (最後の透明度)) / (10)) * (fps✖️うごきゅ))\nend\nerase all\nbroadcast (イントロ終わり/intro finish v)\n\ndefine ごーごーfps (今の時間?)\nwait (0) seconds\nset [fps✖️うごきゅ v] to ((((days since 2000) * (86400)) * (30)) - (今の時間?))\n\nwhen I receive [aaaaaaaaaaaaaa v]\nforever\n ごーごーfps (((days since 2000) * (86400)) * (30))\nend\n\nwhen this sprite clicked\n\nadd (timer) to [音ハメ2 v]\n\ndefine アイコン\nswitch costume to (無限 v)\nset size to ((1) / (0)) %\ngo to x: (カメラX) y: (カメラY)\nif <(アイコン隠す?) = [0]> then\n set [ghost v] effect to (0)\n if <[100] < ((アイコン大きさ) / (Z))> then\n switch costume to (無限 v)\n set size to (((アイコン大きさ) + ()) / (Z)) %\n switch costume to (あなたのアイコン/logo v)\n else\n switch costume to (無限2 v)\n set size to (((アイコン大きさ) + ()) / (Z)) %\n switch costume to (あなたのアイコン/logo v)\n end\n point in direction (全体むき)\n stamp\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nset [アイコン隠す? v] to [1]\nwait (1) seconds\nset [アイコン隠す? v] to [0]\nrepeat until <([abs v] of ((アイコン大きさ) - (100)) ) < [1]>\n if <(アイコン大きさ) < [50]> then\n change [アイコン大きさ v] by ((((アイコン大きさ) + (10)) / (10)) * (fps✖️うごきゅ))\n else\n change [アイコン大きさ v] by ((((100) - (アイコン大きさ)) / (10)) * (fps✖️うごきゅ))\n end\nend\nrepeat until <([abs v] of ((アイコン大きさ) - (0)) ) < [1]>\n if <(アイコン大きさ) < [50]> then\n change [アイコン大きさ v] by ((((0) - (アイコン大きさ)) / (10)) * (fps✖️うごきゅ))\n else\n change [アイコン大きさ v] by ((((アイコン大きさ) + (-110)) / (10)) * (fps✖️うごきゅ))\n end\nend\nset [アイコン隠す? v] to [1]\n\ndelete all of [音ハメ2 v]\nshow\nswitch costume to (コスチューム1 v)\nset size to (100) %\nwait (3) seconds\nstart sound [Distrion & Alex Skrindo - Entropy v]\nreset timer\n\ndefine 計算\nset [aカウント1 v] to [1]\nset [平均値 v] to [0]\nrepeat ((length of [音ハメ2 v]) - (1))\n set [平均値 v] to ((平均値) + ((item ((Aカウント1) + (1)) of [音ハメ2 v]) - (item (Aカウント1) of [音ハメ2 v])))\n change [aカウント1 v] by (1)\nend\nset [平均値 v] to ((平均値) / ((length of [音ハメ2 v]) - (1)))\n\ndefine 後ろ背景\npen up\nswitch costume to (無限 v)\nset size to ((1) / (0)) %\nset pen size to (線太さー)\nset pen color to (#50a0ff)\npen up\ngo to x: ((-240) + (線X)) y: (0)\npen down\ngo to x: ((240) + (線X)) y: (0)\npen up\n\nwhen I receive [aaaaaaaaaaaaaa v]\nrepeat until <([abs v] of ((線X) - (0)) ) < [1]>\n if <(線X) < [-240]> then\n change [線x v] by ((((線X) + (520)) / (8)) * (fps✖️うごきゅ))\n else\n change [線x v] by ((((0) - (線X)) / (8)) * (fps✖️うごきゅ))\n end\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[1] < (timer)>\nrepeat until <([abs v] of ((線太さー) - (375)) ) < [1]>\n if <(線太さー) < [188]> then\n change [線太さー v] by ((((線太さー) + (10)) / (8)) * (fps✖️うごきゅ))\n else\n change [線太さー v] by ((((375) - (線太さー)) / (8)) * (fps✖️うごきゅ))\n end\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nforever\n set [シェイクx v] to (([sin v] of ((timer) * (400)) ) * ((シェイク) * (0.3)))\n set [シェイクy v] to (([cos v] of ((timer) * (400)) ) * ((シェイク) * (0.3)))\n set [シェイク向き v] to (((([sin v] of ((timer) * (400)) ) * ((シェイク) * (0.3))) / (3)) + (90))\n set [サイズ v] to ((30) + ((([abs v] of ([sin v] of (([sin v] of ((timer) * (366)) ) * (90)) ) ) * (-1)) * (30)))\n set [カメラx v] to ((シェイクX) + ((動くX) * (-1)))\n set [カメラy v] to ((シェイクY) + ((動くY) * (-1)))\n change [シェイク v] by ((fps✖️うごきゅ) * (シェイクよう))\n change [シェイクよう v] by (((((0) - (シェイク)) / (10)) - ((シェイクよう) / (4))) * (fps✖️うごきゅ))\n set [全体むき v] to ((シェイク向き) + (動く向き))\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nset [aカウント3 v] to [1]\nrepeat (length of [音ハメ2 v])\n wait until <(item (Aカウント3) of [音ハメ2 v]) < ((timer) + (0.2))>\n set [シェイクよう v] to [40]\n change [aカウント3 v] by (1)\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <(item (1) of [音ハメ2 v]) < ((timer) + (0.2))>\nforever\n モザイク用です [100] [0]\n モザイク用です [0] [-50]\n wait (0.45) seconds\n モザイク用です [100] [0]\n モザイク用です [-10] [-50]\n モザイク用です [0] [-75]\n wait (0.45) seconds\nend\n\nモザイク用です [-10] [-50]\n\ndefine 四角作る X (x) Y (y) 明るさ (明るさ) 大きさ (大きさ)\nadd (x) to [四角 v]\nadd (y) to [四角 v]\nadd (明るさ) to [四角 v]\nadd (大きさ) to [四角 v]\n\ndefine ここへいけ (オプションx) (オプションy) X (x) Y (y) (陰?)\nset [向き用 v] to (((全体むき) - (90)) * (-1))\nif <(陰?) = [線]> then\n if <(陰?) = [1]> then\n go to x: ((((オプションx) + (((カメラX) + (((x) * ([cos v] of (向き用) )) - ((y) * ([sin v] of (向き用) )))) * (1))) + (20)) / (Z)) y: ((((オプションy) + (((カメラY) + (((x) * ([sin v] of (向き用) )) + ((y) * ([cos v] of (向き用) )))) * (1))) + (0)) / (Z))\n else\n go to x: (((オプションx) + (((カメラX) + (((x) * ([cos v] of (向き用) )) - ((y) * ([sin v] of (向き用) )))) * (1))) / (Z)) y: (((オプションy) + (((カメラY) + (((x) * ([sin v] of (向き用) )) + ((y) * ([cos v] of (向き用) )))) * (1))) / (Z))\n end\nelse\n if <(陰?) = [1]> then\n go to x: ((((オプションx) + (((カメラX) + (((x) * ([cos v] of (向き用) )) - ((y) * ([sin v] of (向き用) )))) * (C3DX))) + (20)) / (Z)) y: ((((オプションy) + (((カメラY) + (((x) * ([sin v] of (向き用) )) + ((y) * ([cos v] of (向き用) )))) * (C3DY))) + (0)) / (Z))\n else\n go to x: (((オプションx) + (((カメラX) + (((x) * ([cos v] of (向き用) )) - ((y) * ([sin v] of (向き用) )))) * (C3DX))) / (Z)) y: (((オプションy) + (((カメラY) + (((x) * ([sin v] of (向き用) )) + ((y) * ([cos v] of (向き用) )))) * (C3DY))) / (Z))\n end\nend\npoint in direction (全体むき)\n\ndefine 四角描画\nset [aカウント1 v] to [1]\npen up\nrepeat ((length of [四角 v]) / (4))\n set [ghost v] effect to (0)\n switch costume to (無限 v)\n set size to ((1) / (0)) %\n ここへいけ (item (((Aカウント1) * (4)) - (3)) of [四角 v]) (item (((Aカウント1) * (4)) - (2)) of [四角 v]) X [0] Y [0] []\n if <(item (((Aカウント1) * (4)) - (1)) of [四角 v]) < [-3]> then\n if <[100] < ((item (((Aカウント1) * (4)) - (0)) of [四角 v]) / (Z))> then\n switch costume to (無限 v)\n set size to ((item (((Aカウント1) * (4)) - (0)) of [四角 v]) / (Z)) %\n switch costume to (コスチューム2 v)\n else\n switch costume to (無限2 v)\n set size to ((item (((Aカウント1) * (4)) - (0)) of [四角 v]) / (Z)) %\n switch costume to (コスチューム2 v)\n end\n else\n if <[100] < ((item (((Aカウント1) * (4)) - (0)) of [四角 v]) / (Z))> then\n switch costume to (無限 v)\n set size to ((item (((Aカウント1) * (4)) - (0)) of [四角 v]) / (Z)) %\n if <(item (((Aカウント1) * (4)) - (1)) of [四角 v]) = [0]> then\n switch costume to (無題の図形描画 71 v)\n else\n if <(item (((Aカウント1) * (4)) - (1)) of [四角 v]) = [50]> then\n switch costume to (無題の図形描画 2 v)\n else\n switch costume to (コスチューム1 v)\n end\n end\n else\n switch costume to (無限2 v)\n set size to ((item (((Aカウント1) * (4)) - (0)) of [四角 v]) / (Z)) %\n if <(item (((Aカウント1) * (4)) - (1)) of [四角 v]) = [0]> then\n switch costume to (無題の図形描画 71 v)\n else\n if <(item (((Aカウント1) * (4)) - (1)) of [四角 v]) = [50]> then\n switch costume to (無題の図形描画 2 v)\n else\n switch costume to (コスチューム1 v)\n end\n end\n end\n end\n if <(item (((Aカウント1) * (4)) - (1)) of [四角 v]) = [0]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (0)\n end\n set [brightness v] effect to (item (((Aカウント1) * (4)) - (1)) of [四角 v])\n if <[0] < (item (((Aカウント1) * (4)) - (0)) of [四角 v])> then\n stamp\n end\n replace item (((Aカウント1) * (4)) - (0)) of [四角 v] with ((item (((Aカウント1) * (4)) - (0)) of [四角 v]) + ((fps✖️うごきゅ) * (((サイズ) / (0.7)) + (3))))\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n if <[500] < (item (((Aカウント1) * (4)) - (0)) of [四角 v])> then\n delete (((Aカウント1) * (4)) - (0)) of [四角 v]\n delete (((Aカウント1) * (4)) - (1)) of [四角 v]\n delete (((Aカウント1) * (4)) - (2)) of [四角 v]\n delete (((Aカウント1) * (4)) - (3)) of [四角 v]\n else\n change [aカウント1 v] by (1)\n end\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[3.8] < (timer)>\nrepeat until <([abs v] of ((動くY) - (360)) ) < [45]>\n if <(動くY) < [180]> then\n change [動くy v] by ((((動くY) + (45)) / (5)) * (fps✖️うごきゅ))\n else\n change [動くy v] by ((((360) - (動くY)) / (5)) * (fps✖️うごきゅ))\n end\nend\nrepeat until <([abs v] of ((動くY) - (-360)) ) < [1]>\n if <(動くY) < [0]> then\n change [動くy v] by ((((-360) - (動くY)) / (5)) * (fps✖️うごきゅ))\n else\n change [動くy v] by ((((動くY) + (-400)) / (5)) * (fps✖️うごきゅ))\n end\nend\n\ndefine モザイク用です (明るさ) (大きさ)\nset [モザイク用2 v] to [360]\nrepeat (3)\n set [モザイク用1 v] to [-480]\n repeat (3)\n 四角作る X (モザイク用1) Y (モザイク用2) 明るさ (明るさ) 大きさ (大きさ)\n change [モザイク用1 v] by (480)\n end\n change [モザイク用2 v] by (-360)\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[2.7] < (timer)>\nset [動く向き v] to [0]\nrepeat until <([abs v] of ((動く向き) - (360)) ) < [0.5]>\n if <(動く向き) < [180]> then\n change [動く向き v] by ((((動く向き) + (10)) / (8)) * (fps✖️うごきゅ))\n else\n change [動く向き v] by ((((360) - (動く向き)) / (8)) * (fps✖️うごきゅ))\n end\nend\nwait until <[6] < (timer)>\nset [動く向き v] to [0]\nrepeat until <([abs v] of ((動く向き) - (360)) ) < [0.5]>\n if <(動く向き) < [180]> then\n change [動く向き v] by ((((動く向き) + (10)) / (8)) * (fps✖️うごきゅ))\n else\n change [動く向き v] by ((((360) - (動く向き)) / (8)) * (fps✖️うごきゅ))\n end\nend\n\nモザイク用です [100] [-75]\n\ndefine テキスト追加 (x) (y)\nadd (x) to [テキスト v]\nadd (y) to [テキスト v]\n\ndefine テキスト追加\nset [モザイク用2 v] to [360]\nrepeat (3)\n set [モザイク用1 v] to [-480]\n repeat (3)\n テキスト追加 (モザイク用1) (モザイク用2)\n change [モザイク用1 v] by (480)\n end\n change [モザイク用2 v] by (-360)\nend\n\nset pen color to (#848484)\nset pen size to (8000)\nset pen (transparency v) to (75)\npen down\npen up\n\ndefine ぼやぼや\ngo to x: (0) y: (0)\npen up\nset pen color to (#ffc09a)\nset pen size to (8000)\nset pen (transparency v) to (75)\npen down\npen up\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[3.5] < (timer)>\nテキスト追加\nrepeat until <([abs v] of ((item (2) of [テキストに関すること v]) - (100)) ) < [0.5]>\n if <(item (2) of [テキストに関すること v]) < [50]> then\n replace item (2) of [テキストに関すること v] with ((item (2) of [テキストに関すること v]) + ((((item (2) of [テキストに関すること v]) + (10)) / (8)) * (fps✖️うごきゅ)))\n else\n replace item (2) of [テキストに関すること v] with ((item (2) of [テキストに関すること v]) + ((item (3) of [テキストに関すること v]) * (fps✖️うごきゅ)))\n replace item (3) of [テキストに関すること v] with ((item (3) of [テキストに関すること v]) + (((((100) - (item (2) of [テキストに関すること v])) / (10)) - ((item (3) of [テキストに関すること v]) / (4))) * (fps✖️うごきゅ)))\n end\nend\n\ndefine テキスト\npen up\nset [aカウント1 v] to [1]\nrepeat ((length of [テキスト v]) / (2))\n switch costume to (無限 v)\n set size to ((1) / (0)) %\n ここへいけ (item (((Aカウント1) * (2)) - (1)) of [テキスト v]) (item (((Aカウント1) * (2)) - (0)) of [テキスト v]) X (item (1) of [テキストに関すること v]) Y [0] []\n set [ghost v] effect to (0)\n if <[100] < ((((item (2) of [テキストに関すること v]) / (1.3)) + ((サイズ) / (1.2))) / (Z))> then\n switch costume to (無限 v)\n set size to ((((item (2) of [テキストに関すること v]) / (1.3)) + ((サイズ) / (1.2))) / (Z)) %\n switch costume to (テキスト/text v)\n else\n switch costume to (無限2 v)\n set size to ((((item (2) of [テキストに関すること v]) / (1.3)) + ((サイズ) / (1.2))) / (Z)) %\n switch costume to (テキスト/text v)\n end\n point in direction ((全体むき) + (item (4) of [テキストに関すること v]))\n stamp\n change [aカウント1 v] by (1)\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[5.1] < (timer)>\nrepeat until <([abs v] of ((item (1) of [テキストに関すること v]) - (150)) ) < [45]>\n if <(item (1) of [テキストに関すること v]) < [75]> then\n replace item (1) of [テキストに関すること v] with ((item (1) of [テキストに関すること v]) + ((((item (1) of [テキストに関すること v]) + (22)) / (5)) * (fps✖️うごきゅ)))\n else\n replace item (1) of [テキストに関すること v] with ((item (1) of [テキストに関すること v]) + ((((150) - (item (1) of [テキストに関すること v])) / (5)) * (fps✖️うごきゅ)))\n end\nend\nrepeat until <([abs v] of ((item (1) of [テキストに関すること v]) - (-150)) ) < [45]>\n if <(item (1) of [テキストに関すること v]) < [0]> then\n replace item (1) of [テキストに関すること v] with ((item (1) of [テキストに関すること v]) + ((((-150) - (item (1) of [テキストに関すること v])) / (5)) * (fps✖️うごきゅ)))\n else\n replace item (1) of [テキストに関すること v] with ((item (1) of [テキストに関すること v]) + ((((item (1) of [テキストに関すること v]) + (-175)) / (5)) * (fps✖️うごきゅ)))\n end\nend\nrepeat until <([abs v] of ((item (1) of [テキストに関すること v]) - (-150)) ) < [1]>\n replace item (1) of [テキストに関すること v] with ((item (1) of [テキストに関すること v]) + ((((0) - (item (1) of [テキストに関すること v])) / (5)) * (fps✖️うごきゅ)))\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[6] < (timer)>\nrepeat until <([abs v] of ((動くY) - (0)) ) < [1]>\n if <(動くY) < [-180]> then\n change [動くy v] by ((((動くY) + (400)) / (5)) * (fps✖️うごきゅ))\n else\n change [動くy v] by ((((0) - (動くY)) / (5)) * (fps✖️うごきゅ))\n end\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[6] < (timer)>\nrepeat until <([abs v] of ((動くX) - (480)) ) < [45]>\n if <(動くX) < [240]> then\n change [動くx v] by ((((動くX) + (40)) / (5)) * (fps✖️うごきゅ))\n else\n change [動くx v] by ((((480) - (動くX)) / (5)) * (fps✖️うごきゅ))\n end\nend\nrepeat until <([abs v] of ((動くX) - (0)) ) < [1]>\n if <(動くX) < [240]> then\n change [動くx v] by ((((0) - (動くX)) / (5)) * (fps✖️うごきゅ))\n else\n change [動くx v] by ((((動くX) + (-520)) / (5)) * (fps✖️うごきゅ))\n end\nend\n\ndefine とてもぐるぐる (かげ?)\nここへいけ [0] [0] X ((item (((Aカウント1) * (5)) - (4)) of [ぐるぐる回る丸 v]) + (([sin v] of ((item (((Aカウント1) * (5)) - (0)) of [ぐるぐる回る丸 v]) + ((item (((Aカウント1) * (5)) - (1)) of [ぐるぐる回る丸 v]) + (向きサイン))) ) * (item (((Aカウント1) * (5)) - (2)) of [ぐるぐる回る丸 v]))) Y ((item (((Aカウント1) * (5)) - (4)) of [ぐるぐる回る丸 v]) + (([cos v] of ((item (((Aカウント1) * (5)) - (0)) of [ぐるぐる回る丸 v]) + ((item (((Aカウント1) * (5)) - (1)) of [ぐるぐる回る丸 v]) + (向きサイン))) ) * (item (((Aカウント1) * (5)) - (2)) of [ぐるぐる回る丸 v]))) (かげ?)\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[6.5] < (timer)>\nrepeat until <([abs v] of ((Z) - (3)) ) < [0.01]>\n if <(Z) < [2]> then\n change [z v] by ((((Z) + (-0.9)) / (10)) * (fps✖️うごきゅ))\n else\n change [z v] by ((((3) - (Z)) / (10)) * (fps✖️うごきゅ))\n end\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nforever\n if <[480] < (シェイクX)> then\n set [シェイクx v] to [480]\n end\n if <(シェイクY) < [-480]> then\n set [シェイクy v] to [-480]\n end\n if <[480] < (シェイクX)> then\n set [シェイクx v] to [480]\n end\n if <(シェイクY) < [-480]> then\n set [シェイクy v] to [-480]\n end\n if <(シェイク) < [-480]> then\n set [シェイク v] to [-480]\n end\n if <[480] < (シェイク)> then\n set [シェイク v] to [480]\n end\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[5.4] < (timer)>\nrepeat until <([abs v] of ((item (4) of [テキストに関すること v]) - (360)) ) < [0.5]>\n if <(item (4) of [テキストに関すること v]) < [180]> then\n replace item (4) of [テキストに関すること v] with ((item (4) of [テキストに関すること v]) + ((((item (4) of [テキストに関すること v]) + (10)) / (8)) * (fps✖️うごきゅ)))\n else\n replace item (4) of [テキストに関すること v] with ((item (4) of [テキストに関すること v]) + ((((360) - (item (4) of [テキストに関すること v])) / (8)) * (fps✖️うごきゅ)))\n end\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[1.9] < (timer)>\nset [ういい2 v] to [150]\nrepeat (2)\n ぐる丸追加 X [0] Y [0] 半径 (ういい2) 向き [0] 初期向き (pick random (1) to (360)) 透明度 [0]\n change [ういい2 v] by (-60)\n wait (0.1) seconds\nend\n\ndefine バーをどうぞ\nset [モザイク用1 v] to [-260]\nrepeat (14)\n add (モザイク用1) to [バー v]\n add [1] to [バー v]\n change [モザイク用1 v] by (40)\nend\nset [モザイク用1 v] to [-260]\nrepeat (14)\n add (モザイク用1) to [バー v]\n add [-1] to [バー v]\n change [モザイク用1 v] by (40)\nend\n\ndefine バー\npen up\nset [aカウント1 v] to [1]\nswitch costume to (無限 v)\nset size to ((1) / (0)) %\nrepeat ((length of [バー v]) / (2))\n set pen color to (#2b568a)\n set pen (transparency v) to (75)\n set pen size to (40)\n バー一気に [1]\n set pen color to (#ffffff)\n set pen size to (40)\n バー一気に []\n set pen color to (#4b96ff)\n set pen size to (30)\n バー一気に []\n change [aカウント1 v] by (1)\nend\npen up\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait (0.05) seconds\nバーをどうぞ\n\ndefine バー一気に (1)\nset x to ((item (((Aカウント1) * (2)) - (1)) of [バー v]) + (0))\nif <(1) = [1]> then\n if <(item (((Aカウント1) * (2)) - (0)) of [バー v]) = [1]> then\n set x to ((item (((Aカウント1) * (2)) - (1)) of [バー v]) + (5))\n set y to ((((サイズ) * (-1)) + (0)) + (((バー高さ) * (-1)) + (([sin v] of (((timer) * (200)) + ((item (((Aカウント1) * (2)) - (1)) of [バー v]) * (2))) ) * (15))))\n pen down\n set y to ((((サイズ) * (-1)) + (0)) + ((((バー高さ) * (-1)) + (([sin v] of (((timer) * (200)) + ((item (((Aカウント1) * (2)) - (1)) of [バー v]) * (2))) ) * (15))) - (60)))\n pen up\n else\n set x to ((item (((Aカウント1) * (2)) - (1)) of [バー v]) + (5))\n set y to (((サイズ) + (0)) + (((バー高さ) * (1)) + (([sin v] of (((timer) * (200)) + ((item (((Aカウント1) * (2)) - (1)) of [バー v]) * (2))) ) * (15))))\n pen down\n set y to (((サイズ) + (0)) + ((((バー高さ) * (1)) + (([sin v] of (((timer) * (200)) + ((item (((Aカウント1) * (2)) - (1)) of [バー v]) * (2))) ) * (15))) - (-60)))\n pen up\n end\nelse\n if <(item (((Aカウント1) * (2)) - (0)) of [バー v]) = [1]> then\n set y to (((サイズ) * (-1)) + (((バー高さ) * (-1)) + (([sin v] of (((timer) * (200)) + ((item (((Aカウント1) * (2)) - (1)) of [バー v]) * (2))) ) * (15))))\n pen down\n set y to (((サイズ) * (-1)) + ((((バー高さ) * (-1)) + (([sin v] of (((timer) * (200)) + ((item (((Aカウント1) * (2)) - (1)) of [バー v]) * (2))) ) * (15))) - (45)))\n pen up\n else\n set y to ((サイズ) + (((バー高さ) * (1)) + (([sin v] of (((timer) * (200)) + ((item (((Aカウント1) * (2)) - (1)) of [バー v]) * (2))) ) * (15))))\n pen down\n set y to ((サイズ) + ((((バー高さ) * (1)) + (([sin v] of (((timer) * (200)) + ((item (((Aカウント1) * (2)) - (1)) of [バー v]) * (2))) ) * (15))) - (-45)))\n pen up\n end\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <(item (1) of [音ハメ2 v]) < ((timer) + (0.2))>\nrepeat until <[8] < (timer)>\n change [バー高さ v] by ((((-220) - (バー高さ)) / (10)) * (fps✖️うごきゅ))\nend\n\ndefine 線\nswitch costume to (無限 v)\nset size to ((1) / (0)) %\npen up\nset pen color to (#50a0ff)\nset pen (transparency v) to (とめいど)\nset pen size to ((10) / (Z))\nset [せんよう v] to [472.5]\nrepeat (24)\n ここへいけ [0] [0] X [-720] Y (せんよう) [線]\n pen down\n ここへいけ [0] [0] X [720] Y (せんよう) [線]\n pen up\n change [せんよう v] by (-45)\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <(item (1) of [音ハメ2 v]) < ((timer) + (-0.15))>\nrepeat until <(とめいど) < [-10]>\n change [とめいど v] by ((((-11) - (とめいど)) / (10)) * (fps✖️うごきゅ))\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[3] < (timer)>\nrepeat until <[3.45] < (timer)>\n change [c3dx v] by ((((-1) - (C3DX)) / (10)) * (fps✖️うごきゅ))\nend\nrepeat until <[8] < (timer)>\n change [c3dx v] by ((((1) - (C3DX)) / (10)) * (fps✖️うごきゅ))\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[2.55] < (timer)>\nrepeat until <[3] < (timer)>\n change [c3dy v] by ((((-1) - (C3DY)) / (10)) * (fps✖️うごきゅ))\nend\nrepeat until <[8] < (timer)>\n change [c3dy v] by ((((1) - (C3DY)) / (10)) * (fps✖️うごきゅ))\nend\n\ndefine 図形\nset size to ((1) / (0)) %\npen up\nset [aカウント1 v] to [1]\nrepeat ((length of [図形 v]) / (7))\n pen up\n set pen color to (#2b528a)\n set pen (transparency v) to (75)\n set pen size to ((item (((Aカウント1) * (7)) - (3)) of [図形 v]) * (1.3))\n 図形かげ [1]\n set pen color to (#ffffff)\n set pen size to ((item (((Aカウント1) * (7)) - (3)) of [図形 v]) * (1.3))\n 図形かげ [0]\n set pen size to ((item (((Aカウント1) * (7)) - (3)) of [図形 v]) * (0.8))\n set pen color to (#5099ff)\n 図形かげ [0]\n replace item (((Aカウント1) * (7)) - (3)) of [図形 v] with ((item (((Aカウント1) * (7)) - (3)) of [図形 v]) + ((-1) * (fps✖️うごきゅ)))\n replace item (((Aカウント1) * (7)) - (0)) of [図形 v] with ((item (((Aカウント1) * (7)) - (0)) of [図形 v]) + ((fps✖️うごきゅ) * ((item (((Aカウント1) * (7)) - (3)) of [図形 v]) / (5))))\n if <(item (((Aカウント1) * (7)) - (3)) of [図形 v]) < [-1]> then\n delete (((Aカウント1) * (7)) - (0)) of [図形 v]\n delete (((Aカウント1) * (7)) - (1)) of [図形 v]\n delete (((Aカウント1) * (7)) - (2)) of [図形 v]\n delete (((Aカウント1) * (7)) - (3)) of [図形 v]\n delete (((Aカウント1) * (7)) - (4)) of [図形 v]\n delete (((Aカウント1) * (7)) - (5)) of [図形 v]\n delete (((Aカウント1) * (7)) - (6)) of [図形 v]\n else\n change [aカウント1 v] by (1)\n end\n pen up\nend\n\ndefine 図形かげ (陰?)\npen up\nset [しぇいぷす v] to [0]\nwait (0) seconds\nここへいけ [0] (item (((Aカウント1) * (7)) - (6)) of [図形 v]) X (((0) + ((item (((Aカウント1) * (7)) - (5)) of [図形 v]) + ((item (((Aカウント1) * (7)) - (0)) of [図形 v]) * ([sin v] of (しぇいぷす) )))) - (0)) Y ((0) + (((item (((Aカウント1) * (7)) - (4)) of [図形 v]) - (0)) + ((item (((Aカウント1) * (7)) - (0)) of [図形 v]) * ([cos v] of (しぇいぷす) )))) (陰?)\npen down\nrepeat ((item (((Aカウント1) * (7)) - (2)) of [図形 v]) + (1))\n change [しぇいぷす v] by ((360) / (item (((Aカウント1) * (7)) - (2)) of [図形 v]))\n ここへいけ [0] (item (((Aカウント1) * (7)) - (6)) of [図形 v]) X (((0) + ((item (((Aカウント1) * (7)) - (5)) of [図形 v]) + ((item (((Aカウント1) * (7)) - (0)) of [図形 v]) * ([sin v] of (しぇいぷす) )))) - (0)) Y ((0) + (((item (((Aカウント1) * (7)) - (4)) of [図形 v]) - (0)) + ((item (((Aカウント1) * (7)) - (0)) of [図形 v]) * ([cos v] of (しぇいぷす) )))) (陰?)\nend\npen up\n\ndefine 図形追加x (x) Y (y) 太さ (太さ) 形 (形) いろ (いろ) おおきさ (おおきさ) モザイクy (モザイクy)\nadd (モザイクy) to [図形 v]\nadd (x) to [図形 v]\nadd (y) to [図形 v]\nadd (太さ) to [図形 v]\nadd (形) to [図形 v]\nadd (いろ) to [図形 v]\nadd (おおきさ) to [図形 v]\n\ndefine パターン (パターン) (モザイクy)\nif <(パターン) = [1]> then\n 図形追加x [0] Y [0] 太さ [30] 形 [5] いろ [90] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [-150] Y [0] 太さ [30] 形 [5] いろ [90] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [150] Y [0] 太さ [30] 形 [5] いろ [90] おおきさ [0] モザイクy (モザイクy)\nend\nif <(パターン) = [2]> then\n 図形追加x [0] Y [150] 太さ [30] 形 [3] いろ [30] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [-150] Y [150] 太さ [30] 形 [3] いろ [30] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [150] Y [150] 太さ [30] 形 [3] いろ [30] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [0] Y [-150] 太さ [30] 形 [3] いろ [30] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [-150] Y [-150] 太さ [30] 形 [3] いろ [30] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [150] Y [-150] 太さ [30] 形 [3] いろ [30] おおきさ [0] モザイクy (モザイクy)\nend\nif <(パターン) = [3]> then\n repeat (30)\n 図形追加x (pick random (-300) to (300)) Y (pick random (-300) to (300)) 太さ [30] 形 [4] いろ [25] おおきさ [0] モザイクy (モザイクy)\n end\nend\nif <(パターン) = [4]> then\n 図形追加x [-150] Y [150] 太さ [30] 形 [6] いろ [75] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [0] Y [150] 太さ [30] 形 [6] いろ [75] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [150] Y [150] 太さ [30] 形 [6] いろ [75] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [150] Y [0] 太さ [30] 形 [6] いろ [75] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [150] Y [-150] 太さ [30] 形 [6] いろ [75] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [0] Y [-150] 太さ [30] 形 [6] いろ [75] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [-150] Y [-150] 太さ [30] 形 [6] いろ [75] おおきさ [0] モザイクy (モザイクy)\n 図形追加x [-150] Y [0] 太さ [30] 形 [6] いろ [75] おおきさ [0] モザイクy (モザイクy)\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <(item (9) of [音ハメ2 v]) < ((timer) + (0.2))>\nパターン [1] [-360]\nwait until <(item (10) of [音ハメ2 v]) < ((timer) + (0.2))>\nパターン [2] [-360]\n\nwait until <(item (11) of [音ハメ2 v]) < ((timer) + (0.2))>\n\nパターン [4] [-360]\n\ndefine Sunlight\npen up\nswitch costume to (無限 v)\nset size to (400) %\ngo to x: (-240) y: (180)\nswitch costume to (コスチューム4 v)\nset [ghost v] effect to (0)\nstamp\n\ndefine フラッシュ\npen up\nswitch costume to (無限 v)\nset size to ((1) / (0)) %\nset pen color to (#ffffff)\nset pen size to (180)\nset pen (transparency v) to (item (1) of [フラッシュ v])\ngo to x: (-600) y: (90)\npen down\ngo to x: (600) y: (90)\npen up\npen up\nswitch costume to (無限 v)\nset size to ((1) / (0)) %\nset pen color to (#ffffff)\nset pen size to (180)\nset pen (transparency v) to (item (2) of [フラッシュ v])\ngo to x: (-600) y: (-90)\npen down\ngo to x: (600) y: (-90)\npen up\nreplace item (1) of [フラッシュ v] with ((item (1) of [フラッシュ v]) + ((((115) - (item (1) of [フラッシュ v])) / (10)) * (fps✖️うごきゅ)))\nreplace item (2) of [フラッシュ v] with ((item (2) of [フラッシュ v]) + ((((115) - (item (2) of [フラッシュ v])) / (10)) * (fps✖️うごきゅ)))\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <(item (7) of [音ハメ2 v]) < ((timer) + (0.2))>\nreplace item (1) of [フラッシュ v] with [20]\nwait until <(item (8) of [音ハメ2 v]) < ((timer) + (0.2))>\nreplace item (2) of [フラッシュ v] with [20]\n\nwhen I receive [aaaaaaaaaaaaaa v]\nwait until <[7.5] < (timer)>\nif <(スキップ押された?) = [0]> then\n set [スキップ押された? v] to [1]\n repeat (2)\n add [0] to [画面切り替え v]\n add [100] to [画面切り替え v]\n wait (0.1) seconds\n add [0] to [画面切り替え v]\n add [あ] to [画面切り替え v]\n wait (0.1) seconds\n end\n add [0] to [画面切り替え v]\n add [-100] to [画面切り替え v]\nend\n\nwait (0.1) seconds\n\ndefine 画面切り替え\nswitch costume to (無限 v)\nset size to ((1) / (0)) %\npen up\nset [aカウント1 v] to [1]\nrepeat ((length of [画面切り替え v]) / (2))\n if <[あ] = (item (((Aカウント1) * (2)) - (0)) of [画面切り替え v])> then\n set pen color to (#ffffff)\n else\n set pen color to (#4f98ff)\n set pen (brightness v) to (item (((Aカウント1) * (2)) - (0)) of [画面切り替え v])\n end\n set pen size to (item (((Aカウント1) * (2)) - (1)) of [画面切り替え v])\n go to x: (-300) y: (0)\n pen down\n go to x: (300) y: (0)\n pen up\n if <(item (((Aカウント1) * (2)) - (1)) of [画面切り替え v]) < [188]> then\n replace item (((Aカウント1) * (2)) - (1)) of [画面切り替え v] with ((item (((Aカウント1) * (2)) - (1)) of [画面切り替え v]) + ((((item (((Aカウント1) * (2)) - (1)) of [画面切り替え v]) + (10)) / (8)) * (fps✖️うごきゅ)))\n else\n replace item (((Aカウント1) * (2)) - (1)) of [画面切り替え v] with ((item (((Aカウント1) * (2)) - (1)) of [画面切り替え v]) + ((((375) - (item (((Aカウント1) * (2)) - (1)) of [画面切り替え v])) / (8)) * (fps✖️うごきゅ)))\n end\n change [aカウント1 v] by (1)\nend\n\nwhen I receive [aaaaaaaaaaaaaa v]\nset [最後の透明度 v] to [0]\nwait until <[374] < (item (9) of [画面切り替え v])>\nset [終わりですかね? v] to [1]\n\nwhen I receive [イントロ終わり/intro finish v]\nstop all sounds\nstop [other scripts in sprite v]\nset [終わりですかね? v] to [0]\nset [スキップ押された? v] to [0]\nset [とめいど v] to [100]\nset [バー高さ v] to [-450]\nset [z v] to [1]\nset [c3dx v] to [1]\nset [c3dy v] to [1]\nset [シェイク向き v] to [0]\nset [動くy v] to [0]\nset [シェイクよう v] to [0]\nset [シェイク v] to [0]\nset [動く向き v] to [0]\nset [動くx v] to [0]\nset [シェイクx v] to [0]\nset [線x v] to [-500]\nset [カメラy v] to [0]\nset [カメラx v] to [0]\nset [アイコン大きさ v] to [0]\ndelete all of [四角 v]\ndelete all of [バー v]\nset [線太さー v] to [0]\ndelete all of [画面切り替え v]\ndelete all of [テキスト v]\ndelete all of [透明度 v]\ndelete all of [ぐるぐる回る丸 v]\ndelete all of [テキストに関すること v]\ndelete all of [図形 v]\ndelete all of [フラッシュ v]\nadd [115] to [フラッシュ v]\nadd [115] to [フラッシュ v]\nadd [0] to [テキストに関すること v]\nadd [0] to [テキストに関すること v]\nadd [0] to [テキストに関すること v]\nadd [0] to [テキストに関すること v]\n\nwhen I receive [イントロ終わり/intro finish v]\n\nwhen I receive [aaaaaaaaaaaaaa v]\nset volume to (100) %\nwait until <not <<key (any v) pressed?> or <mouse down?>>>\nwait until <<<key (any v) pressed?> or <mouse down?>> and <(スキップ押された?) = [0]>>\nset volume to (20) %\nset [スキップ押された? v] to [1]\nrepeat (2)\n add [0] to [画面切り替え v]\n add [100] to [画面切り替え v]\n wait (0.1) seconds\n add [0] to [画面切り替え v]\n add [あ] to [画面切り替え v]\n wait (0.1) seconds\nend\nadd [0] to [画面切り替え v]\nadd [-100] to [画面切り替え v]\n\n@サムネイル\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n
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日本語は下にあります。\n\n<English>\nYou can move the character with the arrow keys, wads, and screen taps.\n\nIf you touch the magma or thorns or fall down, you will have to start over.\n\nPlease do your best to reach the goal!\n\nPlease let us know in the comments how many seconds you have reached the goal!\n\n<日本語>\n矢印キー、wads、画面タップでキャラクターを動かすことができます。\n\nマグマやトゲに触れたり、下に落ちたりすると、やり直しです。\n\nゴールを目指して頑張ってください!\n
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IntelliTiles Platformer Engine
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@Stage\n\n@player\n\ndefine hitbox\nswitch costume to (hitbox v)\nchange [yvel v] by (-1)\nif <(yvel) < [-30]> then\n set [yvel v] to [-30]\nend\nchange y by (yvel)\nif <touching (level hitbox v)?> then\n if <(yvel) < [0]> then\n repeat until <not <touching (level hitbox v)?>>\n change y by (1)\n end\n else\n repeat until <not <touching (level hitbox v)?>>\n change y by (-1)\n end\n end\n set [yvel v] to [0]\nend\nchange x by (xvel)\nif <touching (level hitbox v)?> then\n if <(xvel) < [0]> then\n repeat until <not <touching (level hitbox v)?>>\n change x by (1)\n end\n else\n repeat until <not <touching (level hitbox v)?>>\n change x by (-1)\n end\n end\n set [xvel v] to [0]\nend\n\ndefine jump\nswitch costume to (jumpbox v)\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching (level hitbox v)?> then\n set [yvel v] to [14]\n end\nend\n\nwhen I receive [play v]\ngo to x: (0) y: (60)\nforever\n if <(editing?) = [0]> then\n show\n set [xvel v] to ((xvel) * (.66))\n change [xvel v] by ((1.5) * (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>))\n hitbox\n jump\n switch costume to (player v)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n check for edge\n else\n hide\n end\nend\n\ndefine check for edge\nif <(x position) < [-239]> then\n set x to (238)\n change [level x v] by (-1)\n broadcast (update level v) and wait\nelse\n if <[239] < (x position)> then\n set x to (-238)\n change [level x v] by (1)\n broadcast (update level v) and wait\n end\nend\nif <(y position) < [-179]> then\n set y to (178)\n change [level y v] by (-1)\n broadcast (update level v) and wait\nelse\n if <[179] < (y position)> then\n set y to (-178)\n change [level y v] by (1)\n broadcast (update level v) and wait\n end\nend\n\nwhen flag clicked\nerase all\nbroadcast (update level v) and wait\nbroadcast (play v) and wait\n\n@tiles\n\ndefine stamp level\nset [index v] to [0]\ngo to x: (-230) y: (170)\nswitch costume to (rock v)\nset size to ((20) / (.16)) %\nclear graphic effects\nrepeat (18)\n set x to (-230)\n repeat (24)\n change [index v] by (1)\n switch costume to (item (index) of [current level v])\n stamp\n change x by (20)\n end\n change y by (-20)\nend\n\nwhen I receive [update level v]\nerase all\nread level\nstamp level\nbroadcast (hitboxes v) and wait\n\nwhen I receive [refresh level v]\nerase all\nsave level\nstamp level\nbroadcast (hitboxes v) and wait\n\ndefine read level\nset [world index* v] to ((level x) + ((level y) * (100)))\nset [level data v] to (item (WORLD INDEX*) of [world* v])\nset [i v] to [1]\ndelete all of [current level v]\nrepeat until <(letter (i) of (level data)) = []>\n add (item # of (letter (i) of (level data)) in [encoding vals* v]) to [current level v]\n change [i v] by (1)\nend\n\ndefine save level\nset [i v] to [1]\nset [level data v] to []\nset [world index* v] to ((level x) + ((level y) * (100)))\nrepeat until <(item (i) of [current level v]) = []>\n set [level data v] to (join (level data) (item (item (i) of [current level v]) of [encoding vals* v]))\n change [i v] by (1)\nend\nreplace item (WORLD INDEX*) of [world* v] with (level data)\n\nset [level x v] to [50]\nset [level y v] to [25]\ndelete all of [world* v]\nrepeat (50)\n repeat (100)\n add (level data) to [world* v]\n end\nend\n\nwhen flag clicked\ndelete all of [nonsolid blocks v]\nadd [1] to [nonsolid blocks v]\nadd [3] to [nonsolid blocks v]\n\nwhen flag clicked\nforever\n switch costume to ([tile type v] of [level editor v])\nend\n\nwhen flag clicked\nset [level x v] to [50]\nset [level y v] to [25]\n\n@level editor\n\nwhen [m v] key pressed\nif <(username) = (username)> then\n show variable [tile type v]\n show variable [editor info v]\n show variable [editor block type v]\n set [editing? v] to [1]\n show\n forever\n go to (mouse-pointer v)\n go to x: (((round (((x position) - (10)) / (20))) + (.5)) * (20)) y: (((round (((y position) - (10)) / (20))) + (.5)) * (20))\n go to [front v] layer\n set [editor block type v] to (join [Tile: ] ([costume name v] of [tiles v]))\n end\nend\n\nwhen flag clicked\nset [editor info v] to [1 = single tile, 4 = fill]\nset [editing? v] to [0]\nhide variable [tile type v]\nhide variable [editor info v]\nhide variable [editor block type v]\nhide\n\ndefine fill terrain with range (r)\ndelete all of [fill buffer* v]\nrepeat (432)\n add [0] to [fill buffer* v]\nend\nreplace item (selection index) of [current level v] with (tile type)\nadd (selection index) to [buffer* v]\nreplace item (selection index) of [fill buffer* v] with (r)\nrepeat until <(length of [buffer* v]) = [0]>\n set [selection index v] to (item (1) of [buffer* v])\n delete (1) of [buffer* v]\n if <<[nonsolid blocks v] contains (item ((selection index) + (1)) of [current level v])?> and <(item (selection index) of [fill buffer* v]) > [0]>> then\n replace item ((selection index) + (1)) of [current level v] with (tile type)\n replace item ((selection index) + (1)) of [fill buffer* v] with ((item (selection index) of [fill buffer* v]) - (1))\n add ((selection index) + (1)) to [buffer* v]\n end\n if <<[nonsolid blocks v] contains (item ((selection index) + (-1)) of [current level v])?> and <(item (selection index) of [fill buffer* v]) > [0]>> then\n replace item ((selection index) + (-1)) of [current level v] with (tile type)\n replace item ((selection index) + (-1)) of [fill buffer* v] with ((item (selection index) of [fill buffer* v]) - (1))\n add ((selection index) + (-1)) to [buffer* v]\n end\n if <<[nonsolid blocks v] contains (item ((selection index) + (24)) of [current level v])?> and <(item (selection index) of [fill buffer* v]) > [0]>> then\n replace item ((selection index) + (24)) of [current level v] with (tile type)\n replace item ((selection index) + (24)) of [fill buffer* v] with ((item (selection index) of [fill buffer* v]) - (1))\n add ((selection index) + (24)) to [buffer* v]\n end\n if <<[nonsolid blocks v] contains (item ((selection index) + (-24)) of [current level v])?> and <(item (selection index) of [fill buffer* v]) > [0]>> then\n replace item ((selection index) + (-24)) of [current level v] with (tile type)\n replace item ((selection index) + (-24)) of [fill buffer* v] with ((item (selection index) of [fill buffer* v]) - (1))\n add ((selection index) + (-24)) to [buffer* v]\n end\nend\n\nwhen [1 v] key pressed\nset [selection index v] to ((round (((x position) + (240)) / (20))) + (((round (((180) - (y position)) / (20))) * (24)) - (24)))\nreplace item (selection index) of [current level v] with (tile type)\nbroadcast (refresh level v)\n\nwhen [4 v] key pressed\nset [selection index v] to ((round (((x position) + (240)) / (20))) + (((round (((180) - (y position)) / (20))) * (24)) - (24)))\nfill terrain with range [5]\nbroadcast (refresh level v)\n\n@level hitbox\n\ndefine create collisions\nshow\nset [ghost v] effect to (100)\ngo to x: (-230) y: (170)\nset size to (2000) %\nset [index v] to [1]\nset [clone count v] to [0]\nrepeat until <(item (index) of [current level v]) = []>\n set [length v] to [0]\n repeat until <not <[nonsolid blocks v] contains (item (index) of [current level v])?>>\n change [index v] by (1)\n change [length v] by (1)\n end\n repeat until <<[nonsolid blocks v] contains (item (index) of [current level v])?> or <(item (index) of [current level v]) = []>>\n set [length v] to [1]\n change [index v] by (1)\n set x to ((((index) - (([floor v] of (((index) - (2)) / (24)) ) * (24))) * (20)) - (270))\n repeat until <<[nonsolid blocks v] contains (item (index) of [current level v])?> or <<([floor v] of (((index) - (1)) / (24)) ) > ([floor v] of (((index) - (2)) / (24)) )> or <(item (index) of [current level v]) = []>>>\n change [length v] by (1)\n change [index v] by (1)\n end\n switch costume to (length)\n set y to ((190) - (([ceiling v] of (((index) - (1)) / (24)) ) * (20)))\n change [clone count v] by (1)\n create clone of (_myself_ v)\n end\nend\nhide\n\nwhen I receive [hitboxes v]\nrepeat (1)\n delete this clone\nend\ncreate collisions\n\n@delete this!!!\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n play sound [Lifeformed - 9-Bit Expedition v] until done\nend\n\n
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Welcome to the IntelliTiles engine, a highly modular, large-world, tile-based classic platformer system!\n\nPress M to edit the levels, press flag to exit.\nDetails and instructions inside the project :)\n\nNo clones, 'touching?' based platforming.
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Night Trek - 2.5D Scrolling Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@scrolling thingy\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nforever\n go to [front v] layer\nend\n\n@scrolling player\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (reset v)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change [x v] by (Xv)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by (1)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by (1)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by (1)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by (1)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by (1)\n scroll\n if <touching (scrolling ground v)?> then\n change [x v] by ((Xv) * (-1))\n change [y v] by (-5)\n scroll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(Yv) > [-15]> then\n change [yv v] by (-1)\n end\n change [y v] by (Yv)\n scroll\n if <touching (scrolling ground v)?> then\n change [y v] by ((Yv) * (-1))\n set [yv v] to [0]\n scroll\n end\n change [y v] by (-1)\n scroll\n if <touching (scrolling ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n end\n end\n change [y v] by (1)\n scroll\n change [scroll x v] by (round (((x) - (scroll x)) / (10)))\n change [scroll y v] by (round (((y) - (scroll y)) / (9)))\n set [scrolling stuff x v] to ((scroll x) * (-1))\n set [scrolling stuff y v] to ((scroll y) * (-1))\n if <<touching (scrolling danger v)?> or <touching (scrolling acid v)?>> then\n broadcast (reset v)\n end\n if <touching (scrolling portal v)?> then\n broadcast (fini v)\n stop [this script v]\n end\nend\n\nwhen I receive [reset v]\nset [xv v] to [0]\nset [yv v] to [0]\nset rotation style [left-right v]\nset [y v] to [-250]\nset [x v] to [-1150]\nset [scroll x v] to (x)\nset [scroll y v] to (y)\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\ndelete this clone\n\ndefine scroll\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\n@scrolling ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\ngo to [back v] layer\nset [scale v] to [1]\nrepeat (20)\n change [brightness v] effect by (-2)\n create clone of (_myself_ v)\n set [scale v] to ((scale) * (1.04))\nend\nswitch costume to (costume2 v)\nset size to ((scale) * (500)) %\nswitch costume to (costume1 v)\nbroadcast (go v)\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n go to x: ((scale) * (scrolling stuff x)) y: ((scale) * (scrolling stuff y))\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset size to ((scale) * (500)) %\nswitch costume to (costume1 v)\nforever\n go to x: ((scale) * (scrolling stuff x)) y: ((scale) * (scrolling stuff y))\nend\n\nwhen flag clicked\ndelete this clone\n\n@light\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to [back v] layer\n go to (scrolling player v)\n set size to ((([sin v] of ((timer) * (125)) ) * (10)) + (100)) %\n set [ghost v] effect to (([sin v] of ((timer) * (125)) ) * (10))\n set [brightness v] effect to (([sin v] of ((timer) * (125)) ) * (10))\nend\n\n@light2\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to [back v] layer\n go to (scrolling player v)\n set size to ((([sin v] of ((timer) * (125)) ) * (10)) + (100)) %\n set [ghost v] effect to (([sin v] of ((timer) * (125)) ) * (10))\n set [brightness v] effect to (([sin v] of ((timer) * (125)) ) * (10))\nend\n\n@scrolling deco layer 1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (1) layers\nset [scale v] to [1]\nrepeat (10)\n change [brightness v] effect by (1)\n create clone of (_myself_ v)\n set [scale v] to ((scale) * (1.04))\nend\nset [brightness v] effect to (0)\nswitch costume to (costume2 v)\nset size to ((scale) * (500)) %\nswitch costume to (costume1 v)\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (costume2 v)\nset size to ((scale) * (500)) %\nswitch costume to (costume1 v)\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [go v]\nforever\n go to x: ((scale) * (scrolling stuff x)) y: ((scale) * (scrolling stuff y))\nend\n\n@scrolling deco layer 2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (1) layers\nset [scale v] to [1]\nrepeat (5)\n change [brightness v] effect by (1)\n create clone of (_myself_ v)\n set [scale v] to ((scale) * (1.04))\nend\nset [brightness v] effect to (0)\nswitch costume to (costume2 v)\nset size to ((scale) * (500)) %\nswitch costume to (costume1 v)\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (costume2 v)\nset size to ((scale) * (500)) %\nswitch costume to (costume1 v)\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [go v]\nforever\n go to x: ((scale) * (scrolling stuff x)) y: ((scale) * (scrolling stuff y))\nend\n\n@scrolling deco layer 3\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (1) layers\nset [scale v] to [1]\nrepeat (5)\n change [brightness v] effect by (1)\n create clone of (_myself_ v)\n set [scale v] to ((scale) * (1.04))\nend\nset [brightness v] effect to (0)\nswitch costume to (costume2 v)\nset size to ((scale) * (500)) %\nswitch costume to (costume1 v)\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (costume2 v)\nset size to ((scale) * (500)) %\nswitch costume to (costume1 v)\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [go v]\nforever\n go to x: ((scale) * (scrolling stuff x)) y: ((scale) * (scrolling stuff y))\nend\n\n@scrolling danger\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (1) layers\nset [scale v] to [1]\nrepeat (5)\n change [brightness v] effect by (-5)\n create clone of (_myself_ v)\n set [scale v] to ((scale) * (1.04))\nend\nswitch costume to (costume2 v)\nset size to ((scale) * (500)) %\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset size to ((scale) * (500)) %\nswitch costume to (costume1 v)\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [go v]\nforever\n go to x: ((scale) * (scrolling stuff x)) y: ((scale) * (scrolling stuff y))\nend\n\n@scrolling danger light\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: (scrolling stuff x) y: ((scrolling stuff y) + (([sin v] of ((timer) * (100)) ) * (10)))\n go to [back v] layer\n set [color v] effect to (([sin v] of ((timer) * (100)) ) * (10))\n set [brightness v] effect to (([sin v] of ((timer) * (100)) ) * (10))\n set [ghost v] effect to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\n@scrolling acid\n\nwhen flag clicked\nshow\nclear graphic effects\nset [acid id v] to [-1]\nrepeat (2)\n change [acid id v] by (1)\n create clone of (_myself_ v)\nend\nforever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: (scrolling stuff x) y: ((scrolling stuff y) + (([sin v] of ((timer) * (200)) ) * (10)))\n go to [back v] layer\n set [brightness v] effect to (([sin v] of ((timer) * (100)) ) * (10))\n set [ghost v] effect to ((([sin v] of ((timer) * (100)) ) * (10)) + (50))\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(acid ID) = [0]> then\n forever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: (scrolling stuff x) y: ((scrolling stuff y) + (([sin v] of ((timer) * (250)) ) * (-10)))\n go to [back v] layer\n set [brightness v] effect to (([sin v] of ((timer) * (100)) ) * (-10))\n set [ghost v] effect to ((([sin v] of ((timer) * (100)) ) * (-10)) + (50))\n end\nend\nif <(acid ID) = [1]> then\n forever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: (scrolling stuff x) y: ((scrolling stuff y) + (([sin v] of ((timer) * (300)) ) * (15)))\n go to [back v] layer\n set [brightness v] effect to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to ((([sin v] of ((timer) * (100)) ) * (20)) + (50))\n end\nend\n\n@scrolling portal\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: (scrolling stuff x) y: (scrolling stuff y)\nend\n\n@fini\n\nwhen flag clicked\nhide\n\nwhen I receive [fini v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\nset [pixelate v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\n change [brightness v] effect by (5)\n change [pixelate v] effect by (-5)\n go to [front v] layer\nend\nbroadcast (hid thumbnail v)\nstop [all v]\n\n@words\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\nswitch costume to (costume1 v)\nshow\nrepeat (4)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\nend\nhide\n\n@nailthumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nswitch costume to (costume1 v)\n\nwhen I receive [hid thumbnail v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [go v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
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Instructions in-game.\nwow this is so short\nalso don't rush\nits not hard
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Pac-Man Platformer #games #all
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\nwhen flag clicked\nforever\n play sound [\[Trap\] Pac Man Theme \(Trap Remix\) v] until done\nend\n\nwhen I receive [next level v]\nif <(level) = [14]> then\n start sound [Goal Cheer v]\nend\n\n@Player\n\nwhen flag clicked\nset [air time v] to [0]\nset [max level v] to [1]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-100]\nforever\n switch costume to (hitbox v)\n change [air time v] by (1)\n if <(air time) > [100]> then\n set [air time v] to [100]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(touching ground) = [1]>> then\n set [y speed v] to [20]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(xLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n if <<(x position) > [239]> and <not <(level) = [16]>>> then\n if <not <(level) = (max level)>> then\n Respawn [-210] [0]\n set [deaths v] to [0]\n change [level v] by (1)\n end\n end\n if <<touching (rising lava v)?> or <touching (spikes v)?>> then\n switch costume to (red pac-man v)\nend\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(air time) > [5]>> then\n set [y speed v] to [15]\n set [x speed v] to [-10]\n broadcast (Skid Effect v)\n start sound [Basketball Bounce v]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(air time) > [5]>> then\n set [y speed v] to [15]\n set [x speed v] to [10]\n broadcast (Skid Effect v)\n start sound [Basketball Bounce v]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\npoint in direction (90)\n\ndefine block\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n set [air time v] to [0]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\nforever\n if <<<<<touching (sprite1 v)?> or <touching (sprite4 v)?>> or <touching (sprite6 v)?>> or <touching (sprite5 v)?>> or <(y position) < [-180]>> then\n start sound [Pac-Man Death - Sound Effect \(HD\) v]\n change [deaths v] by (1)\n Respawn [-200] [100]\n set y to (10)\n end\n if <<touching (sprite10 v)?> and <(level) < [14]>> then\n change [level v] by (1)\n Respawn [-200] [100]\n set y to (10)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [skip v]\nchange [level v] by (1)\nRespawn [-200] [100]\nset y to (10)\n\n@Platforms\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nset [level v] to [13]\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n start sound [Crowd Gasp v]\n wait until <not <(level) = [14]>>\n end\n if <(level) = [15]> then\n start sound [Goal Cheer v]\n wait until <not <(level) = [15]>>\n end\nend\n\n@Exit\n\n@Sprite2\n\nwhen flag clicked\nforever\n broadcast (Go to v)\nend\n\nwhen I receive [go to v]\ngo to (player v)\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n point in direction ([direction v] of [player v])\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.04) seconds\nend\n\nwhen flag clicked\npoint in direction (90)\n\n@Sprite3\n\nwhen I receive [next level v]\nif <<(Clone?) = [0]> and <(level) = [2]>> then\n Create PacManCoin At X [-37] Y: [-78]\n Create PacManCoin At X [3] Y: [-78]\n Create PacManCoin At X [45] Y: [-78]\nelse\n if <<(Clone?) = [0]> and <(level) = [4]>> then\n Create PacManCoin At X [-22] Y: [-112]\n Create PacManCoin At X [43] Y: [-112]\n Create PacManCoin At X [11] Y: [-112]\n else\n if <<(Clone?) = [0]> and <(level) = [6]>> then\n Create PacManCoin At X [125] Y: [154]\n Create PacManCoin At X [178] Y: [154]\n Create PacManCoin At X [125] Y: [112]\n Create PacManCoin At X [178] Y: [112]\n else\n if <<(Clone?) = [0]> and <(level) = [7]>> then\n Create PacManCoin At X [91] Y: [90]\n Create PacManCoin At X [91] Y: [50]\n else\n if <<(Clone?) = [0]> and <(level) = [10]>> then\n Create PacManCoin At X [-26] Y: [99]\n Create PacManCoin At X [64] Y: [99]\n Create PacManCoin At X [19] Y: [99]\n else\n if <<(Clone?) = [0]> and <(level) = [11]>> then\n Create PacManCoin At X [-69] Y: [-112]\n Create PacManCoin At X [-27] Y: [-112]\n Create PacManCoin At X [14] Y: [-112]\n end\n end\n end\n end\n end\nend\n\ndefine Create PacManCoin At X (x) Y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [clone? v] to [0]\nhide\n\nwhen I start as a clone\nset [clone? v] to [1]\nset size to (200) %\nshow\n\nwhen I receive [next level v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [pellets v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Pacman Wakawaka - Sound Effect2 v]\n change [pellets v] by (1)\n delete this clone\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (0.2)\n end\n repeat (10)\n change y by (-0.2)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (0.2)\n end\n repeat (10)\n change y by (-0.2)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (68)\n change x by (-2)\n end\n repeat (68)\n change x by (2)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (0.2)\n end\n repeat (10)\n change y by (-0.2)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(level) = [9]> then\n glide (4) secs to x: (-405) y: (0)\n end\n if <(level) = [9]> then\n glide (4) secs to x: (0) y: (0)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\n\nbroadcast (Next Level v)\nchange [level v] by (1)\n\n@Sprite6\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (0.2)\n end\n repeat (10)\n change y by (-0.2)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(level) = [10]> then\n glide (2) secs to x: (-95) y: (0)\n glide (2) secs to x: (0) y: (0)\n end\n if <(level) = [10]> then\nend\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\n\nbroadcast (Next Level v)\nchange [level v] by (1)\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [13]> then\n show\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n if <touching (player v)?> then\n start sound [Pacman Wakawaka - Sound Effect v]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (149) y: (-68)\nif <(level) = [13]> then\n forever\n glide (1) secs to x: (2) y: (-68)\n glide (1) secs to x: (149) y: (-68)\n end\nelse\n stop [this script v]\nend\n\nwhen I receive [next level v]\nforever\n next costume\n wait (0.2) seconds\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <<(level) = [14]> and <(pellets) = [18]>> then\n broadcast (You got all the Pellets! v)\nend\n\nwhen I receive [you got all the pellets! v]\nwait (2) seconds\ngo to x: (-15) y: (181)\nswitch costume to (you got them pellets v)\nshow\nrepeat (25)\n change y by (-5)\nend\nwait (2) seconds\nstart sound [Cheer v]\nstart sound [Human Beatbox1 v]\nstart sound [Gong v]\nstart sound [Goal Cheer v]\nbroadcast (hide normal cherry v)\nswitch costume to (you got them pellets2 v)\n\n@Sprite9\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (0.2)\n end\n repeat (10)\n change y by (-0.2)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [hide normal cherry v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <(deaths) > [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nhide\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\nwhen I receive [skip v]\nchange [level v] by (1)\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\nset [deaths v] to [0]\n\n@Sprite11\n\nwhen I receive [go to 2 v]\npoint in direction ([direction v] of [player v])\ngo to (player v)\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n broadcast (go to 2 v)\nend\n\nwhen I receive [skid effect v]\nshow\nwait (0.1) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Analog Stick by AzureLightning\n\nwhen flag clicked\ngo to [front v] layer\nset [analog to x input v] to [0]\nswitch costume to (stick v)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nset [analog is clone v] to [0]\nset pen size to (5)\npen up\nerase all\nset [slingxorigin v] to [100]\nset [slingyorigin v] to [0]\nset [slingmaxlength v] to [30]\nset [drawmode v] to [1]\nforever\n set [xlengthwithinbounds v] to [0]\n set [ylengthwithinbounds v] to [0]\n if <mouse down?> then\n if <(holding) = [0]> then\n set [slingxorigin v] to (mouse x)\n set [slingyorigin v] to (mouse y)\n set [candraw v] to [1]\n end\n set [holding v] to [1]\n if <(canDraw) = [1]> then\n calculateLength\n end\n else\n set [holding v] to [0]\n set [candraw v] to [0]\n end\n set [analog to x input v] to ((xLengthWithinBounds) / (slingMaxLength))\n if <(canDraw) = [1]> then\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n show\n else\n hide\n end\nend\n\ndefine drawSling\nif <(drawMode) = [1]> then\n erase all\n go to x: (slingXOrigin) y: (slingYOrigin)\n set pen color to (#424242)\n pen down\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\nelse\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n set pen color to (#cacaca)\n pen down\nend\n\ndefine calculateLength\nset [xlength v] to ((mouse x) - (slingXOrigin))\nset [ylength v] to ((mouse y) - (slingYOrigin))\nset [lengthofhypotenuse v] to ([sqrt v] of (((xLength) * (xLength)) + ((yLength) * (yLength))) )\nif <(lengthOfHypotenuse) > (slingMaxLength)> then\n set [hypotenuseratio v] to ((slingMaxLength) / (lengthOfHypotenuse))\n set [xlengthwithinbounds v] to ((xLength) * (hypotenuseRatio))\n set [ylengthwithinbounds v] to ((yLength) * (hypotenuseRatio))\nelse\n set [xlengthwithinbounds v] to (xLength)\n set [ylengthwithinbounds v] to (yLength)\nend\n\nwhen I start as a clone\nswitch costume to (origin v)\nset [analog is clone v] to [1]\nforever\n if <(canDraw) = [1]> then\n go to x: (slingXOrigin) y: (slingYOrigin)\n show\n else\n hide\n end\nend\n\ngo to [front v] layer\n\nforever\nend\n\n@Sprite12\n\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n
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Help Pac-Man find the cherry and collect pellets along the way. Avoid the ghosts, though! Can you collect all the pellets?\n\n★★★ Computer Controls ★★★\n<> WASD or Arrow Keys to move!\n<> Run against a wall and hold jump to wall jump!\n\n★★★ Mobile Controls ★★★\n<> Press and hold on the screen to use the analog stick!
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すごろく!?プラットフォーマー ー sugoroku!? Platformer #game #games
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@Stage\n\nwhen flag clicked\nset [あなたのタイム v] to [0]\nforever\n play sound [Inferno v] until done\nend\n\nwhen flag clicked\nrepeat until <(ステージ) = [11]>\n wait (1) seconds\n change [あなたのタイム v] by (1)\nend\n\n@プラットフォーマー\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nset [ステージ v] to [1]\nset [操作可能 v] to [0]\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-209) y: (-56)\nset [変数 v] to [0]\nset [y v] to [0]\nforever\n repeat until <(操作可能) = [0]>\n create clone of (_myself_ v)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [変数 v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [変数 v] by (-1)\n point in direction (-90)\n end\n change x by (変数)\n set [変数 v] to ((変数) * (0.9))\n end\nend\n\nwhen flag clicked\nforever\n if <(操作可能) = [1]> then\n set [操作可能 v] to [1]\n wait (サイコロ) seconds\n set [変数 v] to [0]\n set [操作可能 v] to [0]\n repeat until <touching (地面 v)?>\n change y by (-1)\n change y by (y)\n change [y v] by (-1)\n end\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(操作可能) = [0]>\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((変数) * (-1.2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <(変数) > [0]> then\n set [変数 v] to [-6]\n else\n set [変数 v] to [6]\n end\n set [y v] to [10]\n else\n set [変数 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <touching (地面 v)?> then\n start sound [Jump v]\n set [y v] to [14]\n end\n create clone of (_myself_ v)\n end\n change y by (y)\n change [y v] by (-1)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [241]> then\n change [ステージ v] by (1)\n go to x: (-209) y: (-54)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n if <<touching (針、マグマなど v)?> or <(y position) = [-182]>> then\n set [変数 v] to [0]\n start sound [フウ v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n clear graphic effects\n go to x: (-209) y: (-54)\n end\nend\n\n@地面\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@サイコロ\n\nwhen this sprite clicked\ngo to [front v] layer\nif <(操作可能) = [0]> then\n set [サイコロ v] to (pick random (1) to (6))\n repeat (30)\n next costume\n start sound [Coin v]\n end\n switch costume to (サイコロ)\n set [操作可能 v] to [1]\nend\n\nwhen [space v] key pressed\ngo to [front v] layer\nif <(操作可能) = [0]> then\n set [サイコロ v] to (pick random (1) to (6))\n repeat (30)\n next costume\n start sound [Coin v]\n end\n switch costume to (サイコロ)\n set [操作可能 v] to [1]\nend\n\nwhen flag clicked\nset [サイコロ v] to [1]\nswitch costume to (1 v)\ngo to [front v] layer\nshow\n\n@針、マグマなど\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@O×判定\n\nwhen flag clicked\nswitch costume to (× v)\nshow\nforever\n if <(操作可能) = [1]> then\n switch costume to (〇 v)\n end\n if <(操作可能) = [0]> then\n switch costume to (× v)\n end\nend\n\n@❤,☆,FOLLOW\n\nwhen flag clicked\ngo to x: (151) y: (160)\nforever\n hide\n go to x: (151) y: (184)\n wait (30) seconds\n show\n glide (0.3) secs to x: (151) y: (160)\n start sound [決定、ボタン押下7 v]\n wait (1) seconds\n glide (0.3) secs to x: (151) y: (184)\n hide\nend\n\n@カウントダウン\n\nwhen flag clicked\nhide\ngo to x: (-123) y: (-146)\nforever\n if <(操作可能) = [1]> then\n show\n switch costume to (サイコロ)\n repeat (サイコロ)\n wait (1) seconds\n switch costume to ((costume [number v]) - (1))\n end\n hide\n end\nend\n\n@遊んでくれてありがとう(仮)\n\nwhen flag clicked\nset [あなたのタイム v] to [0]\nhide\nforever\n if <(ステージ) = [11]> then\n go to x: (0) y: (100)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [11]> then\n point in direction (90)\n forever\n wait (0.05) seconds\n repeat (10)\n turn right (0.6) degrees\n end\n wait (0.05) seconds\n repeat (10)\n turn left (0.6) degrees\n end\n wait (0.05) seconds\n repeat (10)\n turn left (0.6) degrees\n end\n wait (0.05) seconds\n repeat (10)\n turn right (0.6) degrees\n end\n end\n end\nend\n\n@世界記録(仮)\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide\nforever\n if <(ステージ) = [11]> then\n go to x: (-143) y: (-10)\n show\n if <(あなたのタイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (あなたのタイム)\n end\n show variable [☁ 世界記録 v]\n end\nend\n\n@あなたのタイム仮\n\nwhen flag clicked\nset [あなたのタイム v] to [0]\nhide variable [あなたのタイム v]\nhide\nforever\n if <(ステージ) = [11]> then\n go to x: (111) y: (-14)\n show variable [あなたのタイム v]\n show\n end\nend\n\n@太陽\n\nwhen flag clicked\ngo to [back v] layer\nset size to (150) %\nshow\ngo to x: (209) y: (161)\nforever\n go to [back v] layer\n repeat (10)\n change size by (2)\n end\n go to [back v] layer\n wait (0.05) seconds\n go to [back v] layer\n repeat (10)\n change size by (-2)\n end\nend\n\n@雲\n\nwhen flag clicked\nforever\n wait (pick random (5) to (8)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (pick random (40) to (60)) %\nswitch costume to (pick random (1) to (10))\ngo to x: (-240) y: (pick random (158) to (6))\nglide (pick random (8) to (12)) secs to x: (240) y: (y position)\ndelete this clone\n\n@ターボモード警告画面\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n set [変数2 v] to [1]\n set [操作可能 v] to [0]\n stop [all v]\n else\n hide\n set [変数2 v] to [0]\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\nshow\nclear graphic effects\ngo to [front v] layer\nhide variable [☁ 世界記録 v]\nhide variable [あなたのタイム v]\n\n@ヒント\n\nwhen flag clicked\ngo to x: (-29) y: (144)\nshow\nforever\n go [forward v] (5) layers\n switch costume to (ステージ)\nend\n\n
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日本語は下\n-------------------------------------------------------------------------\n<< Title >>\nSugoroku !? Platformer\n\n<< How to play >>\nMethod of operation\nPC: arrow keys\nMobile: Tap\n\nYou cannot operate it without rolling the dice.\nYou can see if you can move with 〇 and × at the bottom left.\n\nIf you cannot operate it, you can roll the dice by tapping the dice at the bottom right or pressing the space key.\n\nThe number on the dice is the number of seconds that can be operated.\n(Example: ⚅ = Can move for 6 seconds ... After 6 seconds, it cannot move)\n\n\nIf it is difficult to understand, please let us know in the comments.\n\n<< Notes >>\n・ Please do not change the remix.\n・ Please do not use turbo mode.\n(If you use turbo mode, the turbo mode warning screen will be displayed and you will not be able to play. The turbo mode warning screen is similar to anti-piracy.)\n・ When borrowing, please borrow from the credit.\n・ If there are any bugs, please let us know in the comments.\n・ If you are not logged in to scratch, or if you are NEW scratcher, you cannot break the world record.\n\n<< Promotion >>\nhttps://scratch.mit.edu/studios/31302675\nhttps://scratch.mit.edu/projects/666264572/\nhttps://scratch.mit.edu/projects/661264876/\nhttps://scratch.mit.edu/projects/676526593/\nhttps://scratch.mit.edu/studios/31352637\n\n<< Credit >>\nPlayer program reference:@TonSino\nMusic:@-xaf-\nSound effect:@taichi2323\nObstacles and players:@taichi2323\nTurbo mode countermeasure program:@romenike\n\n-------------------------------------------------------------------------\n\n<<タイトル>>\nすごろく!?Platformer\n\n<<遊び方>>\n操作方法\nPC:矢印キー\nモバイル:タップ\n\nサイコロを振らないと操作できません。\n左下の〇、×で動けるか分かります。\n\n操作できないとき、右下のサイコロをタップ、または、スペースキーを押すとサイコロを振ることができます。\n\nサイコロのでた数字が、操作できる秒数になります。\n(例:⚅=6秒動ける...6秒経過すると、動けない)\n\n分かりにくい場合、コメントでお知らせください。\n\n<<注意事項>>\n・無変更リミックスはやめてください。\n・ターボモード使用はおやめください。\n(ターボモードを使用した場合、ターボモード警告画面が表示され遊べなくなります。ターボモード警告画面はアンチパイラシーに似ています。)\n・借りる場合、クレジットからお借りください。\n・バグがあった場合、コメントでお知らせください。\n・scratchにログインしていない、または、NEW scratcherの方は世界記録を更新できません。\n\n<<宣伝>>\nhttps://scratch.mit.edu/studios/31302675\nhttps://scratch.mit.edu/projects/666264572/\nhttps://scratch.mit.edu/projects/661264876/\nhttps://scratch.mit.edu/projects/676526593/\nhttps://scratch.mit.edu/studios/31352637\n\n<<クレジット>>\nプレイヤープログラム参考:@TonSino様\n音楽:@-xaf-様\n効果音:@taichi2323様\n障害物やプレイヤー:@taichi2323様\nターボモード対策プログラム:@romenike様\n\n-----------------------------------------------------------------------
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Classic platformer
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@Stage\n\n@Player\n\nwhen flag clicked\nhide variable [coins v]\nhide variable [lives v]\nbroadcast (Main menu v)\n\ndefine Move - In steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n Collide Y - Ceiling or Floor \n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nswitch backdrop to <touching (level v)?>\nMoved - by Moving Platform\nControls - Up and Down\nControls - Left and Right\nMove - In steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <<(Wall slide) > [0]> and <(Jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(Jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(Jumping) > [0]> and <(Jumping) < (Jump Duration)>> then\n change [jumping v] by (1)\n set [speed y v] to (Jump Force)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (Gravity)\nif <(Wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(Long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(Key X) = [0]> then\n if <<(falling) > [2]> and <(Wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((Key X) * (Acceleration))\n if <not <(direction) = ((Key X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((Key X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (Resistance))\n\ndefine Reset and begin level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\nset [falling v] to [99]\npoint in direction (90)\nBegin Scene # (Spawn Scene) go to x,y: (Spawn X) (Spawn Y)\n\nwhen I receive [game loop v]\nclear graphic effects\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((Scene #) + (1)) go to x,y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene #) + (-1)) go to x,y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((Scene #) + (100)) go to x,y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((Scene #) + (-100)) go to x,y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Loose life v)\nend\n\ndefine Begin Scene # (scene #) go to x,y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to change scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(Frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((Frame) mod (16)) ))\nelse\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(Touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(Touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor \nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (Touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [loose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Meow2 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(Lives) > [0]> then\n Reset and begin level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved - by Moving Platform\nchange x by (Platform DX)\nchange y by (Platform DY)\nCheck Touching Solid\nif <(Touching) > [0]> then\n Find close space to (x position) (y position) Max [16]\n if <(Touching) > [0]> then\n broadcast (Loose life v)\n end\nend\n\ndefine Find close space to (x) (y) Max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (Distance) steps\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nshow variable [coins v]\nshow variable [lives v]\nshow\ngo to [front v] layer\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [gravity v] to [-1]\nset [jump force v] to [12]\nset [resistance v] to [0.8]\nset [last value v] to [0]\nbroadcast (Reset Game v) and wait\nbroadcast (Set up v) and wait\nset [lives v] to [4]\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nReset and begin level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [10]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [start game v]\nshow\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nif <(Scene #) = [102]> then\n repeat until <(Scene #) = [103]>\n switch costume to (scene102 v)\n repeat until <(costume [number v]) = [21]>\n wait (0.09) seconds\n next costume\n end\n wait (1) seconds\n end\nend\nif <(Scene #) = [101]> then\n repeat until <(Scene #) = [102]>\n switch costume to (scene101 v)\n repeat until <(costume [number v]) = [7]>\n wait (0.09) seconds\n next costume\n end\n wait (1) seconds\n end\nend\nif <(Scene #) = [-2]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [0]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [5]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [105]> then\n forever\n set y to ((8) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [109]> then\n forever\n set y to ((8) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen I receive [start game v]\nshow\n\n@Platform\n\nwhen I receive [change scene v]\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\nif <(Scene #) = [-3]> then\n Spawn [beam] at [0] [0] dir [90] Turn [-2]\nend\nif <(Scene #) = [-2]> then\n Spawn [costume1] at [-161] [-137] dir [90] Turn [-2]\n Spawn [costume1] at [-59] [-137] dir [90] Turn [-2]\n Spawn [costume1] at [31] [-137] dir [90] Turn [-2]\n Spawn [costume1] at [109] [-137] dir [90] Turn [-2]\nend\nif <(Scene #) = [-1]> then\n Spawn [wheel] at [6] [-182] dir [90] Turn [-2]\nend\nif <(Scene #) = [0]> then\n Spawn [Square] at [-125] [-9] dir [90] Turn [2]\n Spawn [cup] at [45] [18] dir [90] Turn [0.5]\nend\nif <(Scene #) = [1]> then\n show\n Animate Platform\nend\nif <(Scene #) = [2]> then\n show\n Animate 2\nend\nif <(Scene #) = [3]> then\n show\n Animate 3\nend\nif <(Scene #) = [5]> then\n show\n Animate 4\nend\nif <(Scene #) = [107]> then\n Spawn [Key 1] at [24] [40] dir [90] Turn []\nend\n\ndefine Animate Platform\ngo to [front v] layer\npoint in direction (90)\ngo to x: (42) y: (-57)\nforever\n glide (2) secs to x: (15) y: (90)\n wait (1) seconds\n glide (1) secs to x: (163) y: (51)\n wait (1) seconds\n glide (2) secs to x: (19) y: (-47)\n wait (1) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(Turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (Turn))\n end\nelse\n if <(new y) > [50]> then\n change y by (1)\n else\n set y to ((Last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last x))\n set [platform dy v] to ((new y) - (Last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\ngo to [back v] layer\nset rotation style [all around v]\npoint in direction (0)\ngo to x: (71) y: (114)\nforever\n glide (2) secs to x: (70) y: (-33)\n wait (1) seconds\n glide (1) secs to x: (70) y: (114)\nend\n\ndefine Animate 3\npoint in direction (90)\ngo to x: (24) y: (-40)\nforever\n glide (2) secs to x: (263) y: (-40)\n wait (1) seconds\n glide (2) secs to x: (24) y: (-40)\n wait (1) seconds\nend\n\ndefine Animate 4\ngo to [back v] layer\npoint in direction (0)\ngo to x: (-183) y: (87)\nforever\n glide (1) secs to x: (-183) y: (-89)\n wait (1) seconds\n glide (1) secs to x: (-183) y: (87)\nend\n\ndefine Door at (x) (y) Key (key name)\npoint in direction (90)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n go to [back v] layer\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\ndefine Animate5\nshow\npoint in direction (90)\nforever\n glide (1.5) secs to x: (x position) y: ((y position) - (90))\n wait (0) seconds\n glide (1) secs to x: (x position) y: ((y position) + (90))\n wait (0) seconds\nend\n\nwhen flag clicked\nclear graphic effects\nset [speed y v] to [0]\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) Turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) Key (costume [name v])\nend\nif <(Turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (Turn) degrees\n end\nend\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\ngo to [front v] layer\n\n@Sound\n\nwhen flag clicked\nforever\n play sound [Ghostrifter-Official-Deflector v] until done\nend\n\n@Collectables\n\nwhen I receive [change scene v]\nif <(Scene #) = (My Scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (Frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [Coin]> then\n start sound [Coin v]\n change [coins v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Squeaky Toy v]\n set [spawn scene v] to (Scene #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [magic-key v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [set up v]\ndelete all of [collected v]\nshow list [collected v]\nset [coins v] to [0]\nset [frame v] to [0]\nPlace [Green Flag] Scene [-1] xy [-3] [54]\nPlace [Coin] Scene [0] xy [155] [-140]\nPlace [Coin] Scene [0] xy [-73] [-144]\nPlace [Coin] Scene [0] xy [-145] [-144]\nPlace [Coin] Scene [1] xy [155] [6]\nPlace [Coin] Scene [1] xy [212] [36]\nPlace [Coin] Scene [2] xy [-160] [0]\nPlace [Green Flag] Scene [2] xy [-200] [48]\nPlace [Coin] Scene [101] xy [-71] [-29]\nPlace [Coin] Scene [101] xy [74] [-30]\nPlace [Coin] Scene [102] xy [-124] [-29]\nPlace [Coin] Scene [102] xy [42] [-29]\nPlace [Green Flag] Scene [102] xy [216] [-18]\nPlace [Coin] Scene [103] xy [-7] [-144]\nPlace [Coin] Scene [103] xy [-156] [-58]\nPlace [Coin] Scene [103] xy [-119] [86]\nPlace [Coin] Scene [103] xy [110] [63]\nPlace [Coin] Scene [103] xy [183] [-51]\nPlace [Coin] Scene [103] xy [-8] [-1]\nPlace [Coin] Scene [3] xy [-8] [136]\nPlace [Coin] Scene [3] xy [-63] [-98]\nPlace [Coin] Scene [3] xy [183] [-98]\nPlace [Green Flag] Scene [4] xy [-57] [33]\nPlace [Key 1] Scene [104] xy [148] [-51]\nPlace [Coin] Scene [105] xy [-78] [-61]\nPlace [Coin] Scene [105] xy [0] [30]\nPlace [Green Flag] Scene [105] xy [-178] [64]\nPlace [Coin] Scene [105] xy [149] [-60]\nPlace [Coin] Scene [106] xy [-124] [-38]\nPlace [Coin] Scene [106] xy [4] [-40]\nPlace [Coin] Scene [106] xy [137] [-83]\nPlace [Coin] Scene [108] xy [-102] [-81]\nPlace [Coin] Scene [108] xy [-25] [-81]\nPlace [Coin] Scene [108] xy [95] [-81]\nPlace [Green Flag] Scene [109] xy [149] [-61]\n\ndefine Place (costume name) Scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nclear graphic effects\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [set up v]\nif <key (e v) pressed?> then\n hide list [collected v]\nend\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Splash screen\n\nwhen flag clicked\nswitch costume to (main menu v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nbroadcast (Main menu v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nset size to (10) %\nshow\ngo to x: (2) y: (-110)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start game v)\n\n@Enemy\n\nwhen flag clicked\nclear graphic effects\nset [speed y v] to [0]\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) = [0]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [-195] [-145] dir [90]\n else\n Spawn [Red] at [-195] [-145] dir [90]\n end\nend\nif <(Scene #) = [2]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [149] [16] dir [-90]\n else\n Spawn [Red] at [22] [-55] dir [90]\n end\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [208] [-19] dir [-90]\n else\n Spawn [Red] at [54] [-56] dir [90]\n end\nend\nif <(Scene #) = [3]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [-89] [-10] dir [90]\n else\n Spawn [Red] at [-90] [-10] dir [90]\n end\nend\nif <(Scene #) = [107]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [220] [-80] dir [-90]\n else\n Spawn [Red] at [61] [-79] dir [90]\n end\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (Frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(Invulnerable) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (danger v)?>>> then\n if <not <<touching (_edge_ v)?> or <<touching (safe zones v)?> or <touching (platform v)?>>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Loose life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Safe Zones\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\n
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Hi guys! not an animation but a game welcome to CLASSIC PLATFORMER! I worked really hard on this so please leave a heart and star\n\nCREDICTS:\n@griffpatch\n\nFor all the tutorials!\n\n1. https://www.youtube.com/watch?v=D16hTnDGweo\n2. https://www.youtube.com/watch?v=HdFxavSE9H8\n3. https://www.youtube.com/watch?v=Y6jnwkwLhto\n4. https://www.youtube.com/watch?v=Ham3cyqbPuQ\n5. https://www.youtube.com/watch?v=lG9R-rc1z28\n6. https://www.youtube.com/watch?v=_KpiiOSMn6w\n7. https://www.youtube.com/watch?v=bMZmDVCookw\n8. https://www.youtube.com/watch?v=Vu_PO5YMDVQ\n9. https://www.youtube.com/watch?v=ca4J1x-BZU4\n10.https://www.youtube.com/watch?v=B_sumuBIYgE\n11.https://www.youtube.com/watch?v=Qh0yz_qPQeA\n12.https://www.youtube.com/watch?v=_O3Sb0-wIxM\n13.https://www.youtube.com/watch?v=PuqyJOT83ko
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Neon Skies - Aesthetic Platformer #games #all
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@Stage\n\nwhen flag clicked\nforever\n play sound [Alone For Now v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\nif <(backdrop [number v]) = [11]> then\n broadcast (The End v)\nend\n\nwhen flag clicked\nswitch backdrop to ([sin v] of (90) )\nset [brightness v] effect to (-10)\n\nwhen I receive [the end v]\nset [☁ latest_time v] to (timer)\nstop [other scripts in sprite v]\nstop all sounds\nplay sound [Goal Cheer v] until done\nforever\n play sound [SpongeBob Production Music Hawaiian Happiness v] until done\nend\n\nwhen flag clicked\nshow variable [my time v]\nreset timer\nforever\n set [my time v] to ([floor v] of (timer) )\nend\n\n@Player\n\nwhen I start as a clone\nswitch costume to (player trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [next level v]\nset [deaths on hard level v] to [0]\ndelete this clone\n\nwhen I receive [skip level v]\nRespawn [-210] [0]\nbroadcast (Next Level v) and wait\n\nwhen flag clicked\nforever\n if <(death sound) = [1]> then\n play sound [F Elec Bass v] until done\n set [death sound v] to [0]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset size to (125) %\nRespawn [-210] [0]\nset [paused v] to [0]\nset [level v] to [1]\nset [deaths on hard level v] to [0]\nset [can control v] to [0]\nforever\n if <(paused) = [0]> then\n switch costume to (hitbox v)\n change [y speed v] by (-1)\n Change Y (y speed)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(touching ground) = [1]>> then\n set [y speed v] to [15]\n start sound [Low Whoosh v]\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(xLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(can control) = [0]>> then\n change [x speed v] by (2)\n if <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))>>> then\n point in direction (90)\n end\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))>> and <(can control) = [0]>> then\n change [x speed v] by (-2)\n if <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(xLengthWithinBounds) > ((slingMaxLength) / (2))>>> then\n point in direction (-90)\n end\n end\n if <(x speed) > [9]> then\n set [x speed v] to [9]\n else\n if <(x speed) < [-9]> then\n set [x speed v] to [-9]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n switch costume to (player v)\n end\n create clone of (_myself_ v)\n if <<(x position) > [239]> and <not <(level) = [16]>>> then\n Respawn [-210] [0]\n change [level v] by (1)\n broadcast (Level v)\n broadcast (Next Level v) and wait\n end\n if <<touching (rising lava v)?> or <touching (spikessprite2 v)?>> then\n change [deaths on hard level v] by (1)\n set [death sound v] to [1]\n Respawn [-210] [0]\n end\n if <(can control) < [0]> then\n change [can control v] by (1)\n end\nend\n\ndefine Respawn (x) (y)\nset x to (x)\nset y to (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n set [y speed v] to [15]\n set [x speed v] to [-11]\n set [can control v] to [-6]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n set [y speed v] to [15]\n set [x speed v] to [11]\n set [can control v] to [-6]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\n@Me and my shadows\n\nwhen flag clicked\nforever\n Find Position\nend\n\ndefine Find Position\nset size to ((125) - (distance to [player v])) %\nswitch costume to (hitbox v)\nshow\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nrepeat until <<touching (platforms v)?> or <touching (rising lava v)?>>\n change y by (-1)\nend\nset [color v] effect to (0)\nif <touching (rising lava v)?> then\n change [color v] effect by (140)\nend\nchange y by (3)\nswitch costume to (shadow v)\n\n@Platforms\n\nwhen I receive [next level v]\nswitch costume to (level)\n\nwhen flag clicked\nswitch costume to ([sin v] of (90) )\n\n@Fake\n\nwhen I receive [next level v]\nswitch costume to (level)\n\nwhen flag clicked\nswitch costume to ([sin v] of (90) )\n\n@Fake 2\n\nwhen flag clicked\nswitch costume to ([sin v] of (90) )\n\nwhen I receive [next level v]\nswitch costume to (level)\n\n@Rising Lava\n\nwhen flag clicked\nswitch costume to (lava2 v)\n\nwhen flag clicked\ngo to x: (0) y: (-15)\nforever\n repeat (20)\n change y by (.5)\n wait (.01) seconds\n end\n repeat (20)\n change y by (-.5)\n wait (.01) seconds\n end\nend\n\n@SpikesSprite2\n\nwhen flag clicked\nset [brightness v] effect to (-5)\nswitch costume to ([sin v] of (90) )\n\nwhen I receive [next level v]\nnext costume\n\n@Signs\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (-.5)\n wait (.01) seconds\n end\n repeat (20)\n change y by (.5)\n wait (.01) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to ([sin v] of (90) )\nset [ghost v] to [15]\nforever\n if <<touching (player v)?> and <(ghost) < [50]>> then\n change [ghost v] by (5)\n if <(ghost) > [50]> then\n set [ghost v] to [50]\n end\n else\n if <(ghost) > [15]> then\n change [ghost v] by (-5)\n end\n end\n set [ghost v] effect to (ghost)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset [inc v] to [1]\nwait (.1) seconds\nforever\n if <<touching (player v)?> and <(inc) = [1]>> then\n if <(costume [number v]) = [10]> then\n start sound [Crowd Gasp v]\n else\n start sound [Coin v]\n end\n set [inc v] to [0]\n wait until <(inc) = [1]>\n end\nend\n\nwhen I receive [level v]\nset [inc v] to [1]\n\n@Other thing\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to ([sin v] of (90) )\nset [ghost v] effect to (0)\nset [ghost 2 v] to [0]\nforever\n if <<touching (player v)?> and <(ghost 2) < [80]>> then\n change [ghost 2 v] by (10)\n else\n if <(ghost 2) > [0]> then\n change [ghost 2 v] by (-10)\n end\n end\n set [ghost v] effect to (ghost 2)\nend\n\nwhen I receive [next level v]\nnext costume\n\nforever\n repeat (20)\n change y by (-.5)\n wait (.01) seconds\n end\n repeat (20)\n change y by (.5)\n wait (.01) seconds\n end\nend\n\n@particles\n\nwhen flag clicked\nset [clones v] to [0]\ngo to x: (240) y: (-180)\nhide\nforever\n point in direction (-90)\n forever\n go to [back v] layer\n create clone of (_myself_ v)\n wait (.02) seconds\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset size to (pick random (40) to (80)) %\npoint in direction (pick random (-60) to (-90))\ngo to [back v] layer\nset [ghost v] effect to (pick random (50) to (75))\ngo to x: (238) y: (pick random (0) to (-200))\nshow\nforever\n repeat until <(x position) < [-236]>\n move (5) steps\n end\n change [clones v] by (-1)\n delete this clone\nend\n\n@Platform Designer\n\n@End\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (1) seconds\nwait until <(level) = [11]>\nwait (6) seconds\ngo to x: (0) y: (526)\nshow\nglide (5) secs to x: (0) y: (0)\nset [paused v] to [1]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Le7els\n\nwhen I receive [level v]\n\nclear graphic effects\nnext costume\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to ([sin v] of (90) )\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(deaths on hard level) > [4]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <([x position v] of [player v]) < [210]> then\n set [deaths on hard level v] to [0]\n hide\n change [level v] by (1)\n broadcast (Skip Level v)\nend\n\n@Sprite2\n\n@Analog Stick by AzureLightning\n\nwhen flag clicked\ngo to [front v] layer\nset [analog to x input v] to [0]\nswitch costume to (stick v)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nset [analog is clone v] to [0]\nset pen size to (5)\npen up\nerase all\nset [slingxorigin v] to [100]\nset [slingyorigin v] to [0]\nset [slingmaxlength v] to [30]\nset [drawmode v] to [1]\nforever\n set [xlengthwithinbounds v] to [0]\n set [ylengthwithinbounds v] to [0]\n if <mouse down?> then\n if <(holding) = [0]> then\n set [slingxorigin v] to (mouse x)\n set [slingyorigin v] to (mouse y)\n set [candraw v] to [1]\n end\n set [holding v] to [1]\n if <(canDraw) = [1]> then\n calculateLength\n end\n else\n set [holding v] to [0]\n set [candraw v] to [0]\n end\n set [analog to x input v] to ((xLengthWithinBounds) / (slingMaxLength))\n if <(canDraw) = [1]> then\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n show\n else\n hide\n end\nend\n\ndefine drawSling\nif <(drawMode) = [1]> then\n erase all\n go to x: (slingXOrigin) y: (slingYOrigin)\n set pen color to (#424242)\n pen down\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\nelse\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n set pen color to (#cacaca)\n pen down\nend\n\ndefine calculateLength\nset [xlength v] to ((mouse x) - (slingXOrigin))\nset [ylength v] to ((mouse y) - (slingYOrigin))\nset [lengthofhypotenuse v] to ([sqrt v] of (((xLength) * (xLength)) + ((yLength) * (yLength))) )\nif <(lengthOfHypotenuse) > (slingMaxLength)> then\n set [hypotenuseratio v] to ((slingMaxLength) / (lengthOfHypotenuse))\n set [xlengthwithinbounds v] to ((xLength) * (hypotenuseRatio))\n set [ylengthwithinbounds v] to ((yLength) * (hypotenuseRatio))\nelse\n set [xlengthwithinbounds v] to (xLength)\n set [ylengthwithinbounds v] to (yLength)\nend\n\nwhen I start as a clone\nswitch costume to (origin v)\nset [analog is clone v] to [1]\nforever\n if <(canDraw) = [1]> then\n go to x: (slingXOrigin) y: (slingYOrigin)\n show\n else\n hide\n end\nend\n\ngo to [front v] layer\n\nforever\nend\n\n
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❤️ Collect all the emojis that you can in this aesthetic platformer! Did you get EVERY emoji? Comment below!\n\n▶️ Don't forget to ❤️,⭐ and follow for more games!\n★★★ Computer Controls ★★★\n<> WASD or Arrow Keys to move!\n\nI spent 137 hours on this game!!! That's 13 hours per level!
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Platformer Engine
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@Stage\n\nwhen flag clicked\nswitch backdrop to (merged-full-background v) and wait\nplay sound [medieval v] until done\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (still2 v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n wait (0.2) seconds\n switch costume to (still v)\n wait (0.2) seconds\n switch costume to (still2 v)\n end\nend\n\nset rotation style [left-right v]\n\nwait (0.2) seconds\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n wait (0.2) seconds\n switch costume to (still3 v)\n wait (0.2) seconds\n switch costume to (still4 v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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SNEAK || A Unique Platformer
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@Stage\n\n@Lag = stop\n\n@Menu\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [start the game v]\nhide\n\n@Menu- Start\n\nwhen flag clicked\nshow\n\nwhen I receive [start the game v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (play - with mouse v)\n else\n switch costume to (play - no mouse v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (START THE GAME v)\n\n@Menu- How to play\n\nwhen flag clicked\nshow\n\nwhen I receive [start the game v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (info - with mouse v)\n else\n switch costume to (info - no mouse v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (Info v)\n\n@Info lol\n\nwhen flag clicked\nhide\n\nwhen I receive [info v]\nshow\ngo to [front v] layer\nrepeat until <mouse down?>\n forever\n if <mouse down?> then\n hide\n end\n end\nend\n\n@Player\n\ndefine Move/Scroll\nchange [y v v] by (-1)\nif <key (right arrow v) pressed?> then\n change [x v v] by (1.4)\n switch costume to (player - right v)\nend\nif <key (left arrow v) pressed?> then\n change [x v v] by (-1.4)\n switch costume to (player - left v)\nend\nset [x v v] to ((X V) * (0.85))\nchange x by (X V)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((X V) * (-1))\nend\nchange y by (Y V)\nif <touching (ground v)?> then\n change y by ((Y V) * (-1))\n set [y v v] to [0]\nend\nchange y by (-1)\nif <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [y v v] to [15]\n end\nend\nchange y by (1)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [x v v] to [0]\nset [y v v] to [0]\n\nwhen flag clicked\nforever\n if <(Scroll y) > [1100]> then\n broadcast (Dead v)\n end\nend\n\nwhen I receive [dead v]\nset [x v v] to [0]\nset [y v v] to [0]\nif <(Checkpoint) = [0]> then\n set [scroll x v] to [700]\n set [scroll y v] to [100]\nelse\n set [scroll x v] to [-361]\n set [scroll y v] to [-350]\nend\n\nwhen I receive [change lvl v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (Dead v)\n end\nend\n\nwhen I receive [start the game v]\nshow\nforever\n Move/Scroll\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\nwait (5) seconds\nforever\n if <touching color (#181818)?> then\n set [ghost v] effect to (0)\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (change lvl v)\n wait (3) seconds\n end\nend\n\nbroadcast (START THE GAME v)\n\n@Lamp\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\nshow\nforever\n if <([costume # v] of [player v]) = [1]> then\n go to x: (29) y: (10)\n else\n if <([costume # v] of [player v]) = [2]> then\n go to x: (-22) y: (10)\n end\n end\nend\n\n@Ground\n\ndefine Pozizion\nset [scroll x v] to [700]\nset [scroll y v] to [100]\n\nwhen I receive [change lvl v]\nnext costume\nset [scroll x v] to [800]\nset [scroll y v] to [100]\n\nwhen I receive [start the game v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (mr. blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nPozizion\nforever\n go to x: (Scroll x) y: (Scroll y)\nend\n\nwhen flag clicked\nhide\n\n@Black xD\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\nshow\nforever\n next costume\nend\n\nhide\n\n@Spikes\n\ndefine Pozizion\nset [scroll x v] to [700]\nset [scroll y v] to [100]\n\nwhen I receive [change lvl v]\nnext costume\nset [scroll x v] to [800]\nset [scroll y v] to [100]\n\nwhen I receive [start the game v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (mr. blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nPozizion\nforever\n go to x: (Scroll x) y: (Scroll y)\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\n\n@Black lol\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Checkpoint\n\ndefine Pozizion\nset [scroll x v] to [700]\nset [scroll y v] to [100]\n\nwhen I receive [change lvl v]\nnext costume\nset [scroll x v] to [800]\nset [scroll y v] to [100]\n\nwhen I receive [start the game v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (mr. blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nPozizion\nforever\n go to x: (Scroll x) y: (Scroll y)\nend\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\n\nwhen I receive [start the game v]\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n set [checkpoint v] to [1]\n hide\n end\nend\n\n
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The Platformer #games #art #music #animations #stories #tutorials #all #slowAnimator
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@Stage\n\nwhen flag clicked\nforever\n if <(Level) < [6]> then\n switch backdrop to (backdrop1 v)\n set [music v] to [0]\n else\n switch backdrop to (backdrop2 v)\n set [music v] to [1]\n end\n set volume to (All Volume) %\nend\n\nwhen flag clicked\nforever\n if <(Music) = [1]> then\n stop all sounds\n play sound [Vexento - Masked Heroes.mp3 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [0]> then\n stop all sounds\n wait until <not <(Music) = [0]>>\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Physics\nif <(Opened?) = [0]> 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 repeat (5)\n if <touching (solid blocks v)?> then\n change y by (1)\n end\n end\n if <touching (solid blocks v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n set [xv v] to [0]\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (solid blocks v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (solid blocks v)?> 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 <(y position) < [-178]> then\n broadcast (kill v)\n end\nend\n\nwhen I receive [hide v]\nbroadcast (go to spawn v)\nshow\nset [playing v] to [1]\nforever\n Animation\n Physics\n set volume to (All Volume) %\nend\n\nwhen I receive [go to spawn v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (item (1) of [player spawn v]) y: (item (2) of [player spawn v])\n\ndefine Animation\nif <(Level) < [6]> then\n switch costume to (square v)\nelse\n if <key (right arrow v) pressed?> then\n switch costume to (player right v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (player left v)\n else\n switch costume to (player front v)\n end\n end\nend\n\nwhen I receive [kill v]\nchange [death counter v] by (1)\nbroadcast (go to spawn v)\n\nwhen I receive [show v]\nset [playing v] to [0]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nstart sound [music v]\n\n@Tiles\n\ndefine Render\nbroadcast (show v) and wait\ngo to x: (-232) y: (-172)\ndelete (all) of [player spawn v]\nrepeat (24)\n repeat (30)\n if <touching color (#ff9400)?> then\n add (x position) to [player spawn v]\n add (y position) to [player spawn v]\n else\n if <touching color (#ff0000)?> then\n set [i v] to [1]\n create clone of (_myself_ v)\n else\n if <touching color (#ff9999)?> then\n set [i v] to [2]\n create clone of (_myself_ v)\n else\n if <touching color (#00ff55)?> then\n set [i v] to [3]\n create clone of (_myself_ v)\n else\n if <touching color (#ffd499)?> then\n set [i v] to [4]\n create clone of (_myself_ v)\n else\n set [i v] to [0]\n if <(Level) < [6]> then\n if <touching color (#000000)?> then\n switch costume to (black tile v)\n create clone of (_myself_ v)\n end\n else\n if <touching color (#000000)?> then\n change y by (9)\n if <touching color (#000000)?> then\n change y by (-9)\n switch costume to (dirt v)\n create clone of (_myself_ v)\n else\n change y by (-9)\n switch costume to (grass v)\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (render v)\n change x by (16)\n end\n change y by (16)\n set x to (-232)\nend\nbroadcast (hide v)\n\nwhen I receive [delete old clones v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <(i) = [0]> then\n go to [front v] layer\nend\nif <<(i) = [1]> or <(i) = [2]>> then\n if <(Level) < [6]> then\n switch costume to (red tile v)\n else\n switch costume to (spike v)\n end\nend\nif <(i) = [2]> then\n forever\n repeat (16)\n change y by (-1)\n end\n wait (0.3) seconds\n start sound [Spike v]\n repeat (4)\n change y by (4)\n end\n end\nend\nif <(i) = [3]> then\n if <(Level) < [5]> then\n switch costume to (green tile v)\n else\n forever\n switch costume to (flag-0 v)\n wait (0.1) seconds\n repeat (3)\n next costume\n wait (0.1) seconds\n end\n end\n end\nend\nif <(i) = [4]> then\n if <(Level) < [6]> then\n switch costume to (blue tile v)\n else\n switch costume to (smart spike v)\n end\n forever\n repeat (16)\n change y by (-1)\n end\n wait until <<([x position v] of [player v]) > ((x position) - (8))> and <<([x position v] of [player v]) < ((x position) + (8))> and <([y position v] of [player v]) > ((y position) - (8))>>>\n start sound [Spike v]\n repeat (4)\n change y by (4)\n end\n end\nend\n\nwhen I start as a clone\nif <<(i) = [1]> or <<(i) = [2]> or <(i) = [4]>>> then\n forever\n if <touching (player v)?> then\n broadcast (kill v)\n end\n set volume to ((All Volume) / (2)) %\n end\nend\nif <(i) = [3]> then\n forever\n if <touching (player v)?> then\n start sound [PickupAmethist v]\n change [level v] by (1)\n broadcast (next level v)\n stop [this script v]\n end\n set volume to (All Volume) %\n end\nend\n\nwhen I receive [render v]\nRender\n\nwhen I receive [start v]\nset [level v] to [1]\nset [death counter v] to [0]\nbroadcast (render v)\n\nwhen I receive [next level v]\nbroadcast (delete old clones v)\nbroadcast (render v)\n\n@World\n\nwhen I receive [show v]\nswitch costume to (Level)\nshow\n\nwhen I receive [hide v]\nswitch costume to (Level)\nhide\n\n@Solid Blocks\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\nend\n\n@Stages Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nUsername\nbroadcast (Start v)\n\ndefine Username\nset [i v] to [0]\nset [username v] to []\nrepeat (length of (username))\n change [i v] by (1)\n set [i2 v] to [0]\n repeat (30)\n change [i2 v] by (1)\n if <(letter (i) of (username)) = (item (i2) of [alphabeth v])> then\n set [username v] to (join (Username) (item ((i2) + (29)) of [alphabeth v]))\n end\n end\nend\n\n@TextEngine <No Delay>\n\ndefine Print Text: (text) X: (x) Y: (y) Clear: (y/n) Centered? (y/n2) Size: (size) Clones: (y/n4)\nhide\nset size to ((size) * (100)) %\nif <(y/n) = [Y]> then\n if <(y/n4) = [Y]> then\n broadcast (deleteclones v)\n else\n erase all\n end\nend\nif <(y/n2) = [Y]> then\n go to x: (x) y: (y)\n change x by ((0) - ((((length of (text)) * ((size) * (7))) - ((size) * (7))) / (2)))\n change y by (((size) * (7)) / (2))\nelse\n go to x: (x) y: (y)\nend\nset [x v] to [0]\nrepeat (length of (text))\n change [x v] by (1)\n if <(letter (x) of (text)) = [ ]> then\n change x by ((size) * (7))\nend\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\nwhen I receive [hide v]\nif <(Level) = [1]> then\n Print Text: [hello and welcome to stages!] X: (0) Y: (165) Clear: [n] Centered? [y] Size: (1) Clones: [n]\n Print Text: [use the arrow keys to move, press up to jump and avoid the spikes.] X: (0) Y: (150) Clear: [n] Centered? [y] Size: (1) Clones: [n]\n Print Text: [good luck and have fun!] X: (0) Y: (135) Clear: [n] Centered? [y] Size: (1) Clones: [n]\nend\nif <(Level) = [2]> then\n Print Text: [watch out for the orange spikes!] X: (0) Y: (165) Clear: [n] Centered? [y] Size: (1) Clones: [n]\nend\nif <(Level) = [3]> then\n Print Text: [just don't fall, and you'll be fine.] X: (0) Y: (165) Clear: [n] Centered? [y] Size: (1) Clones: [n]\nend\nif <(Level) = [4]> then\n Print Text: [tricky, don't you think?] X: (120) Y: (165) Clear: [n] Centered? [y] Size: (1) Clones: [n]\nend\nif <(Level) = [5]> then\n Print Text: [ok, now touch that flag over there.] X: (0) Y: (165) Clear: [n] Centered? [y] Size: (1) Clones: [n]\nend\nif <(Level) = [6]> then\n Print Text: [do you like what i did, i updated the game.] X: (0) Y: (165) Clear: [n] Centered? [y] Size: (1) Clones: [n]\n Print Text: [and also, the levels are harder.] X: (0) Y: (150) Clear: [n] Centered? [y] Size: (1) Clones: [n]\nend\nif <(Level) = [7]> then\n Print Text: [time your jumps] X: (0) Y: (165) Clear: [n] Centered? [y] Size: (1) Clones: [n]\nend\nif <(Level) = [8]> then\n Print Text: [oh, i like this one :d] X: (0) Y: (165) Clear: [n] Centered? [y] Size: (1) Clones: [n]\nend\nif <(Level) = [9]> then\n Print Text: [even harder than before!] X: (120) Y: (165) Clear: [n] Centered? [y] Size: (1) Clones: [n]\nend\nif <(Level) = [10]> then\n Print Text: [this is probably the hardest of them all!] X: (0) Y: (165) Clear: [n] Centered? [y] Size: (1) Clones: [n]\nend\nif <(Level) = [11]> then\n Print Text: [thanks for playing my game!] X: (0) Y: (165) Clear: [n] Centered? [y] Size: (1) Clones: [n]\n Print Text: [if you liked it, please love and favorite] X: (0) Y: (150) Clear: [n] Centered? [y] Size: (1) Clones: [n]\n Print Text: (join [you died ] (join (Death Counter) [ times])) X: (0) Y: (135) Clear: [n] Centered? [y] Size: (1) Clones: [n]\n Verify score\n Print Text: (join [the highscore holder is ] (join (Highscore Holder) (join [ and it died ] (join (Highscore Counter) [ times])))) X: (0) Y: (120) Clear: [n] Centered? [y] Size: (1) Clones: [n]\n if <(Highscore Holder) = (username)> then\n Print Text: [you're the highscore holder!?! wow that's awesome!] X: (0) Y: (105) Clear: [n] Centered? [y] Size: (1) Clones: [n]\n end\nend\nforever\n if <(Opened?) = [1]> then\n Get Highscore\n Get Highscore Holder\n wait (1) seconds\n Print Text: [highscore holder:] X: (-230) Y: (150) Clear: [n] Centered? [n] Size: (1) Clones: [y]\n Print Text: (Highscore Holder) X: (-230) Y: (135) Clear: [n] Centered? [n] Size: (1) Clones: [y]\n Print Text: (join [highscore: ] (Highscore Counter)) X: (-230) Y: (105) Clear: [n] Centered? [n] Size: (1) Clones: [y]\n Print Text: [------------------------------] X: (-230) Y: (90) Clear: [n] Centered? [n] Size: (1) Clones: [y]\n Print Text: (join [your deaths: ] (Death Counter)) X: (-230) Y: (75) Clear: [n] Centered? [n] Size: (1) Clones: [y]\n Print Text: [volume:] X: (-230) Y: (45) Clear: [n] Centered? [n] Size: (1) Clones: [y]\n wait until <not <(Opened?) = [1]>>\n else\n broadcast (deleteclones v)\n end\nend\n\ndefine Get Highscore\nset [i v] to [1]\nset [highscore counter v] to []\nrepeat until <(join (letter (((i) * (2)) - (1)) of (☁ Highscore)) (letter ((i) * (2)) of (☁ Highscore))) = [99]>\n change [i v] by (1)\n set [highscore counter v] to (join (Highscore Counter) (letter (((i) - (1)) * (2)) of (☁ Highscore)))\nend\n\ndefine Verify score\nGet Highscore\nif <(Death Counter) < (Highscore Counter)> then\n set [i v] to [0]\n set [☁ highscore v] to []\n repeat (length of (Death Counter))\n change [i v] by (1)\n set [☁ highscore v] to (join (☁ Highscore) (join [0] (letter (i) of (Death Counter))))\n end\n set [☁ highscore v] to (join (☁ Highscore) (join [99] (Username)))\nend\nGet Highscore\nGet Highscore Holder\n\nwhen I receive [show v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nset [brightness v] effect to (100)\nforever\n go to [front v] layer\nend\n\ndefine Get Highscore Holder\nset [i v] to [0]\nrepeat until <(join (letter (((i) * (2)) - (1)) of (☁ Highscore)) (letter ((i) * (2)) of (☁ Highscore))) = [99]>\n change [i v] by (1)\nend\nset [i2 v] to [0]\nset [highscore holder v] to []\nrepeat (((length of (☁ Highscore)) / (2)) - (i))\n change [i2 v] by (1)\n set [i3 v] to [0]\n repeat (30)\n change [i3 v] by (1)\n if <(join (letter ((((i2) + (i)) * (2)) - (1)) of (☁ Highscore)) (letter (((i2) + (i)) * (2)) of (☁ Highscore))) = (item ((i3) + (29)) of [alphabeth v])> then\n set [highscore holder v] to (join (Highscore Holder) (item (i3) of [alphabeth v]))\n end\n end\nend\n\n@Info\n\nwhen flag clicked\nset [i v] to [0]\nrepeat (2)\n change [i v] by (1)\n create clone of (_myself_ v)\nend\nforever\n if <(Playing) = [1]> then\n if <key (i v) pressed?> then\n if <(Opened?) = [0]> then\n set [opened? v] to [1]\n else\n set [opened? v] to [0]\n end\n wait until <not <key (i v) pressed?>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(Playing) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nshow\nif <(i) = [1]> then\n forever\n switch costume to (limits v)\n go to x: (Tab Xpos) y: (0)\n switch costume to (page v)\n end\nend\nif <(i) = [2]> then\n switch costume to (info tab v)\n go to x: (-236) y: (0)\n set [opened? v] to [0]\n forever\n if <touching (mouse-pointer v)?> then\n if <(Opened?) = [0]> then\n change x by (((-231) - (x position)) * (0.2))\n else\n change x by (((-5) - (x position)) * (0.2))\n end\n if <mouse down?> then\n if <(Opened?) = [0]> then\n set [opened? v] to [1]\n else\n set [opened? v] to [0]\n end\n wait until <not <mouse down?>>\n end\n else\n if <(Opened?) = [0]> then\n change x by (((-236) - (x position)) * (0.2))\n else\n change x by (((0) - (x position)) * (0.2))\n end\n end\n set [tab xpos v] to (x position)\n end\nend\n\n@Volume\n\nwhen I start as a clone\nshow\nif <(i) = [1]> then\n forever\n hide\n end\nend\nif <(i) = [2]> then\n forever\n switch costume to (limits v)\n go to x: ((Tab Xpos) - (190)) y: (20)\n switch costume to (slider bar v)\n if <touching (mouse-pointer v)?> then\n set [touching bar v] to [1]\n else\n set [touching bar v] to [0]\n end\n go to [front v] layer\n end\nend\nif <(i) = [3]> then\n go to x: (((Tab Xpos) - (190)) + (((All Volume) * (38)) / (100))) y: (20)\n forever\n switch costume to (limits v)\n go to x: (((Tab Xpos) - (190)) + (((((All Volume) * (38)) / (100)) * (2)) - (38))) y: (20)\n switch costume to (slider v)\n go to [front v] layer\n if <<mouse down?> and <<touching (mouse-pointer v)?> or <(Touching bar) = [1]>>> then\n repeat until <<not <mouse down?>> or <not <(Opened?) = [1]>>>\n change x by (((mouse x) - (x position)) * (0.5))\n go to [front v] layer\n if <(x position) > (((Tab Xpos) - (190)) + (38))> then\n set x to (((Tab Xpos) - (190)) + (38))\n end\n if <(x position) < (((Tab Xpos) - (190)) - (38))> then\n set x to (((Tab Xpos) - (190)) - (38))\n end\n set [all volume v] to ((((((x position) + (190)) + (38)) / (2)) * (100)) / (38))\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset [all volume v] to [100]\nset [i v] to [0]\nrepeat (3)\n change [i v] by (1)\n create clone of (_myself_ v)\nend\n\nset [highscore holder v] to [bubbaboiisop]\n\nchange [level v] by (1)\nbroadcast (next level v)\n\n@Sprite1\n\nwhen flag clicked\nset volume to (100) %\nstart sound [music v]\n\nwhen flag clicked\nforever\n set volume to (All Volume) %\nend\n\n
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(. ❛ ᴗ ❛.) Hello there! \n--------------------------------\n~ Instructions ~\n☆ Use arrow keys to move\n☆ Avoid red / gray spikes\n☆ I dunno about yellow spikes, you tell me! (well this is a joke)\n☆ Enjoy
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Blue//青 A Platformer//プラットフォーマー
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@Stage\n\nwhen flag clicked\nforever\n play sound [Illenium - Let You Go \(ft v] until done\nend\n\n@Player\n\nwait until <(move) = [OK]>\n\nwhen flag clicked\nset [ゴール! v] to [0]\nwait (0.4) seconds\nsay [♡と☆を押すと背景が変わるよ!!] for (2.5) seconds\nhide variable [☁ 人 v]\nset size to (90) %\n\nwhen flag clicked\nset [あ v] to [0]\nrepeat until <(あ) = [1]>\n hide\nend\n\nwhen I receive [re start v]\nstart sound [Crunch v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (-216) y: (-58)\nset [動力\(x\) v] to [0]\nset [動力\(y\) v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [イントロ終了 v]\ngo to [front v] layer\ngo [backward v] (1) layers\npoint in direction (90)\ngo to x: (-210) y: (-50)\nset [ghost v] effect to (0)\nset [stage v] to [1]\nset [動力\(x\) v] to [0]\nset [動力\(y\) v] to [0]\nset [move v] to [OK]\nforever\n set rotation style [left-right v]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n point in direction (-90)\n change [動力\(x\) v] by (-0.8)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [動力\(x\) v] by (0.8)\n end\n set [動力\(x\) v] to ((動力\(x\)) * (0.9))\n change x by (動力\(x\))\n if <<touching (stage v)?> or <touching (move stage v)?>> then\n change y by (1)\n if <<touching (stage v)?> or <touching (move stage v)?>> then\n change y by (1)\n if <<touching (stage v)?> or <touching (move stage v)?>> then\n change y by (1)\n if <<touching (stage v)?> or <touching (move stage v)?>> then\n change y by (1)\n if <<touching (stage v)?> or <touching (move stage v)?>> then\n change y by (1)\n if <<touching (stage v)?> or <touching (move stage v)?>> then\n change x by ((動力\(x\)) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [Tennis Hit v]\n if <(動力\(x\)) > [0]> then\n set [動力\(x\) v] to [-7]\n else\n set [動力\(x\) v] to [7]\n end\n set [動力\(y\) v] to [15]\n else\n set [動力\(x\) v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (stage v)?> or <touching (move stage v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [Jump v]\n set [動力\(y\) v] to [15]\n end\n end\n change y by (1)\n change [動力\(y\) v] by (-1)\n change y by (動力\(y\))\n if <<touching (stage v)?> or <touching (move stage v)?>> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n if <<(x position) > [230]> and <not <(stage) = [11]>>> then\n set [ghost v] effect to (100)\n go to x: (-216) y: (-58)\n set [動力\(x\) v] to [0]\n set [動力\(y\) v] to [0]\n broadcast (次! v)\n set [move v] to [NO]\n wait (0) seconds\n change [stage v] by (1)\n broadcast (stage v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\n end\n if <<<[-180] > (y position)> or <touching (spike v)?>> or <touching (判定 v)?>> then\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-216) y: (-58)\n set [動力\(x\) v] to [0]\n set [動力\(y\) v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (バネ v)?> then\n start sound [Jump2 v]\n set [動力\(y\) v] to [20]\n end\nend\n\nwhen I receive [イントロ終了 v]\nshow\nforever\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume v)\n end\nend\n\nwhen I receive [イントロ終了 v]\nset [あ v] to [1]\n\nwhen I receive [イントロ終了 v]\nforever\n if <(stage) = [11]> then\n set [ゴール! v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n \nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n say (join (join [今のクリア人数は] (☁ クリア人数)) [人だよ!!]) for (2) seconds\n say (join (join [The current number of clearers is] (☁ クリア人数)) [person!!]) for (2) seconds\n end\nend\n\nwhen flag clicked\nbroadcast (イントロ終了 v)\n\nwhen I receive [イントロ終了 v]\nwait until <<(stage) = [11]> and <not <(username) = [tokie0820]>>>\nchange [☁ クリア人数 v] by (1)\n\n@stage\n\nwhen I receive [stage v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nset [stage v] to [1]\ngo to x: (0) y: (-50)\nset [ghost v] effect to (0)\nforever\n switch costume to (stage)\nend\n\nwhen I receive [次! v]\nnext costume\n\nset [stage v] to [12]\n\n@spike\n\nwhen I receive [stage v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n switch costume to (stage)\nend\n\n@泡エフェ\n\nwhen I start as a clone\ngo to (random position v)\nset size to (pick random (10) to (30)) %\nshow\nrepeat (10)\n change [fisheye v] effect by (10)\n change size by (3)\nend\nrepeat (10)\n change [fisheye v] effect by (-10)\n change size by (-3)\nend\n\nwhen I start as a clone\nrepeat until <[170] < (y position)>\n change y by (10)\nend\ndelete this clone\n\nwhen I receive [次の場所スタート v]\nbroadcast (???? v)\nstop [this script v]\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nset [fisheye v] effect to (0)\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\n@半透明\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\n@time\n\nwhen flag clicked\nshow\nforever\n switch costume to (letter (1) of (time))\n set [長さ v] to [0]\n if <[1] < (length of (time))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[2] < (length of (time))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[3] < (length of (time))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[4] < (length of (time))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[5] < (length of (time))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\nend\n\nwhen I start as a clone\n位\n\nwhen flag clicked\nset size to (50) %\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (-120) y: (158)\n\ndefine 位\nset [クローン用長さ2 v] to (長さ)\nswitch costume to (letter ((クローン用長さ2) - (-1)) of (time))\nchange x by (((size) * (0.5)) * (クローン用長さ2))\nwait (0.2) seconds\ndelete this clone\n\nwhen flag clicked\nset [イントロ終了 v] to [0]\nset [time v] to [0]\nhide variable [time v]\nset [イントロ終了 v] to [1]\nwait until <(イントロ終了) = [1]>\nrepeat until <(stage) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@半透明白\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\ngo [backward v] (1) layers\n\nshow\nwait (2) seconds\n\n@判定\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (3) layers\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (-180)\n\n@worldrecord\n\nwhen flag clicked\nshow\nforever\n switch costume to (letter (1) of (☁ worldrecord))\n set [長 v] to [0]\n if <[1] < (length of (☁ worldrecord))> then\n change [長 v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[2] < (length of (☁ worldrecord))> then\n change [長 v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[3] < (length of (☁ worldrecord))> then\n change [長 v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[4] < (length of (☁ worldrecord))> then\n change [長 v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[5] < (length of (☁ worldrecord))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\nend\n\nwhen I start as a clone\n位\n\nwhen flag clicked\nset size to (50) %\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (180) y: (158)\n\ndefine 位\nset [クローン用長さ v] to (長)\nswitch costume to (letter ((クローン用長さ) - (-1)) of (☁ worldrecord))\nchange x by (((size) * (0.5)) * (クローン用長さ))\nwait (0.2) seconds\ndelete this clone\n\nwhen flag clicked\nwait (3) seconds\nwait until <(ゴール!) = [1]>\nif <<(☁ worldrecord) > (time)> and <not <[30] > (time)>>> then\n set [☁ worldrecord v] to (time)\nend\n\nset [☁ worldrecord v] to [45]\n\n@ターボ対策\n\nwhen flag clicked\nforever\n set [⚡秒数記憶 v] to (days since 2000)\n repeat (2)\n change [color v] effect by (0)\n end\n if <((days since 2000) - (⚡秒数記憶)) < [0.0000001]> then\n set [ターボ判定 v] to [1]\n else\n set [ターボ判定 v] to [0]\n end\nend\n\nwhen flag clicked\nset [ターボ判定 v] to [0]\nshow\nforever\n if <(ターボ判定) = [1]> then\n stop [all v]\n end\nend\n\n@フォロー星ハート\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終了 v]\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nforever\n go to x: (145) y: (195)\n show\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (5) seconds\n repeat (15)\n change y by (7)\n end\n hide\n wait (pick random (30) to (35)) seconds\nend\n\n@ \n\nwhen I receive [メッセージ1 v]\n\nshow\nwait (1.5) seconds\nrepeat (10)\n change size by (-10)\nend\nhide\n\nwhen flag clicked\nchange size by (100)\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\n@♡&☆判定\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nset [星b v] to [No]\nforever\n set [星a v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [星b v] to [Yes]\n wait (0.6) seconds\n broadcast (メッセージ1 v)\n wait until <(level) = [101001100101010101001]>\n end\nend\n\nwhen I receive [イントロ終了 v]\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nset [ハートb v] to [No]\nforever\n set [ハートa v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [ハートb v] to [Yes]\n wait (0.6) seconds\n broadcast (メッセージ1 v)\n end\nend\n\n@サムネイル\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n reset timer\n hide\nend\n\nwhen [timer v] > (0)\nshow\ngo to [front v] layer\nset [brightness v] effect to (150)\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\n@ああ\n\nwhen flag clicked\nhide variable [☁ time v]\nif <not <(username) = [tokie0820]>> then\n set [☁ 人 v] to (username)\nend\n\n@海\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [メッセージ1 v]\nshow\nset [ghost v] effect to (100)\nrepeat (4)\n change [ghost v] effect by (-25)\nend\n\n
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"English" 《⇩下に日本語⇩》\n◤ Operation method ◢\nArrow key or WASD key or scroll・mouse\n\n◤ Difficulty ◢\n★★★★☆\n\n◤remarks◢\nIf you press the space key, the current number of clearers will be displayed\n\n"日本語"\n◤操作方法◢\n矢印キー or WASDキー or スクロール・マウス\n\n◤難易度◢\n★★★★☆\n\n◤備考◢\nスペースキーを押すと今のクリア人数が表示されます
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Generic Yellow: Scrolling Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [platformer_;\) v] until done\nend\n\n@PLAYER\n\nwhen flag clicked\nswitch costume to (none v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\nend\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [0]\nset [y v] to [0]\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 []\npoint in direction (90)\nset size to (30) %\nshow\nset [ghost v] effect to (0)\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [sx v] by (-3)\n switch costume to (left v)\nelse\n switch costume to (none v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (`right v)\n change [sx v] by (3)\nelse\n switch costume to (none v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player Y by (sy)\nPosition\nTest- Die\nset [scroll x v] to (X)\nif <(Scroll X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Y) - (Scroll Y)) / (10)))\nif <(Scroll Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest- Die\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\ndefine Change Player X by (sx)\nchange [x v] by (sx)\nPosition\nTest- Die\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game- Die\nset [exit v] to []\nrepeat (4)\n change [pixelate v] effect by (25)\n wait (0.02) seconds\n change [brightness v] effect by (25)\n wait (0.02) seconds\n change [whirl v] effect by (25)\nend\nclear graphic effects\nhide\nwait (0.5) seconds\n\ndefine Test- Die\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\n\n@PLATFORMS\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 v)\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\n Clone at X: [360] Y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (tn v)\ngo to [front v] layer\nshow\n\n
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Arrow keys, WASD or mobile.\n\nFind the whole series here!\nhttps://scratch.mit.edu/studios/31555342/\n\nFind the Generic Blue Platformers here:\nhttps://scratch.mit.edu/studios/31443277/
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Sketchbook - 100% Pen Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [TheFatRat - Epic v] until done\n\n@pen\n\nwhen flag clicked\nerase all\npen up\nset [level v] to [1]\nbroadcast (reset v) and wait\nforever\n erase all\n draw background\n draw horizontal lines (horizontal lines)\n draw vertical lines (vertical lines)\n player\nend\n\ndefine draw line from x: (x) y: (y) to x: (x2) y: (y2)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine player\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x)>>> then\n change [xv v] by (.9)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x)>>> then\n change [xv v] by (-.9)\nend\nset [xv v] to ((Xv) * (.9))\nchange [x v] by (Xv)\nvertical collisions\nif <(vertical touching?) = [1]> then\n change [x v] by ((Xv) * (-1))\n set [xv v] to [0]\nend\nif <(Yv) > [-15]> then\n change [yv v] by (-1)\nend\nchange [y v] by (Yv)\nhorizontal collisions\nif <(horizontal touching?) = [1]> then\n change [y v] by ((Yv) * (-1))\n set [yv v] to [0]\nend\nif <(touching bounce?) = [1]> then\n set [yv v] to [22]\n set [touching bounce? v] to [0]\nend\nchange [y v] by (-1)\nhorizontal collisions\nif <(horizontal touching?) = [1]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y) + (20))>>> then\n set [yv v] to [15]\n end\nend\nchange [y v] by (1)\ndraw player size: [10]\nif <(x) > [240]> then\n change [level v] by (1)\n broadcast (reset v)\nend\nif <[-260] > (x)> then\n set [x v] to [-260]\nend\n\ndefine draw player size: (size)\nset pen size to (5)\nset pen color to (#005dff)\nset [size for collisions v] to (size)\npen up\ngo to x: ((x) - (size)) y: ((y) + (size))\npen down\ngo to x: ((x) + (size)) y: ((y) + (size))\ngo to x: ((x) + (size)) y: ((y) - (size))\ngo to x: ((x) - (size)) y: ((y) - (size))\ngo to x: ((x) - (size)) y: ((y) + (size))\n\ndefine add horizontal (x) (y) (x2) (y2) (type)\nadd ((x) - (20)) to [line point x horizontal v]\nadd (y) to [line point y horizontal v]\nadd ((x2) + (20)) to [line point x2 horizontal v]\nadd (y2) to [line point y2 horizontal v]\nadd (type) to [horizontal type v]\nchange [horizontal lines v] by (1)\n\ndefine horizontal collisions\nset [# for player collisions v] to [1]\nrepeat (length of [line point x horizontal v])\n if <<<(item (# for player collisions) of [line point x horizontal v]) < ((x) - (size for collisions))> and <(item (# for player collisions) of [line point x2 horizontal v]) > ((x) + (size for collisions))>> and <<((y) - (size for collisions)) < (item (# for player collisions) of [line point y horizontal v])> and <((y) + (size for collisions)) > (item (# for player collisions) of [line point y2 horizontal v])>>> then\n if <(item (# for player collisions) of [horizontal type v]) = [1]> then\n set [horizontal touching? v] to [1]\n stop [this script v]\n end\n if <(item (# for player collisions) of [horizontal type v]) = [2]> then\n broadcast (reset v)\n end\n if <(item (# for player collisions) of [horizontal type v]) = [3]> then\n set [touching bounce? v] to [1]\n end\n else\n set [horizontal touching? v] to [0]\n end\n change [# for player collisions v] by (1)\nend\n\ndefine draw horizontal lines (amount)\nset [# for line points v] to [1]\nrepeat (amount)\n if <(item (# for line points) of [horizontal type v]) = [1]> then\n set pen color to (#000000)\n set pen size to (5)\n end\n if <(item (# for line points) of [horizontal type v]) = [2]> then\n set pen color to (#ff0000)\n set pen size to (6)\n end\n if <(item (# for line points) of [horizontal type v]) = [3]> then\n set pen color to (#ffc300)\n set pen size to (6)\n end\n draw line from x: ((item (# for line points) of [line point x horizontal v]) + (20)) y: (item (# for line points) of [line point y horizontal v]) to x: ((item (# for line points) of [line point x2 horizontal v]) - (20)) y: (item (# for line points) of [line point y2 horizontal v])\n change [# for line points v] by (1)\nend\n\ndefine add vertical (x) (y) (x2) (y2) (type)\nadd (x) to [line point x vertical v]\nadd ((y) - (20)) to [line point y vertical v]\nadd (x2) to [line point x2 vertical v]\nadd ((y2) + (20)) to [line point y2 vertical v]\nadd (type) to [vertical type v]\nchange [vertical lines v] by (1)\n\ndefine draw vertical lines (amount)\nset [# for line points v] to [1]\nrepeat (amount)\n if <(item (# for line points) of [vertical type v]) = [1]> then\n set pen color to (#000000)\n set pen size to (5)\n end\n if <(item (# for line points) of [vertical type v]) = [2]> then\n set pen color to (#ff0000)\n set pen size to (6)\n end\n if <(item (# for line points) of [vertical type v]) = [3]> then\n set pen color to (#ffc300)\n set pen size to (6)\n end\n draw line from x: (item (# for line points) of [line point x vertical v]) y: ((item (# for line points) of [line point y vertical v]) + (20)) to x: (item (# for line points) of [line point x2 vertical v]) y: ((item (# for line points) of [line point y2 vertical v]) - (20))\n change [# for line points v] by (1)\nend\n\nwhen I receive [reset v]\ndelete all of [line point x horizontal v]\ndelete all of [line point y horizontal v]\ndelete all of [line point x2 horizontal v]\ndelete all of [line point y2 horizontal v]\ndelete all of [line point y vertical v]\ndelete all of [line point x vertical v]\ndelete all of [line point y2 vertical v]\ndelete all of [line point x2 vertical v]\ndelete all of [horizontal type v]\ndelete all of [vertical type v]\nset [horizontal lines v] to [0]\nset [vertical lines v] to [0]\nset [horizontal touching? v] to [0]\nset [vertical touching? v] to [0]\nset [touching bounce? v] to [0]\nset [x v] to [-180]\nset [y v] to [-50]\nset [xv v] to [0]\nset [yv v] to [0]\nif <(level) = [1]> then\n add horizontal [-300] [-120] [300] [-120] [1]\nend\nif <(level) = [2]> then\n add horizontal [-300] [-120] [300] [-120] [1]\n add vertical [75] [-120] [75] [120] [1]\n add vertical [-75] [-80] [-75] [300] [1]\n add horizontal [-75] [-80] [-75] [-80] [1]\n add horizontal [45] [-36] [71] [-36] [1]\n add vertical [45] [-36] [45] [-36] [1]\n add horizontal [-72] [29] [-40] [29] [1]\n add vertical [-40] [29] [-40] [29] [1]\n add horizontal [45] [95] [72] [95] [1]\n add vertical [45] [95] [45] [95] [1]\n add horizontal [75] [120] [75] [120] [1]\nend\nif <(level) = [3]> then\n add horizontal [-300] [-120] [300] [-120] [1]\n add horizontal [-100] [-115] [-50] [-115] [2]\n add vertical [-100] [-115] [-100] [-115] [2]\n add vertical [-50] [-115] [-50] [-115] [2]\n add horizontal [50] [-115] [100] [-115] [2]\n add vertical [50] [-115] [50] [-115] [2]\n add vertical [100] [-115] [100] [-115] [2]\nend\nif <(level) = [4]> then\n add horizontal [-300] [-120] [300] [-120] [1]\n add horizontal [-110] [-115] [-60] [-115] [3]\n add vertical [-50] [-120] [-50] [75] [1]\n add horizontal [-50] [75] [-50] [75] [1]\n add horizontal [70] [-115] [120] [-115] [2]\n add vertical [70] [-115] [70] [-115] [2]\n add vertical [120] [-115] [120] [-115] [2]\nend\nif <(level) = [5]> then\n add horizontal [-300] [-120] [300] [-120] [1]\n add horizontal [-110] [-115] [-60] [-115] [3]\n add vertical [-50] [-115] [-50] [75] [2]\n add horizontal [-50] [75] [-50] [75] [2]\n add horizontal [70] [0] [120] [0] [1]\n add vertical [70] [0] [70] [0] [1]\n add vertical [120] [0] [120] [0] [1]\n add horizontal [-50] [-115] [300] [-115] [2]\nend\nif <(level) = [6]> then\n add horizontal [-300] [-120] [300] [-120] [1]\n add vertical [75] [-120] [75] [120] [1]\n add vertical [-75] [-80] [-75] [300] [1]\n add horizontal [-75] [-80] [-75] [-80] [1]\n add horizontal [75] [120] [75] [120] [1]\n add horizontal [-72] [50] [-40] [50] [1]\n add vertical [-40] [50] [-40] [50] [1]\n add horizontal [20] [-115] [70] [-115] [3]\n add horizontal [75] [-115] [300] [-115] [2]\nend\nif <(level) = [7]> then\n add horizontal [-300] [-120] [300] [-120] [1]\n add vertical [0] [-120] [0] [120] [1]\n add horizontal [0] [120] [0] [120] [1]\n add horizontal [-35] [-50] [0] [-50] [1]\n add horizontal [-35] [50] [0] [50] [1]\n add vertical [-35] [-50] [-35] [-50] [1]\n add vertical [-35] [50] [-35] [50] [1]\n add vertical [50] [-80] [50] [300] [2]\nend\nif <(level) = [8]> then\n add horizontal [-300] [-120] [300] [-120] [1]\n add horizontal [-140] [-115] [300] [-115] [3]\n add horizontal [-100] [-110] [-60] [-110] [2]\n add vertical [-100] [-110] [-100] [-110] [2]\n add vertical [-60] [-110] [-60] [-110] [2]\n add horizontal [0] [-110] [40] [-110] [2]\n add vertical [0] [-110] [0] [-110] [2]\n add vertical [40] [-110] [40] [-110] [2]\n add horizontal [100] [-110] [140] [-110] [2]\n add vertical [100] [-110] [100] [-110] [2]\n add vertical [140] [-110] [140] [-110] [2]\n add vertical [190] [-120] [190] [80] [2]\nend\nif <(level) = [9]> then\n add horizontal [-300] [-120] [300] [-120] [1]\n add horizontal [-150] [-115] [300] [-115] [2]\n add vertical [-150] [-115] [-150] [-115] [2]\n add horizontal [-100] [-40] [-60] [-40] [1]\n add vertical [-100] [-40] [-100] [-40] [1]\n add vertical [-60] [-40] [-60] [-40] [1]\n add horizontal [50] [30] [90] [30] [1]\n add vertical [50] [30] [50] [30] [1]\n add vertical [90] [30] [90] [30] [1]\nend\nif <(level) = [10]> then\n add horizontal [-300] [-120] [300] [-120] [1]\n add vertical [-120] [-120] [-120] [100] [1]\n add horizontal [-120] [100] [-120] [100] [1]\n add horizontal [-300] [60] [-180] [60] [1]\n add vertical [-180] [60] [-180] [60] [1]\n add horizontal [-160] [-115] [-120] [-115] [3]\n add vertical [-80] [-80] [-80] [300] [2]\n add horizontal [0] [-115] [50] [-115] [3]\n add horizontal [50] [-115] [300] [-115] [2]\nend\nif <(level) = [11]> then\n add horizontal [-300] [-120] [300] [-120] [1]\n add vertical [200] [-120] [200] [300] [1]\nend\n\ndefine draw background\nset pen color to (#71d8eb)\nset pen size to (2)\npen up\ngo to x: (-300) y: (160)\npen down\ngo to x: (300) y: (160)\npen up\ngo to x: (-300) y: (130)\npen down\ngo to x: (300) y: (130)\npen up\ngo to x: (-300) y: (100)\npen down\ngo to x: (300) y: (100)\npen up\ngo to x: (-300) y: (70)\npen down\ngo to x: (300) y: (70)\npen up\ngo to x: (-300) y: (40)\npen down\ngo to x: (300) y: (40)\npen up\ngo to x: (-300) y: (10)\npen down\ngo to x: (300) y: (10)\npen up\ngo to x: (-300) y: (-20)\npen down\ngo to x: (300) y: (-20)\npen up\ngo to x: (-300) y: (-50)\npen down\ngo to x: (300) y: (-50)\npen up\ngo to x: (-300) y: (-80)\npen down\ngo to x: (300) y: (-80)\npen up\ngo to x: (-300) y: (-110)\npen down\ngo to x: (300) y: (-110)\npen up\ngo to x: (-300) y: (-140)\npen down\ngo to x: (300) y: (-140)\npen up\ngo to x: (-300) y: (-170)\npen down\ngo to x: (300) y: (-170)\npen up\n\ndefine vertical collisions\nset [# for player collisions v] to [1]\nrepeat (length of [line point x vertical v])\n if <<<((x) - (size for collisions)) < (item (# for player collisions) of [line point x vertical v])> and <((x) + (size for collisions)) > (item (# for player collisions) of [line point x2 vertical v])>> and <<(item (# for player collisions) of [line point y vertical v]) < ((y) - (size for collisions))> and <(item (# for player collisions) of [line point y2 vertical v]) > ((y) + (size for collisions))>>> then\n if <(item (# for player collisions) of [vertical type v]) = [1]> then\n set [vertical touching? v] to [1]\n stop [this script v]\n end\n if <(item (# for player collisions) of [vertical type v]) = [2]> then\n broadcast (reset v)\n end\n if <(item (# for player collisions) of [vertical type v]) = [3]> then\n set [touching bounce? v] to [1]\n end\n else\n set [vertical touching? v] to [0]\n end\n change [# for player collisions v] by (1)\nend\n\n
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Arrow keys/WASD/Mobile to move\nAvoid red\nJump on top of bouncies to use them\nGet to the end of the screen\nIt's called sketchbook because it's pen and u use pens in sketchbooks. GeT iT?1?!!1?\nPretty generic but it's 100% pen without any hitboxes\nAlso no wall jumping because I'm too lazy to add it
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Blocky Platformer
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@Stage\n\nwhen I receive [>start game v]\nshow variable [fails v]\nforever\n reset timer\n if <<(Level) < [14]> or <(Level) > [20]>> then\n switch backdrop to (backdrop1 v)\n else\n if <(Level) > [17]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop2 v)\n end\n end\nend\n\nshow variable [level v]\n\n@tile\n\nwhen I receive [level next v]\ndelete this clone\n\nwhen I receive [>start game v]\nset size to (235) %\ngo to x: (0) y: (0)\nset [fails v] to [0]\nbroadcast (tile generate v)\n\ndefine clone\nset size to (260) %\nif <(costume [number v]) = [6]> then\n set size to (266) %\nend\ncreate clone of (_myself_ v)\n\ndefine tile generate\ngo to x: (-230) y: (-170)\nrepeat (item (Level) of [levelsize 1-18 v])\n switch costume to (sky v)\n set size to (100) %\n repeat (24)\n if <touching (lvl v)?> then\n set size to (10) %\n if <touching color (#ccffdd)?> then\n switch costume to (grass v)\n clone\n else\n if <touching color (#cccccc)?> then\n switch costume to (dirt v)\n clone\n else\n if <touching color (#ffd499)?> then\n switch costume to (lava v)\n clone\n else\n if <touching color (#e5e5e5)?> then\n switch costume to (dirt2 v)\n clone\n else\n if <touching color (#66004c)?> then\n switch costume to (goal v)\n clone\n else\n if <touching color (#99ffbb)?> then\n switch costume to (tall grass v)\n clone\n else\n if <touching color (#b2b2b2)?> then\n switch costume to (stone v)\n clone\n else\n if <touching color (#00ff55)?> then\n switch costume to (sign1 v)\n clone\n else\n if <touching color (#ffe9cc)?> then\n switch costume to (sign2 v)\n clone\n else\n if <touching color (#00cc44)?> then\n switch costume to (mushroom v)\n clone\n else\n if <touching color (#009933)?> then\n switch costume to (tree v)\n clone\n else\n if <touching color (#7f7f7f)?> then\n switch costume to (shiny metal v)\n clone\n else\n if <touching color (#666666)?> then\n switch costume to (dull metal v)\n clone\n else\n if <touching color (#8c8c8c)?> then\n switch costume to (pipe v)\n clone\n else\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n delete this clone\n end\n switch costume to (sky v)\n set size to (100) %\n change x by (20)\n end\n change x by (-470)\n change y by (20)\nend\nhide\nbroadcast (hide note v)\n\nwhen I receive [tile generate v]\nshow\nwait (0.1) seconds\ntile generate\n\nbroadcast (level next v)\n\nbroadcast (delete clones v)\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@lvl\n\nwhen I receive [>start game v]\nset [level v] to [1]\ngo to x: (0) y: (-100)\nswitch costume to (tiny v)\nset size to (2000) %\nswitch costume to (costume1 v)\nforever\n switch costume to ((Level) + (1))\n if <<(Level) = [18]> or <<(Level) = [19]> or <(Level) = [20]>>> then\n set [stickyness v] to [0.95]\n else\n set [stickyness v] to [0.9]\n end\nend\n\nwhen I receive [>start game v]\ndelete (all) of [levelsize 1-18 v]\nadd [5] to [levelsize 1-18 v]\nadd [5] to [levelsize 1-18 v]\nadd [7] to [levelsize 1-18 v]\nadd [12] to [levelsize 1-18 v]\nadd [8] to [levelsize 1-18 v]\nadd [14] to [levelsize 1-18 v]\nadd [9] to [levelsize 1-18 v]\nadd [16] to [levelsize 1-18 v]\nadd [14] to [levelsize 1-18 v]\nadd [9] to [levelsize 1-18 v]\nadd [5] to [levelsize 1-18 v]\nadd [13] to [levelsize 1-18 v]\nadd [16] to [levelsize 1-18 v]\nadd [16] to [levelsize 1-18 v]\nadd [16] to [levelsize 1-18 v]\nadd [16] to [levelsize 1-18 v]\nadd [16] to [levelsize 1-18 v]\nadd [16] to [levelsize 1-18 v]\nadd [16] to [levelsize 1-18 v]\nadd [16] to [levelsize 1-18 v]\n\nbroadcast (level next v)\n\nwhen I receive [tile generate v]\nset [ghost v] effect to (0)\n\nwhen I receive [hide note v]\nset [ghost v] effect to (100)\n\ngo to [front v] layer\n\nswitch costume to (tiny v)\nset size to (2000) %\nswitch costume to (costume1 v)\n\nset [ghost v] effect to (0)\n\ngo to x: (0) y: (-100)\n\nchange x by (10)\n\nchange y by (1)\n\n@generate\n\nwhen I receive [level next v]\nswitch costume to (costume1 v)\n\nwhen I receive [hide note v]\nswitch costume to (costume2 v)\n\nwhen I receive [>start game v]\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (100) y: (167)\nset size to (400) %\n\n@Counter 1\n\nwhen I receive [add1 v]\nnext costume\nif <(costume [number v]) = [11]> then\n broadcast (add10 v)\n switch costume to (costume0 v)\nend\n\nwhen [space v] key pressed\nif <(toggle- counter) = [count]> then\n set [toggle- counter v] to [var.]\nelse\n set [toggle- counter v] to [count]\nend\n\nwhen I receive [level next v]\nbroadcast (add1 v)\n\nwhen I receive [>start game v]\nswitch costume to (costume1 v)\nset size to (300) %\ngo to x: (-50) y: (165)\nset [number- counter v] to [0]\nset [toggle- counter v] to [count]\nforever\n if <(toggle- counter) = [var.]> then\n switch costume to ((1) + (letter (length of (number- counter)) of (number- counter)))\n end\nend\n\n@Counter 2\n\nwhen I receive [add10 v]\nnext costume\nif <(costume [number v]) = [11]> then\n broadcast (add100 v)\n switch costume to (costume0 v)\nend\n\nwhen I receive [>start game v]\nswitch costume to (costume0 v)\nset size to (300) %\ngo to (counter 1 v)\nchange x by (-20)\nforever\n if <(toggle- counter) = [var.]> then\n switch costume to ((1) + (letter ((length of (number- counter)) - (1)) of (number- counter)))\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nreset timer\nhide\n\nhide variable [fails v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@awesome-llama Game start\n\nwhen flag clicked\nhide variable [fails v]\nhide variable [level v]\nshow\nswitch costume to (start v)\ngo to x: (0) y: (0)\nwait (0.002) seconds\ngo to [front v] layer\nrepeat (18)\n next costume\n wait (0.03) seconds\nend\nwait (0.6) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\nbroadcast (Finish startup v)\nstop [other scripts in sprite v]\n\n@player\n\nwhen I receive [finish startup v]\ngo to x: (-208) y: (-80)\nshow\nbroadcast (>START GAME v)\nset [stickyness v] to [0.9]\nset [fails v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <[2] = ([costume # v] of [generate v])> then\n if <key (right arrow v) pressed?> then\n change [xv v] by ((1) + (0))\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by ((-1) - (0))\n point in direction (-90)\n end\n end\n set [xv v] to ((Xv) * (Stickyness))\n change x by (Xv)\n if <touching color (#ff00bf)?> then\n broadcast (level next v)\n end\n if <<(y position) < [-165]> or <touching color (#ff9400)?>> then\n if <(Level) = [18]> then\n go to x: (-104) y: (15)\n else\n go to x: (-208) y: (-80)\n end\n change [fails v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> and <[2] = ([costume # v] of [generate v])>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n if <(Level) = [19]> then\n set [yv v] to [10]\n else\n set [yv v] to [15]\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 (lvl v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (lvl 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)\nend\n\nwhen I receive [level next v]\nbroadcast (tile generate v)\nif <(Level) = [18]> then\n go to x: (-104) y: (15)\nelse\n go to x: (-208) y: (-80)\nend\nchange [level v] by (1)\nset [xv v] to [0]\nset [yv v] to [0]\n\n
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Platformer | #games
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@Stage\n\nwhen flag clicked\nforever\n play sound [ye v] until done\nend\n\n@thumbnail\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset [gravity v] to [-1.5]\nset [jump force v] to [13.5]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nReset and Begin Level\nif <touching (danger v)?> then\n Reset and Begin Level\nend\n\ndefine Move - In steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching solid\n if <(touching) > [0]> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching solid\n if <(touching) > [0]> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\ndefine Check Touching solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nControls - Up and Down\nControls - Left and Right\nMove - In steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - Left and Right\nif <key (left arrow v) pressed?> then\n change [speed x v] by ((0) - (ACCELERATION))\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (ACCELERATION)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\npoint in direction (90)\ngo to x: (-150) y: (55)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\nbroadcast (Scene Reset v)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [lose life v]\nbroadcast (Scene Reset v)\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nReset and Begin Level\n\nwhen flag clicked\nsay (join [Hello, ] (username)) for (3) seconds\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nif <touching (danger v)?> then\n broadcast (Scene Reset v)\nend\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [scene reset v]\nshow\nswitch costume to (scene1 v)\ngo to x: (0) y: (0)\n\nif <touching (danger v)?> then\n broadcast (Scene Reset v)\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nif <(SCENE #) = [3]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(SCENE #) = [4]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen I receive [scene reset v]\nshow\nswitch costume to (scene1 v)\n\n
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(controls do not work for mobile players)\nTry to make it through the obstacles\n\n★ CONTROLS ★\nLeft and right arrow keys = Move\nup Arrow key = Jump
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snow platformer||雪のプラットフォーマー
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@Stage\n\nwhen flag clicked\nforever\n set volume to (100) %\n play sound [Goodbye4 v] until done\nend\n\n@プラフォ\n\nwhen flag clicked\nbroadcast (スタート v)\nswitch costume to (主人公 v)\nswitch backdrop to (背景2 v)\ngo to x: (-210) y: (15)\nshow\nset size to (80) %\nstart sound [シーン切り替え1 v]\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x2 v] by (-0.8)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x2 v] by (0.8)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1.0)\n if <touching (ステージ v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<<(y position) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> then\n if <touching (バネ v)?> then\n else\n start sound [ニュッ2 v]\n set [y2 v] to [15]\n end\n else\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (ステージ v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (あ v) and wait\n next backdrop\n go to x: (-210) y: (-10)\n end\n if <<touching (とげ v)?> or <(y position) < [-174]>> then\n start sound [キャンセル5 v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-210) y: (-10)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n if <<<(mouse y) < (y position)> and <mouse down?>> or <key (down arrow v) pressed?>> then\n switch costume to (コスチューム5 v)\n else\n switch costume to (主人公 v)\n end\nend\n\n@とげ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [あ v]\nnext costume\n\n@ステージ\n\nwhen I receive [あ v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nwait until <(costume [number v]) = [6]>\nif <(costume [number v]) = [6]> then\n wait (1) seconds\n stop [this script v]\nend\n\nwhen I receive [スタート v]\nset [タイム v] to [0]\nhide variable [タイム v]\nrepeat until <(costume [number v]) = [13]>\n wait (1) seconds\n change [タイム v] by (1)\n if <(costume [number v]) = [13]> then\n go [forward v] (100) layers\n show variable [タイム v]\n end\nend\n\nhide variable [タイム v]\n\n@文字\n\nwhen flag clicked\nswitch costume to (さあ行こう! v)\ngo [backward v] (100) layers\n\nwhen I receive [あ v]\nnext costume\nif <(costume [number v]) = [9]> then\n wait (1.5) seconds\n go to [front v] layer\nend\nif <(costume [number v]) = [10]> then\n go [backward v] (100) layers\nend\nif <(costume [number v]) = [12]> then\n wait (1.5) seconds\n go to [front v] layer\nend\nif <(costume [number v]) = [13]> then\n go [backward v] (100) layers\nend\n\n@next\n\nwhen I receive [あ v]\ngo [forward v] (4) layers\nshow\ngo to x: (433) y: (0)\nglide (0.3) secs to x: (10) y: (0)\nglide (1) secs to x: (-10) y: (0)\nglide (0.3) secs to x: (-433) y: (0)\nhide\n\nwhen flag clicked\nhide\n\n@pen\n\nwhen flag clicked\nset size to (Infinity) %\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [横移動速度 v]\ndelete all of [降る速度 v]\nrepeat (30)\n add (pick random (-230) to (230)) to [x v]\n add (pick random (-200) to (200)) to [y v]\n add (pick random (-1.0) to (1.0)) to [横移動速度 v]\n add (pick random (-1.0) to (-3.0)) to [降る速度 v]\n add (pick random (8) to (13)) to [大きさ v]\nend\nforever\n びょーが\nend\n\ndefine x (x) y (y) に (大きさ) の大きさでゆきびょーが\ngo to x: (x) y: (y)\nset pen size to (1)\nset pen (transparency v) to (70)\nrepeat (大きさ)\n change pen size by (1.2)\n change pen (transparency v) by (1)\n pen down\nend\npen up\n\ndefine びょーが\nset [変数 v] to [0]\nerase all\nset pen color to (#000021)\nset pen size to (999)\ngo to x: (0) y: (0)\npen down\npen up\nset pen color to (#ffffff)\nrepeat (30)\n change [変数 v] by (1)\n x (item (変数) of [x v]) y (item (変数) of [y v]) に (item (変数) of [大きさ v]) の大きさでゆきびょーが\n replace item (変数) of [x v] with ((item (変数) of [x v]) + (item (変数) of [横移動速度 v]))\n replace item (変数) of [y v] with ((item (変数) of [y v]) + (item (変数) of [降る速度 v]))\n if <(item (変数) of [y v]) < [-200]> then\n replace item (変数) of [x v] with (pick random (-230) to (230))\n replace item (変数) of [y v] with [200]\n replace item (変数) of [横移動速度 v] with (pick random (-1.0) to (1.0))\n replace item (変数) of [降る速度 v] with (pick random (-1) to (-3))\n replace item (変数) of [大きさ v] with (pick random (8) to (13))\n end\nend\n\n@アピール表示\n\nwhen flag clicked\nshow\ngo to x: (161) y: (192)\nset [ghost v] effect to (100)\nforever\n wait (pick random (10) to (15)) seconds\n 表示\nend\n\ndefine 表示\ngo [forward v] (3) layers\nstart sound [Pop v]\ngo to x: (161) y: (192)\nrepeat (23)\n change y by (-2)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\nwait (3) seconds\nrepeat (23)\n change y by (2)\n change [ghost v] effect by (5)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\nset size to (100) %\n\n@moon2\n\nwhen flag clicked\nhide\ngo to [back v] layer\nshow\ngo to x: (217) y: (160)\nset size to (100) %\nforever\n repeat (50)\n change size by (((135) - (size)) / (16.8))\n end\n repeat (50)\n change size by (((size) - (105)) / (-16.8))\n end\nend\n\n
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Push the flag! || 旗を押してください!\n\n||It's operated with arrow keys!\n||矢印キーで操作です!\n\n||It's mobile-friendly!\n||モバイル対応です!\n\n||Do not hit the thorns or fall into the holes.\n||とげに当たったり穴に落ちたりしないでください。\n\n||Tell me the time in the comments!\n||タイムをコメントで教えて下さい!\n\n||If it is heavy, click here↓\n||重い場合はこちら→https://turbowarp.org/686589234\n\n▼やめてほしいこと\n・アンチ ・報告乱用\n\n【credit】\n音楽||music @Xaf様 \n雪||snow @syoinsya様 \n月参考||moon @lightblue029様\nプログラム参考||Program References \n@apolswieduy 様 \n\n【tag】\n#all #game #games #art #music #platformer #snow #raoion112
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Sonic Platformer | Mobile friendly #games #sonic #platformer
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@Stage\n\nwhen I receive [green flag clicked v]\nset [level v] to [1]\nswitch backdrop to (sega v)\nbroadcast (SEGA v)\n\nwhen flag clicked\nset [goal v] to [0]\nset [lives v] to [5]\nset [rings v] to [0]\nhide variable [time v]\nhide variable [lives v]\nhide variable [total rings v]\nhide variable [total time v]\nhide variable [rings v]\nbroadcast (Green flag clicked v)\n\nwhen I receive [sonic intro v]\nswitch backdrop to (background v)\nplay sound [sonic intro v] until done\nbroadcast (Black screen before game v)\n\nwhen I receive [game begins v]\nforever\n play sound [Green Hill Zone v] until done\nend\n\nwhen I receive [game begins v]\nwait (1) seconds\nshow variable [lives v]\nshow variable [rings v]\nshow variable [time v]\nreset timer\nforever\n set [time v] to (timer)\n if <(Goal) = [1]> then\n stop all sounds\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [sonic intro v]\nforever\n if <mouse down?> then\n stop [other scripts in sprite v]\n broadcast (Black screen before game v)\n stop [this script v]\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nstop all sounds\n\n@Intro Sonic\n\nwhen I receive [sonic intro v]\nshow\ngo to x: (0) y: (64)\ngo to [front v] layer\nswitch costume to (sonic1 v)\nrepeat (5)\n next costume\n wait (0.12) seconds\nend\nforever\n switch costume to (sonic7 v)\n wait (0.2) seconds\n switch costume to (sonic8 v)\n wait (0.2) seconds\nend\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [game begins v]\nstop [other scripts in sprite v]\nhide\n\n@Sonic intro back\n\nwhen I receive [sonic intro v]\nshow\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [game begins v]\nstop [other scripts in sprite v]\nhide\n\n@SEGA\n\nwhen I receive [green flag clicked v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [sega v]\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nplay sound [sega v] until done\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (sonic intro v)\n\n@Level\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [game begins v]\ngo to [back v] layer\nset [level v] to [1]\nshow\ngo to x: (0) y: (0)\nswitch costume to (l1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [goal v]\nstop [other scripts in sprite v]\n\n@Meto bug\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [game begins v]\nset rotation style [left-right v]\nwait until <(Level) = [7]>\nshow\ngo to x: (0) y: (-97)\nrepeat until <(Level) = [8]>\n point in direction (90)\n repeat (20)\n change x by (5)\n end\n point in direction (-90)\n repeat (20)\n change x by (-5)\n end\nend\nhide\nwait until <(Level) = [9]>\nshow\ngo to x: (130) y: (-56)\nrepeat until <(Level) = [10]>\n point in direction (90)\n repeat (20)\n change x by (5)\n end\n point in direction (-90)\n repeat (20)\n change x by (-5)\n end\nend\nhide\n\nwhen I receive [kill rollerbug v]\nstart sound [enemy dead v]\nhide\n\nwhen I receive [game begins v]\nforever\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\n@Ending sign\n\nwhen flag clicked\nhide\n\nwhen I receive [game begins v]\ngo to [back v] layer\nswitch costume to (costume2 v)\nwait until <(Level) = [10]>\nshow\nwait until <touching (sonic v)?>\nbroadcast (Goal v)\nset [goal v] to [1]\nwait (0) seconds\nstart sound [goal v]\nrepeat (3)\n switch costume to (costume2 v)\n repeat (14)\n next costume\n end\nend\nplay sound [Act Clear v] until done\n\n@Sonic\n\nwhen I receive [game begins v]\nshow\n\nwhen I receive [green flag clicked v]\npoint in direction (90)\nset size to (125) %\nhide\n\nwhen I receive [start animating v]\nshow\nforever\n Animate running\nend\n\ndefine Animate running\nset rotation style [left-right v]\nif <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <<(mouse x) < (x position)> or <(mouse x) > (x position)>>>>> then\n switch costume to (s1 v)\n repeat (9)\n next costume\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n repeat until <(JUMP?) = [0]>\n switch costume to (sjump3 v)\n repeat (3)\n next costume\n end\n end\n switch costume to (stand v)\n end\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n repeat until <(JUMP?) = [0]>\n switch costume to (sjump3 v)\n repeat (3)\n next costume\n end\n end\nend\nif <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (stand v)\nend\n\nwhen I receive [start animating v]\nforever\n Sound effects\nend\n\ndefine Sound effects\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n play sound [jump v] until done\n wait until <(JUMP?) = [0]>\nend\n\ndefine Directions\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\nend\n\nwhen I receive [start animating v]\nforever\n Directions\nend\n\nif <(x position) > [230]> then\n go to x: (-132) y: (-83)\n change [level v] by (1)\nend\n\nwhen I receive [die v]\nstart sound [death v]\nwait (0) seconds\nrepeat (15)\n switch costume to (die v)\nend\nwait (0) seconds\n\nwhen I receive [game begins v]\nbroadcast (Start animating v)\n\nwhen I receive [start animating v]\nshow\nforever\n go to (sonic hitbox v)\nend\n\nwhen I receive [goal v]\nstop [other scripts in sprite v]\nbroadcast (Go to hitbox when goal v)\npoint in direction (90)\nswitch costume to (s1 v)\nrepeat (9)\n next costume\nend\nswitch costume to (stand v)\npoint in direction (-90)\nwait (1) seconds\nstop [other scripts in sprite v]\ngo to x: (160) y: (-70)\nswitch costume to (sonic bounce v)\nset size to (35) %\nrepeat (18)\n wait (.01) seconds\n next costume\nend\n\nwhen I receive [go to hitbox when goal v]\nforever\n go to (sonic hitbox v)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nswitch costume to (die v)\n\n@Sonic hitbox\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [game begins v]\nset [speed x v] to [0]\nset [speed y v] to [0]\nX start\nset [ghost v] effect to (100)\nshow\nforever\n Jump engine | Jump height [13] Gravity [-1]\nend\n\ndefine Jump engine | Jump height (jump height) Gravity (gravity)\nchange [speed y v] by (gravity)\nif <touching (level v)?> then\n change y by (1)\nend\nchange y by (speed y)\nif <touching (level v)?> then\n change y by ((speed y) * (-1))\n set [speed y v] to [0]\n set [jump? v] to [0]\nend\nchange y by (-1)\nif <<touching (level v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [speed y v] to (jump height)\n set [jump? v] to [1]\nend\nchange y by (1)\nif <(x position) > [230]> then\n X start\n change [level v] by (1)\nend\n\ndefine X start\ngo to x: (-150) y: (-83)\n\nwhen I receive [game begins v]\nset [die? v] to [0]\nforever\n if <<touching (spikes v)?> or <(y position) < [-160]>> then\n Die\n end\n if <touching (meto bug v)?> then\n if <(JUMP?) = [1]> then\n broadcast (Kill rollerbug v)\n set [speed y v] to [15]\n else\n Die\n end\n end\n if <touching (chopper v)?> then\n if <(JUMP?) = [1]> then\n broadcast (Kill chopper v)\n set [speed y v] to [15]\n else\n Die\n end\n end\n if <touching (chopper2 v)?> then\n if <(JUMP?) = [1]> then\n broadcast (Chopper2 die v)\n set [speed y v] to [15]\n else\n Die\n end\n end\nend\n\ndefine Run engine | Speed (speed) Friction (friction)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (() - (speed))\nend\nset [speed x v] to ((speed x) * (friction))\nchange x by (speed x)\nif <touching (level v)?> then\n change x by ((speed x) * (-1))\n set [speed x v] to [0]\nend\n\nwhen I receive [move left and right v]\nforever\n Run engine | Speed [2.5] Friction [0.8]\n if <(Die?) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [game begins v]\nbroadcast (Move left and right v)\n\ndefine Die\nchange [lives v] by (-1)\nset [die? v] to [1]\nbroadcast (Die v)\nchange [speed y v] by (20)\nwait (0.5) seconds\nif <(LIVES) < [1]> then\n broadcast (Game Over v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\nX start\nset [die? v] to [0]\nbroadcast (Move left and right v)\nset [speed x v] to [0]\nset [speed y v] to [0]\n\nwhen I receive [goal v]\nstop [other scripts in sprite v]\nGet down to ground when goal\nrepeat (10)\n change x by (10)\nend\n\ndefine Get down to ground when goal\nrepeat until <touching (level v)?>\n change y by (-1)\nend\n\n@Green hill text\n\nwhen I receive [green flag clicked v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [black screen before game v]\ngo to x: (0) y: (0)\nswitch costume to (black v)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nswitch costume to (green hill zone act 1 v)\nbroadcast (Game begins v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Spikes\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [game begins v]\nset [level v] to [1]\nshow\ngo to x: (0) y: (0)\nswitch costume to (l1 v)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@chopper\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [game begins v]\nset rotation style [left-right v]\nwait until <(Level) = [6]>\nshow\ngo to x: (-50) y: (-180)\ngo to [back v] layer\nrepeat until <(Level) = [7]>\n switch costume to (costume1 v)\n repeat (20)\n change y by (10)\n end\n switch costume to (costume2 v)\n repeat (20)\n change y by (-10)\n end\nend\nhide\n\nwhen I receive [kill chopper v]\nstart sound [enemy dead v]\nhide\n\nwhen I receive [game begins v]\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\n@Time word\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [game begins v]\ngo to x: (-196) y: (142)\nshow\n\n@Lives\n\nwhen flag clicked\ngo to x: (-211) y: (-164)\nhide\n\nhide variable [lives v]\n\nwhen I receive [game begins v]\nshow\n\nwait (1) seconds\nshow variable [lives v]\n\n@Sprite1\n\nwhen I receive [green flag clicked v]\nhide\ngo to x: (6) y: (0)\n\nwhen I receive [game over v]\nshow\nwait (0) seconds\nplay sound [sonic game over v] until done\n\n@chopper2\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [game begins v]\nset rotation style [left-right v]\nwait until <(Level) = [6]>\nshow\ngo to x: (50) y: (-180)\ngo to [back v] layer\nrepeat until <(Level) = [7]>\n switch costume to (costume1 v)\n repeat (20)\n change y by (10)\n end\n switch costume to (costume2 v)\n repeat (20)\n change y by (-10)\n end\nend\nhide\n\nwhen I receive [chopper2 die v]\nstart sound [enemy dead v]\nhide\n\nwhen I receive [game begins v]\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\n@Rings word\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [game begins v]\ngo to x: (-186) y: (100)\nshow\n\n@RINGS\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [game begins v]\nset size to (150) %\ngo to [back v] layer\nwait until <(Level) = [1]>\nbroadcast (Delete previous level rings v)\nPlace rings at X [16] Y [32]\nPlace rings at X [85] Y [32]\nwait until <(Level) = [2]>\nbroadcast (Delete previous level rings v)\nPlace rings at X [0] Y [0]\nPlace rings at X [100] Y [20]\nwait until <(Level) = [3]>\nbroadcast (Delete previous level rings v)\nPlace rings at X [-20] Y [10]\nPlace rings at X [30] Y [10]\nPlace rings at X [80] Y [10]\nwait until <(Level) = [4]>\nbroadcast (Delete previous level rings v)\nPlace rings at X [35] Y [-40]\nwait until <(Level) = [5]>\nbroadcast (Delete previous level rings v)\nPlace rings at X [-10] Y [25]\nPlace rings at X [150] Y [-50]\nwait until <(Level) = [6]>\nbroadcast (Delete previous level rings v)\nPlace rings at X [-50] Y [50]\nPlace rings at X [50] Y [50]\nwait until <(Level) = [7]>\nbroadcast (Delete previous level rings v)\nPlace rings at X [-50] Y [0]\nPlace rings at X [50] Y [0]\nwait until <(Level) = [8]>\nbroadcast (Delete previous level rings v)\nPlace rings at X [0] Y [0]\nPlace rings at X [50] Y [20]\nwait until <(Level) = [9]>\nbroadcast (Delete previous level rings v)\nPlace rings at X [50] Y [20]\nPlace rings at X [80] Y [20]\nPlace rings at X [110] Y [20]\n\ndefine Place rings at X (x) Y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.08) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (sonic hitbox v)?> then\n start sound [ring v]\n change [rings v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [delete previous level rings v]\ndelete this clone\n\n@total\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [goal v]\nwait (3) seconds\nshow\nset [total rings v] to (Rings)\nset [total time v] to (Time)\nshow variable [total rings v]\nshow variable [total time v]\n\n
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Oh hi! Welcome to Sonic platformer | Mobile friendly!\n\nCONTROLS…\n\n-Wait a few seconds at the title screen or click the screen to begin the game.\n\n-Use the arrow key’s or touchscreen to move.\n\n-Avoid spikes\n\n-Jump on or avoid enemy’s\n\n\nThat’s it! Enjoy!
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Classic Platformer!
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@Stage\n\n@player\n\nwhen flag clicked\nset [resistance v] to [0.8]\nset [gravity v] to [-1]\nset [jump forse v] to [12]\nset [acceleration v] to [1.8]\nreset and begin level\n\ndefine move-in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching (level v)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching (level v)?> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen I receive [tick-player v]\ncontrols- up and down\ncontrols- left and right\nmove-in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n\ndefine controls- up and down\nif <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (jump forse)\n end\nend\nchange [speed y v] by (gravity)\n\ndefine controls- left and right\nif <key (left arrow v) pressed?> then\n change [speed x v] by ((0) - (acceleration))\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (acceleration)\nend\nset [speed x v] to ((speed x) * (Resistance))\n\ndefine reset and begin level\nset [scene # v] to [1]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\ngo to x: (-40) y: (-213)\nbroadcast (Change Scene v)\nbroadcast (game loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (tick-player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [300]> then\n Begin Scene # ((Scene #) + (1)) go to x: [-300]\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene #) + (-1)) go to x: [300]\nend\n\ndefine Begin Scene # (scene #) go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix collision in direction [0]\nbroadcast (game loop v)\n\ndefine Fix collision in direction (dir)\nset [temp v] to (direction)\npoint in direction (dir)\nrepeat (69)\n check touching solid\n if <(touching) < [50]> then\n point in direction (temp)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n set [distance v] to [1]\nend\n\nset [distance v] to [1]\n\ndefine check touching solid\n\nwhen I receive [death v]\nforever\n if <<touching color (#ff0000)?> or <<touching color (#ff6a00)?> or <<touching color (#ffaf00)?> or <touching color (#909090)?>>>> then\n go to x: (-200) y: (70)\n end\nend\n\nwhen [any v] key pressed\nforever\n broadcast (death v)\nend\n\ngo to x: (201) y: (-14)\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nif <(Scene #) = [4]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nif <(Scene #) = [11]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nif <(Scene #) = [19]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Heart\n\nwhen flag clicked\nhide\nforever\n wait (pick random (15) to (20)) seconds\n show\n go to x: (-43) y: (20)\n repeat (9)\n change y by (-6)\n end\n repeat (9)\n change y by (3)\n end\n repeat (9)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n
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IMPORTANT: 2000 Views!\n(part 2)\nhttps://scratch.mit.edu/projects/701880761/\nALSO, READ THE DESCRIPTION\n\nUse arrow keys to move. Don't touch red.\nHave FUN!!!!\n(storyline)\na blue dot (you) have got lost in a forest. Your job is to escape the forest as you encounter deadly traps to stop you. You enter a cave to help you find your way. will you succeed??\n(part 2)\nhttps://scratch.mit.edu/projects/701880761/\n\nThere are invisible walls on levels 7,8 and nine. So watch out. Sorry, but you have to press the green flag if you get stuck.\nAt 400 views, 20 loves and 15 stars will make a sequel.\ndone with the sequel (part 2)\n\n\nUpdate: 5/11/22, more than ten views!!!\nUpdate: 5/18/22, more than 60 views!!!\nUpdate: 5/19/22, more than 80 views!!!!\nUpdate: 5/19/22, more than 100 views!!!\nUpdate: 6/3/22, more than 285 views!!!!\nUpdate: 6/11/22, 999 Views!!!!\nPlease do not just remix for no reason (add levels or change the script). Thank you!
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Star Quest v1.6 | A Mobile Friendly Platformer | @Speedy10_ | Mothers Day |
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@Stage\n\n@Player\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nforever\n switch costume to (costume1 v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [100]>>> then\n change [x velocity v] by (-0.8)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[-100] < (mouse x)>>> then\n change [x velocity v] by (0.8)\n end\n set [x velocity v] to ((X velocity) * (0.9))\n change x by (round (X velocity))\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n change x by (round ((X velocity) * (-1)))\n end\n end\n end\n set [x velocity v] to [0]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[100] < (mouse y)>>> then\n change y by (-1)\n if <touching (ground v)?> then\n set [y velocity v] to [15]\n end\n change y by (1)\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (ground v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n if <touching (danger v)?> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-200) y: (0)\n end\n if <<(x position) > [240]> and <(Star Collected) = [yes]>> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-200) y: (0)\n broadcast (Next level v)\n end\nend\n\n@eye\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\n go to (player v)\n point towards (mouse-pointer v)\nend\n\n@Ground\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record time v]\nset [☁ world record time v] to (☁ World Record Time)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nforever\n if <(Win) = [no]> then\n wait (1) seconds\n change [time v] by (1)\n hide variable [time v]\n hide variable [☁ world record time v]\n end\n if <(Win) = [yes]> then\n show variable [☁ world record time v]\n show variable [time v]\n if <(Time) < (☁ World Record Time)> then\n set [☁ world record time v] to (Time)\n end\n end\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (15) y: (-56)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nforever\n set y to (0)\n go to [back v] layer\n glide (2) secs to x: (5) y: (0)\n glide (2) secs to x: (-5) y: (0)\nend\n\nwhen I receive [start v]\nwait until <<(costume [number v]) = [17]> and <(Stars) = [16]>>\nset [win v] to [yes]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [win v] to [no]\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nset [star collected v] to [yes]\nswitch costume to (costume2 v)\nset [stars v] to [0]\nshow\nwait until <touching (player v)?>\nchange [stars v] by (1)\nhide\n\nwhen I receive [next level v]\nset [star collected v] to [no]\nnext costume\nshow\nwait until <touching (player v)?>\nchange [stars v] by (1)\nhide\nset [star collected v] to [yes]\n\n@Sprite3\n\nwhen flag clicked\nforever\n switch costume to ((Stars) + (1))\nend\n\n@Sprite4\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [Vexento - Lights v] until done\nend\n\n@Sprite5\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nrepeat until <(Win) = [yes]>\n wait (1) seconds\n if <(Win) = [no]> then\n next costume\n end\nend\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) > [9]> then\n wait (1) seconds\n broadcast (+10 v)\n end\nend\n\n@Sprite6\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) > [5]> then\n wait (10) seconds\n wait (1) seconds\n broadcast (+60 v)\n end\nend\n\nwhen I receive [+10 v]\nif <(Win) = [no]> then\n next costume\nend\n\n@Sprite8\n\n@Sprite7\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\n\nwhen I receive [+60 v]\nif <(Win) = [no]> then\n next costume\nend\n\n@Danger2\n\nwhen flag clicked\ngo to x: (15) y: (-56)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n glide (1) secs to x: (15) y: (-50)\n glide (1) secs to x: (15) y: (-56)\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Detector\n\nwhen flag clicked\nhide\nset [loved v] to [0]\nset [favorited v] to [0]\nset [_id v] to [Love]\ncreate clone of (_myself_ v)\nset [_id v] to [Favorite]\ncreate clone of (_myself_ v)\nset [_id v] to [Not]\ncreate clone of (_myself_ v)\nset [_id v] to [0]\n\nwhen I start as a clone\nShow Message\nforever\n if <(_id) = [Love]> then\n Go To - X: [-233] Y: [-213]\n switch costume to (love v)\n if <<touching (mouse-pointer v)?> and <(loved) = [0]>> then\n wait (0.25) seconds\n if <touching (mouse-pointer v)?> then\n set [loved v] to [1]\n set [_id v] to [Loved]\n create clone of (_myself_ v)\n set [_id v] to [Love]\n end\n end\n else\n if <(_id) = [Favorite]> then\n Go To - X: [-133] Y: [-213]\n switch costume to (favorite v)\n if <<touching (mouse-pointer v)?> and <(favorited) = [0]>> then\n wait (0.25) seconds\n if <touching (mouse-pointer v)?> then\n set [favorited v] to [1]\n set [_id v] to [Favorited]\n create clone of (_myself_ v)\n set [_id v] to [Favorite]\n end\n end\n else\n if <(_id) = [Not]> then\n switch costume to (0 v)\n if <((loved) + (favorited)) > [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n change y by (((180) - (y position)) / (5))\n end\n delete this clone\n end\n end\n end\n end\nend\n\ndefine Go To - X: (x) Y: (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\ndefine Show Message\nshow\nif <(_id) = [Loved]> then\n switch costume to (1 v)\n set [ghost v] effect to (100)\n go to x: (-240) y: (0)\n Glide To X: [0] Y: [0] Speed: [3] Transition: [-1]\n wait (1) seconds\n Glide To X: [240] Y: [0] Speed: [3] Transition: [1]\n delete this clone\nelse\n if <(_id) = [Favorited]> then\n change [stars v] by (1)\n switch costume to (2 v)\n set [ghost v] effect to (100)\n go to x: (-240) y: (0)\n Glide To X: [0] Y: [0] Speed: [3] Transition: [-1]\n wait (1) seconds\n Glide To X: [240] Y: [0] Speed: [3] Transition: [1]\n delete this clone\n end\nend\n\ndefine Glide To X: (x) Y: (y) Speed: (speed) Transition: (transition)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change [ghost v] effect by ((15) * (transition))\nend\n\n
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Arrow Keys, or WASD, collect all the stars, and make sure to like, favorite, follow @waifu100 and comment done and I will follow you!\n\n\nMobile instructions ⬇\n\n(For mobile tap and hold the side of the screen you want to go to, to jump tap/hold the top of the screen!)\n\nI will be doing f4f until 100 followers (act now)\n\n♥ Happy Mothers Day ♥\n\nComment your time, try to beat mine (38 seconds)\n\nThank you so much to @funny-animations259 for curating my bad platformer
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Stickman Platformer #games #all #platformers
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@Stage\n\nwhen flag clicked\nwait (0) seconds\nbroadcast (Green Flag v)\nwait (0.2) seconds\nforever\n play sound [bensound-summer v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (LEVEL)\nend\n\nwhen flag clicked\ncreate clone of (gems v)\n\n@Player\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(PLAYER Y VEL) = [0]>> then\n wait (0) seconds\n if <(PLAYER Y VEL) = [0]> then\n set [player y vel v] to [15.01]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<color (#000000) is touching (#ff0000)?> or <touching (saw v)?>> and <(RESET) = [0]>> then\n broadcast (Reset v)\n start sound [Fail v]\n wait until <not <<color (#000000) is touching (#ff0000)?> or <touching (saw v)?>>>\n end\n if <touching color (#efba29)?> then\n start sound [Drum Boing v]\n if <key (up arrow v) pressed?> then\n set [player y vel v] to [20]\n else\n set [player y vel v] to [15]\n end\n wait until <not <touching color (#efba29)?>>\n else\n if <touching color (#ffc62b)?> then\n start sound [Drum Boing v]\n if <key (up arrow v) pressed?> then\n set [player y vel v] to [18]\n else\n set [player y vel v] to [13]\n end\n wait until <not <touching color (#ffc72b)?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [player y vel v] by (0.5)\n if <key (down arrow v) pressed?> then\n change [player y vel v] by (-0.7)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change x by ((PLAYER X VEL) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(PLAYER X VEL) < [0]> then\n set [player x vel v] to [5]\n else\n set [player x vel v] to [-5]\n end\n set [player y vel v] to [12]\n else\n set [player x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset volume to (93) %\nbroadcast (Level Up v)\nset [reset v] to [0]\nforever\n change [player y vel v] by (-1)\n change y by (PLAYER Y VEL)\n if <touching (platforms v)?> then\n if <(PLAYER Y VEL) < [0]> then\n change y by ((PLAYER Y VEL) * (-1))\n set [player y vel v] to [0]\n else\n change y by ((PLAYER Y VEL) * (-1))\n set [player y vel v] to [-1]\n end\n end\n if <key (right arrow v) pressed?> then\n change [player x vel v] by (0.85)\n else\n if <key (left arrow v) pressed?> then\n change [player x vel v] by (-0.85)\n end\n end\n change x by (PLAYER X VEL)\n if <not <touching (platforms v)?>> then\n set [player x vel v] to ((PLAYER X VEL) * (0.89))\n else\n if <(costume [number v]) = [1]> then\n set [animate stickman? v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [level up v] to [0]\nforever\n if <touching (flag v)?> then\n if <<(LEVEL UP) = [0]> and <(RESET) = [0]>> then\n broadcast (Level Up v)\n change [level v] by (1)\n end\n end\nend\n\nwhen I receive [reset v]\nreset timer\nset [reset v] to [1]\nset [gems collected v] to [0]\nif <not <<(RESET) = [1]> or <(LEVEL UP) = [1]>>> then\n start sound [Fail v]\nend\nif <<(LEVEL) < [19]> or <touching color (#ff0000)?>> then\n repeat (4)\n change [ghost v] effect by (25)\n set [player x vel v] to ((PLAYER X VEL) * (0.5))\n set [player y vel v] to ((PLAYER Y VEL) * (0.5))\n end\nend\nset [ghost v] effect to (100)\nset size to (60) %\nposition at start\nwait (0) seconds\nrepeat (4)\n change [ghost v] effect by (-25)\nend\n\nwhen flag clicked\nanimate stickman\n\nwhen flag clicked\nforever\n wait until <<touching color (#00bdff)?> and <<(LEVEL) = [7]> or <<(LEVEL) = [10]> or <(LEVEL) = [12]>>>>\n start sound [Wand v]\n set [player x vel v] to [0]\n set [player y vel v] to [0]\n if <(LEVEL) = [7]> then\n if <(y position) < [0]> then\n point in direction (90)\n go to x: (-165) y: (120)\n else\n point in direction (-90)\n go to x: (165) y: (-50)\n end\n else\n if <(LEVEL) = [10]> then\n point in direction (90)\n go to x: (-10) y: (200)\n else\n if <(LEVEL) = [12]> then\n if <(y position) < [0]> then\n point in direction (90)\n go to x: (-183) y: (300)\n else\n point in direction (-90)\n go to x: (123) y: (-80)\n end\n end\n end\n end\n set [ghost v] effect to (100)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (1.4) seconds\nend\n\nwhen flag clicked\nforever\n if <touching color (#da09e5)?> then\n start sound [Low Whoosh v]\n if <(PLAYER X VEL) < [0]> then\n set [player x vel v] to [1]\n end\n change [player x vel v] by (11)\n wait until <not <touching color (#da09e5)?>>\n end\n if <color (#000000) is touching (#b42afa)?> then\n start sound [Low Whoosh v]\n if <(PLAYER Y VEL) < [0]> then\n set [player y vel v] to [1]\n end\n set [player y vel v] to [20]\n wait until <not <touching color (#b42afa)?>>\n end\nend\n\nwhen I receive [level up v]\nreset timer\nset [level up v] to [1]\nset [gems collected v] to [0]\nset [ghost v] effect to (100)\nset size to (60) %\nif <(LEVEL) = [1]> then\n position at start\nelse\n start sound [Connect v]\n repeat (15)\n position at start\n end\nend\nwait (0) seconds\nset [level up v] to [0]\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nset [gems collected v] to [0]\n\ndefine position at start\npoint in direction (90)\ngo to x: (-180) y: (-40)\nswitch costume to (walk1 v)\nset [player y vel v] to [0]\nset [player x vel v] to [0]\nwait (0) seconds\nset [reset v] to [0]\n\nwhen flag clicked\nwait until <(LEVEL) > [16]>\nwait until <not <key (space v) pressed?>>\nforever\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set size to (44) %\n wait until <not <key (space v) pressed?>>\n wait until <<key (space v) pressed?> or <(size) = [60]>>\n set size to (60) %\nend\n\nwhen flag clicked\nforever\n wait until <(size) = [44]>\n size down\n wait until <(size) = [60]>\n size up\nend\n\ndefine animate stickman\nforever\n if <(ANIMATE STICKMAN?) = [1]> then\n if <(costume [number v]) = [8]> then\n switch costume to (walk1 v)\n else\n next costume\n end\n end\nend\n\ndefine size down\nchange y by (-7)\n\ndefine size up\nset size to (46) %\nchange y by (9)\nif <touching (platforms v)?> then\n change x by ((7) * ((direction) / (-90)))\nend\nif <touching (platforms v)?> then\n change x by ((7) * ((direction) / (90)))\nend\nset size to (60) %\n\nwhen flag clicked\nforever\n if <<<(LEVEL) = [19]> and <<<<touching color (#65ff62)?> or <touching color (#42f83e)?>> and <(size) = [44]>> or <<<touching color (#f74141)?> or <touching color (#ff5b5b)?>> and <(size) = [60]>>>> and <(x position) > [-170]>> then\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\nforever\n set [animate stickman? v] to [1]\n if <not <<not <(costume [number v]) = [1]>> or <<<<key (right arrow v) pressed?> and <(PLAYER X VEL) > [0.1]>> or <(PLAYER X VEL) > [0.5]>> or <<<key (left arrow v) pressed?> and <(PLAYER X VEL) < [-0.1]>> or <(PLAYER X VEL) < [-0.5]>>>>> then\n set [animate stickman? v] to [0]\n end\nend\n\n@Platforms\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Obstacles\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Gems\n\nwhen flag clicked\nset [clone? v] to [0]\nforever\n if <(LEVEL) = [4]> then\n size: [85] x position: [-170] y position: [100]\n end\n if <(LEVEL) = [11]> then\n size: [100] x position: [70] y position: [110]\n end\n if <(LEVEL) = [13]> then\n size: [90] x position: [195] y position: [-80]\n end\n if <(LEVEL) = [16]> then\n size: [85] x position: [-193] y position: [80]\n end\n if <(LEVEL) = [18]> then\n size: [85] x position: [-155] y position: [130]\n end\n if <(LEVEL) = [19]> then\n size: [90] x position: [185] y position: [-80]\n end\nend\n\nwhen I start as a clone\nchange [clone? v] by (1)\nforever\n if <(LEVEL) = [16]> then\n show\n size: [85] x position: [195] y position: [-93]\n else\n if <(LEVEL) = [18]> then\n show\n size: [85] x position: [5] y position: [-98]\n else\n hide\n end\n end\nend\n\nwhen I receive [green flag v]\nforever\n wait until <<(LEVEL) = [16]> or <(LEVEL) = [18]>>\n show\n wait until <<touching (player v)?> and <<(LEVEL UP) = [0]> and <(RESET) = [0]>>>\n change [gems collected v] by (1)\n repeat until <<(LEVEL UP) = [1]> or <(RESET) = [1]>>\n hide\n end\nend\n\ndefine size: (size) x position: (x position) y position: (y position)\nset size to (size) %\ngo to x: (x position) y: ((y position) + (([sin v] of ((timer) * (175)) ) * (4)))\n\nwhen flag clicked\nforever\n show\n if <<(LEVEL UP) = [1]> or <(item (LEVEL) of [gems hide/show v]) = [0]>> then\n hide\n end\nend\n\nwhen I receive [green flag v]\nforever\n point in direction ((([sin v] of ((timer) * (350)) ) * (5)) + (90))\nend\n\nwhen I receive [green flag v]\nforever\n wait until <(RESET) = [1]>\n set [ghost v] effect to (100)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait until <not <(RESET) = [1]>>\nend\n\nwhen I receive [green flag v]\nforever\n if <(item (LEVEL) of [gems hide/show v]) > [0]> then\n show\n wait until <<<(RESET) = [0]> and <(LEVEL UP) = [0]>> and <touching (player v)?>>\n change [gems collected v] by (1)\n repeat until <<(LEVEL UP) = [1]> or <(RESET) = [1]>>\n hide\n end\n repeat until <<(LEVEL UP) = [0]> and <(RESET) = [0]>>\n hide\n end\n end\nend\n\n@Flag\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n show\n set size to (100) %\n go to x: (200) y: ((-100) + (sin wave))\n point in direction (90)\n end\n if <(LEVEL) = [2]> then\n show\n go to x: (200) y: ((-100) + (sin wave))\n point in direction (90)\n end\n if <(LEVEL) = [3]> then\n show\n go to x: (200) y: ((136) + (sin wave))\n point in direction (90)\n end\n if <(LEVEL) = [4]> then\n if <(GEMS COLLECTED) = [0]> then\n hide\n else\n show\n go to x: (200) y: ((-100) + (sin wave))\n point in direction (90)\n end\n end\n if <(LEVEL) = [5]> then\n show\n set size to (90) %\n go to x: (205) y: ((94) + (sin wave))\n point in direction (90)\n end\n if <(LEVEL) = [6]> then\n show\n set size to (100) %\n go to x: (200) y: ((-100) + (sin wave))\n point in direction (90)\n end\n if <(LEVEL) = [7]> then\n show\n go to x: (170) y: ((83) + (sin wave))\n point in direction (90)\n end\n if <(LEVEL) = [8]> then\n show\n go to x: (-5) y: ((-100) + (sin wave))\n point in direction (-90)\n end\n if <(LEVEL) = [9]> then\n show\n go to x: (200) y: ((-100) + (sin wave))\n point in direction (90)\n end\n if <(LEVEL) = [10]> then\n show\n go to x: (0) y: ((109) + (sin wave))\n point in direction (90)\n end\n if <(LEVEL) = [11]> then\n if <(GEMS COLLECTED) = [0]> then\n hide\n else\n show\n go to x: (200) y: ((-100) + (sin wave))\n point in direction (90)\n end\n end\n if <(LEVEL) = [12]> then\n show\n go to x: (200) y: ((98) + (sin wave))\n point in direction (90)\n end\n if <(LEVEL) = [13]> then\n if <(GEMS COLLECTED) = [0]> then\n hide\n else\n show\n go to x: (-190) y: ((-100) + (sin wave))\n point in direction (-90)\n end\n end\n if <(LEVEL) = [14]> then\n hide\n end\n if <(LEVEL) = [15]> then\n go to x: (200) y: ((70) + (sin wave))\n point in direction (90)\n end\n if <(LEVEL) = [16]> then\n if <(GEMS COLLECTED) < [2]> then\n hide\n else\n show\n go to x: (-190) y: ((-100) + (sin wave))\n point in direction (-90)\n end\n end\n if <(LEVEL) = [17]> then\n show\n set size to (88) %\n go to x: (205) y: ((-103) + (sin wave))\n point in direction (90)\n end\n if <(LEVEL) = [18]> then\n if <(GEMS COLLECTED) < [2]> then\n hide\n else\n set size to (100) %\n show\n go to x: (205) y: ((-100) + (sin wave))\n point in direction (90)\n end\n end\n if <(LEVEL) = [19]> then\n if <<(GEMS COLLECTED) = [0]> or <(RESET) = [1]>> then\n hide\n else\n show\n go to x: (-190) y: ((-100) + (sin wave))\n point in direction (-90)\n end\n end\n if <(LEVEL) = [20]> then\n show\n go to x: (200) y: ((-100) + (sin wave))\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [15]> then\n hide\n wait until <([x position v] of [player v]) > [-5]>\n show\n wait until <<(RESET) = [1]> or <([x position v] of [player v]) < [-10]>>\n if <(LEVEL) > [15]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n set [sin wave v] to (([sin v] of ((timer) * (400)) ) * (2))\n if <(LEVEL UP) = [1]> then\n hide\n end\nend\n\n@Saw\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\nrepeat (2)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <<(LEVEL) = [6]> and <(clone id) = [1]>> then\n show\n set size to (70) %\n go to x: ((([sin v] of ((timer) * (180)) ) * (75)) + (19)) y: (-132)\n turn right (7) degrees\n else\n if <(LEVEL) = [13]> then\n show\n set size to (65) %\n go to x: ((-155) + ((clone id) * (110))) y: ((([sin v] of (((timer) + ((clone id) / (2.8))) * (145)) ) * (108)) + (22))\n turn right ((21) - ((clone id) * (14))) degrees\n else\n hide\n end\n end\nend\n\n@Moving Platform\n\n@Falling Spikes\n\nwhen flag clicked\nhide\nwait until <not <(LEVEL) = [14]>>\nwait until <(LEVEL) = [14]>\nset [falling spikes v] to [14]\nwait until <(LEVEL UP) = [0]>\nrepeat until <(FALLING SPIKES) = [0]>\n create clone of (_myself_ v)\n if <(FALLING SPIKES) > [0]> then\n wait (0.5) seconds\n end\nend\nbroadcast (Level Up v)\nchange [level v] by (1)\n\nwhen I start as a clone\nhide\ngo to x: ([x position v] of [player v]) y: (105)\nwait (0.5) seconds\nshow\nset [ghost v] effect to (0)\nrepeat until <touching (platforms v)?>\n change y by (-20)\nend\nrepeat (3)\n change [ghost v] effect by (25)\nend\nchange [falling spikes v] by (-1)\nif <(RESET) = [0]> then\n start sound [Glass Breaking v]\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [falling spikes v] to [14]\n\n@Sprite1\n\nwhen I receive [level up v]\nif <not <<(LEVEL) = [1]> or <(LEVEL) = [21]>>> then\n switch costume to (costume1 v)\n show\n set x to (354)\n repeat (4)\n change x by ((354) / (-4))\n end\n wait (0.8) seconds\n repeat (4)\n change x by ((354) / (-4))\n end\n hide\nend\n\nwhen flag clicked\nwait until <(LEVEL) = [1]>\nwait until <(LEVEL) = [21]>\nswitch costume to (costume3 v)\nshow\nset x to (354)\nrepeat (4)\n change x by ((354) / (-4))\nend\n\nwhen flag clicked\nhide\n\n@Pen Bar\n\nwhen flag clicked\nrepeat (2)\n erase all\nend\nwait until <(LEVEL) = [14]>\nrepeat until <(LEVEL) = [15]>\n erase all\n set pen size to (49)\n pen down\n set pen color to (#000000)\n go to x: (-190) y: (135)\n go to x: (190) y: (135)\n set pen size to (37)\n set pen color to (#ffffff)\n go to x: (-190) y: (135)\n go to x: (190) y: (135)\n pen up\n go to x: (-190) y: (135)\n pen down\n set pen size to (38)\n if <(FALLING SPIKES) > [9]> then\n set pen color to (#ff4343)\n else\n if <(FALLING SPIKES) > [5]> then\n set pen color to (#ffc445)\n else\n set pen color to (#38ff66)\n end\n end\n if <(FALLING SPIKES) = [14]> then\n go to x: (-190) y: (135)\n else\n change x by (((190) / (7)) * ((14) - (FALLING SPIKES)))\n end\nend\nerase all\n\n@Invisible Obstacles\n\nwhen flag clicked\nforever\n hide\n wait until <(LEVEL) = [15]>\n wait until <([x position v] of [player v]) > [-5]>\n wait until <(LEVEL UP) = [0]>\n show\n go to [back v] layer\n wait until <<(RESET) = [1]> or <([x position v] of [player v]) < [-5]>>\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(LEVEL) = [19]> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
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Play here for a better performance:\nhttps://turbowarp.org/686923395?hqpen&stuck&interpolate&fps=32\n\nThere are 20 levels. Can you complete them all? (the game is intended to be difficult, but 100% possible)\n\nMechanics (portals, bounce pads, saws etc.) are explained in the game.\n\nI worked hard polishing this game, so I would appreciate a love or favourite!
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BLUE - A Platformer
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@Stage\n\n@Blue\n\ndefine Move\nchange y by (Y)\nif <<touching (levels v)?> or <touching (moving platform v)?>> then\n repeat ([abs v] of (Y) )\n if <<touching (levels v)?> or <touching (moving platform v)?>> then\n change y by ((-1) * (([abs v] of (Y) ) / (Y)))\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <(Y) > [0]>>> then\n set [y v] to [11]\n else\n set [y v] to [0]\n end\nelse\n change [y v] by (-1)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.9)\n create clone of (_myself_ v)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.9)\n create clone of (_myself_ v)\nend\nchange x by (X)\nif <<touching (levels v)?> or <touching (moving platform v)?>> then\n set [previous y v] to (y position)\n repeat (([abs v] of (Y) ) + (1))\n if <<touching (levels v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n end\n if <<touching (levels v)?> or <touching (moving platform v)?>> then\n set y to (Previous Y)\n repeat ([ceiling v] of ([abs v] of (X) ) )\n if <<touching (levels v)?> or <touching (moving platform v)?>> then\n change x by ((-1) * (([abs v] of (X) ) / (X)))\n end\n end\n end\nend\nset [x v] to ((X) * (0.9))\n\nwhen flag clicked\nforever\n Move\nend\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (120) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (100)\n\nwhen I receive [start the game v]\nwait (1) seconds\nshow\ngo to x: (-173) y: (-115)\n\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (0.01) seconds\nend\n\nwhen I receive [start the game v]\nforever\n if <touching color (#ff3333)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n go to x: (-173) y: (-115)\n repeat (10)\n change [ghost v] effect by (-20)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n repeat (2)\n change [ghost v] effect by (50)\n end\n go to x: (-173) y: (-115)\n repeat (2)\n change [ghost v] effect by (-50)\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-173) y: (-115)\n\nwhen flag clicked\nforever\n if <(y position) = [-107]> then\n change y by (-1)\n end\nend\n\nwhen I receive [teleport v]\ngo to x: (-229) y: (29)\n\nwhen flag clicked\nforever\n if <(y position) = [-127]> then\n change y by (-1)\n end\nend\n\nwhen I receive [teleport 2 v]\ngo to x: (-236) y: (60)\n\nwhen I receive [die v]\ngo to x: (-173) y: (-115)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> and <touching (postava12 v)?>> then\n change [x v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (a v) pressed?> and <touching (postava12 v)?>> then\n change [x v] by (-1)\n end\nend\n\n@Levels\n\nwhen I receive [start the game v]\nwait (1) seconds\nshow\n\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nswitch costume to (kostým1 v)\nhide\n\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Play button\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (100) %\nset [play size v] to [6]\nforever\n repeat until <(Play size) = [0]>\n if <touching (mouse-pointer v)?> then\n change size by (Play size)\n change [play size v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(size) = [100]>\n if <not <touching (mouse-pointer v)?>> then\n change size by (-4)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Play size) = [0]> and <(size) = [100]>> then\n set [play size v] to [6]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change size by (-2)\n change [ghost v] effect by (10)\n end\n broadcast (Start the game v)\n end\nend\n\nwhen flag clicked\nforever\n if <(size) < [100]> then\n set size to (100) %\n end\nend\n\nwhen flag clicked\ngo to x: (-68) y: (-65)\nshow\n\nwhen I receive [start the game v]\nwait (1.5) seconds\nhide\ngo to x: (-200) y: (200)\n\n@ORANGE\n\nwhen flag clicked\ngo to x: (0) y: (-30)\nshow\n\nwhen I receive [start the game v]\nwait (1.5) seconds\nhide\ngo to x: (-200) y: (200)\n\n@Sound button\n\nwhen flag clicked\nforever\n repeat until <(size) = [100]>\n if <not <touching (mouse-pointer v)?>> then\n change size by (-4)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Sound siize) = [0]> and <(size) = [100]>> then\n set [sound siize v] to [6]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (100) %\nset [sound siize v] to [6]\nforever\n repeat until <(Sound siize) = [0]>\n if <touching (mouse-pointer v)?> then\n change size by (Sound siize)\n change [sound siize v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(size) < [100]> then\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n forever\n set volume to (100) %\n play sound [Electro-Light-Symbolism-_NCS-Release_ v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> and <not <(volume) = [100]>>> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nswitch costume to (kostým1 v)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (54) y: (-65)\nshow\n\nwhen I receive [start the game v]\nwait (1.5) seconds\nhide\ngo to x: (-200) y: (200)\n\n@Background\n\nwhen I receive [start the game v]\nrepeat (25)\n change x by (15)\nend\n\nwhen flag clicked\ngo to x: (100) y: (0)\n\ngo to [front v] layer\n\n@Checkpoint\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (100)\n\nwhen I receive [start the game v]\nwait (1) seconds\nshow\n\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n wait (0.5) seconds\n go to x: (185) y: (105)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n wait (0.5) seconds\n go to x: (162) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n wait (0.5) seconds\n go to x: (200) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n wait (0.5) seconds\n go to x: (-200) y: (36)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n wait (0.5) seconds\n go to x: (199) y: (-95)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n wait (0.5) seconds\n go to x: (180) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n wait (0.5) seconds\n go to x: (112) y: (90)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n wait (0.5) seconds\n go to x: (214) y: (-92)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n go to x: (-112) y: (155)\n end\nend\n\n@Moving platform\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n show\n go to x: (-150) y: (-170)\n glide (3) secs to x: (24) y: (-170)\n wait (1) seconds\n glide (3) secs to x: (-150) y: (-170)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <not <(Level) = [3]>> then\n hide\n end\nend\n\n@Background 2\n\nwhen I receive [start the game v]\nwait (1) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\ngo to [front v] layer\n\n@THE END\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <not <(Level) = [10]>> then\n hide\n end\nend\n\n@Postava1\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nshow\ngo to [front v] layer\n\n@Postava2\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [2]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava3\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [2]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava4\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [2]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava5\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [2]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava6\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [4]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava7\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [4]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava8\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [4]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava9\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [4]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava10\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [4]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava11\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [4]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava12\n\nwhen flag clicked\nforever\n if <<<not <(Level) = [6]>> and <not <(Level) = [7]>>> and <not <(Level) = [8]>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (kostým1 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (kostým2 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (kostým3 v)\n show\n end\nend\n\n@Postava13\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [6]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava14\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [6]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava15\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n switch costume to (kostým2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<not <(Level) = [2]>> and <not <(Level) = [6]>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n switch costume to (kostým1 v)\n end\nend\n\n@Postava16\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [8]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava17\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [8]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava18\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [8]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava19\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [8]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava20\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [9]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava21\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [9]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Postava22\n\nwhen flag clicked\nforever\n if <touching (blue v)?> then\n broadcast (Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [9]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n
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HOW TO PLAY\nW - Jump\nA - Go left\nD - Go right\n\nJump over the spikes and get to the yellow checkpoints to finish the game!
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NEON||Scrolling platformer mobil ;)
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@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat%20-%20Windfall v] until done\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\nwait (1) seconds\nnext costume\n\n@Player2\n\nwhen flag clicked\nset [vélocité du x \( sa fait scientifique\) v] to [0]\nset [vélocité du y \( sa fait tjr scientifique \) v] to [0]\nforever\n broadcast (tick v)\nend\n\nwhen I receive [restart v]\nset [scrollx v] to [810]\nset [scrolly v] to [400]\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [vélocité du x \( sa fait scientifique\) v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [vélocité du x \( sa fait scientifique\) v] by (-1)\nend\nset [vélocité du x \( sa fait scientifique\) v] to ((Vélocité du X \( sa fait scientifique\)) * (0.9))\nchange x by (Vélocité du X \( sa fait scientifique\))\nif <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change x by ((Vélocité du X \( sa fait scientifique\)) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Vélocité du X \( sa fait scientifique\)) > [0]> then\n set [vélocité du x \( sa fait scientifique\) v] to [-10]\n else\n set [vélocité du x \( sa fait scientifique\) v] to [10]\n end\n set [vélocité du y \( sa fait tjr scientifique \) v] to [15]\n else\n set [vélocité du x \( sa fait scientifique\) v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [vélocité du y \( sa fait tjr scientifique \) v] by (-1)\nchange y by (Vélocité du Y \( sa fait tjr scientifique \))\nif <touching color (#04ff00)?> then\n change y by ((Vélocité du Y \( sa fait tjr scientifique \)) * (-1))\n set [vélocité du y \( sa fait tjr scientifique \) v] to [0]\nend\nchange y by (-1)\nif <touching color (#04ff00)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [vélocité du y \( sa fait tjr scientifique \) v] to [15]\n end\nend\nchange y by (1)\nif <<([y position v] of [level v]) > [700]> or <touching color (#ff0000)?>> then\n set [scrollx v] to [810]\n set [scrolly v] to [400]\nend\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching color (#2affff)?> then\n broadcast (Next Level v) and wait\nend\nif <touching color (#c500ff)?> then\n set [vélocité du y \( sa fait tjr scientifique \) v] to [30]\nend\nif <touching color (#efff00)?> then\n set [vélocité du y \( sa fait tjr scientifique \) v] to [17]\nend\n\nif <touching color (#f5a600)?> then\n set [vélocité du x \( sa fait scientifique\) v] to [50]\nend\n\nwhen I receive [tick v]\nTick\n\n\n\nif <[2] > (Vélocité du Y \( sa fait tjr scientifique \))> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [vélocité du y \( sa fait tjr scientifique \) v] to [12]\n wait until <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>\n end\nend\n\n@tb\n\nwhen flag clicked\nerase all\nclear graphic effects\nhide\nerase all\n\nwhen [timer v] > (0)\nshow\nset size to (101) %\ncreate clone of (_myself_ v)\ngo to x: (-200) y: (0)\nswitch costume to (1 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <(x position) = [0]>\n go to [front v] layer\n change [ghost v] effect by (-5)\n change x by ((0) - ((x position) / (9)))\nend\n\nwhen I start as a clone\ngo to x: (200) y: (0)\nswitch costume to (2 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <(x position) = [0]>\n go to [front v] layer\n change [ghost v] effect by (-10)\n change x by ((0) - ((x position) / (9)))\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n
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All read before play \nTout lire avant de jouer \n\n ◎ Neon~Scrolling platformer mobil ◎\n\nEnglish :\nRules:\n★ green rectangle is the floor\n★ red rectangle is lava\n★ purple rectangle is over jump \n★ yellow rectangle is little jump \n★ blue square is a portal for the next level \n〜〜〜\n☆ 5 level \n☆ Follow me @KING_OF_PLATFOMER\n☆ Follow @Jloau \n☆…\n☆ and @-Aldess (#Grattor)\n☆ pls ★ et ♥︎\n\nFrançais \nRègles:\n\n★ le rectangle vert est le sol\n★ le rectangle rouge est de la lave\n★ le rectangle violet est au-dessus du saut\n★ le rectangle jaune est un petit saut\n★ le carré bleu est un portail pour le niveau suivant\n〜〜〜\n☆ 5 niveaux\n☆ Suivez-moi @KING_OF_PLATFOMER\n☆ Suivre @Jloau\n☆ et @-Aldess (#Grateur) Xd\n☆...\n☆ pls ★ et ♥︎\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n(☝︎ ՞ਊ ՞)☝︎
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Minecraft Platformer World[DEMO] remix
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@Stage\n\n@System\n\nwhen flag clicked\nbroadcast (Menu - Setup v)\nset [menu - select v] to [None]\nset [#gamemode v] to [Menu]\nwait until <(#Gamemode) = [Set]>\nset [clone count x v] to ((480) / (30))\nset [clone count y v] to ((360) / (30))\nset [#level v] to [1]\nbroadcast (Set - Generate level v) and wait\nwait (1) seconds\nbroadcast (Set - Player Spawn v)\n\nwhen I receive [set - player spawn v]\nbroadcast (Set - Generate level v)\n\n@Stage Blocks\n\ndefine Generate Shadow (obj) (up) (low) <left end> <right end>\nif <not <<left end> or <right end>>> then\n if <<not <(item ((obj) + ((up) * (1))) of [tile list v]) = [0]>> and <<not <(item ((obj) + ((low) * (1))) of [tile list v]) = [0]>> and <<not <(item ((obj) - (1)) of [tile list v]) = [0]>> and <not <(item ((obj) + (1)) of [tile list v]) = [0]>>>>> then\n set [brightness v] effect to (-5)\n if <<not <(item ((obj) + (((up) * (1)) - (1))) of [tile list v]) = [0]>> and <<not <(item ((obj) + (((up) * (1)) + (1))) of [tile list v]) = [0]>> and <<not <(item ((obj) + (((low) * (1)) - (1))) of [tile list v]) = [0]>> and <not <(item ((obj) + (((low) * (1)) + (1))) of [tile list v]) = [0]>>>>> then\n set [brightness v] effect to (-10)\n if <<not <(item ((obj) + ((up) * (2))) of [tile list v]) = [0]>> and <<not <(item ((obj) + ((low) * (2))) of [tile list v]) = [0]>> and <<not <(item ((obj) - (2)) of [tile list v]) = [0]>> and <not <(item ((obj) + (2)) of [tile list v]) = [0]>>>>> then\n set [brightness v] effect to (-15)\n end\n if <<(((tile id) - (2)) mod (Clone Count X)) = [0]> or <(((tile id) + (1)) mod (Clone Count X)) = [0]>> then\n if <<not <(item ((obj) + ((up) * (2))) of [tile list v]) = [0]>> and <not <(item ((obj) + ((low) * (2))) of [tile list v]) = [0]>>> then\n set [brightness v] effect to (-15)\n end\n end\n end\n end\nelse\n if <<left end> and <<not <(item ((obj) + ((up) * (1))) of [tile list v]) = [0]>> and <<not <(item ((obj) + ((low) * (1))) of [tile list v]) = [0]>> and <not <(item ((obj) + (1)) of [tile list v]) = [0]>>>>> then\n set [brightness v] effect to (-5)\n if <<not <(item ((obj) + (((up) * (1)) + (1))) of [tile list v]) = [0]>> and <not <(item ((obj) + ((low) + (1))) of [tile list v]) = [0]>>> then\n set [brightness v] effect to (-10)\n if <<not <(item ((obj) + ((up) * (2))) of [tile list v]) = [0]>> and <not <(item ((obj) + ((low) * (2))) of [tile list v]) = [0]>>> then\n set [brightness v] effect to (-15)\n end\n end\n end\n if <<right end> and <<not <(item ((obj) + ((up) * (1))) of [tile list v]) = [0]>> and <<not <(item ((obj) + ((low) * (1))) of [tile list v]) = [0]>> and <not <(item ((obj) - (1)) of [tile list v]) = [0]>>>>> then\n set [brightness v] effect to (-5)\n if <<not <(item ((obj) + (((up) * (1)) - (1))) of [tile list v]) = [0]>> and <not <(item ((obj) + (((low) * (1)) - (1))) of [tile list v]) = [0]>>> then\n set [brightness v] effect to (-10)\n if <<not <(item ((obj) + ((up) * (2))) of [tile list v]) = [0]>> and <not <(item ((obj) + ((low) * (2))) of [tile list v]) = [0]>>> then\n set [brightness v] effect to (-15)\n end\n end\n end\nend\n\ndefine Generate Stage Blocks\nshow\nrepeat (1)\n delete this clone\nend\nset [tile id v] to [1]\nset [tile y v] to ((((Clone Count Y) * (-30)) / (2)) + ((30) / (2)))\nrepeat (Clone Count Y)\n set [tile x v] to ((((Clone Count X) * (-30)) / (2)) + ((30) / (2)))\n repeat (Clone Count X)\n if <(item (tile id) of [tile list v]) > [0]> then\n create clone of (_myself_ v)\n end\n change [tile x v] by (30)\n change [tile id v] by (1)\n end\n change [tile y v] by (30)\nend\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (tile x) y: (tile y)\nset [tile v] to (item (tile id) of [tile list v])\nChange block (tile id) (Clone Count X) ((0) - (Clone Count X))\nGenerate Shadow (tile id) (Clone Count X) ((0) - (Clone Count X)) <(((tile id) - (1)) mod (Clone Count X)) = [0]> <((tile id) mod (Clone Count X)) = [0]>\nswitch costume to (tile)\n\nwhen I receive [set - generate level v]\nwait (0) seconds\nclear graphic effects\nGenerate Stage Blocks\n\ndefine Change block (obj) (up) (low)\n\n@Water\n\nwhen I receive [set - generate level v]\nwait (0) seconds\nclear graphic effects\nGenerate Stage Blocks\n\ndefine Generate Stage Blocks\nshow\nrepeat (1)\n delete this clone\nend\nset [tile id v] to [1]\nset [tile y v] to ((((Clone Count Y) * (-30)) / (2)) + ((30) / (2)))\nrepeat (Clone Count Y)\n set [tile x v] to ((((Clone Count X) * (-30)) / (2)) + ((30) / (2)))\n repeat (Clone Count X)\n if < (item (tile id) of [tile list v]) contains [#]?> then\n create clone of (_myself_ v)\n end\n change [tile x v] by (30)\n change [tile id v] by (1)\n end\n change [tile y v] by (30)\nend\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (tile x) y: (tile y)\nset [tile v] to (item (letter (2) of (tile id)) of [tile list v])\nswitch costume to (tile)\n\n@Damage Blocks\n\nwhen I receive [set - generate level v]\nwait (0) seconds\nclear graphic effects\nGenerate Damage Blocks\n\ndefine Change costume\nif <(lava costume) = [1]> then\n repeat until <(lava costume) = [20]>\n if <(lava animator) = [3]> then\n set [lava animator v] to [0]\n change [lava costume v] by (1)\n else\n change [lava animator v] by (1)\n end\n switch costume to (lava costume)\n end\nend\nif <(lava costume) = [20]> then\n repeat until <(lava costume) = [1]>\n if <(lava animator) = [3]> then\n set [lava animator v] to [0]\n change [lava costume v] by (-1)\n else\n change [lava animator v] by (1)\n end\n switch costume to (lava costume)\n end\nend\n\ndefine Generate Damage Blocks\nshow\nrepeat (1)\n delete this clone\nend\nset [tile id v] to [1]\nset [tile y v] to ((((Clone Count Y) * (-30)) / (2)) + ((30) / (2)))\nrepeat (Clone Count Y)\n set [tile x v] to ((((Clone Count X) * (-30)) / (2)) + ((30) / (2)))\n repeat (Clone Count X)\n if < (item (tile id) of [tile list v]) contains [-]?> then\n create clone of (_myself_ v)\n end\n change [tile x v] by (30)\n change [tile id v] by (1)\n end\n change [tile y v] by (30)\nend\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (tile x) y: (tile y)\nif <(item (tile id) of [tile list v]) = [-1]> then\n set [lava costume v] to [1]\nelse\n set [lava costume v] to [0]\nend\nif <(item (tile id) of [tile list v]) = [-2]> then\n set [tile v] to ((item (tile id) of [tile list v]) + (23))\nend\nswitch costume to (tile)\nforever\n Change costume\nend\n\n@generator\n\ndefine Generate\ndelete all of [tile list v]\nif <(#Level) = [1]> then\n Set spawn [-210] [0]\n 1-1\nend\nif <(#Level) = [2]> then\n Set spawn [-210] [-90]\n 1-2\nend\nif <(#Level) = [3]> then\n Set spawn [-210] [-90]\n 1-3\nend\nif <(#Level) = [4]> then\n Set spawn [-210] [120]\n 1-4\nend\nif <(#Level) = [5]> then\n Set spawn [-210] [-90]\n 1-5\nend\nif <(#Level) = [6]> then\n 1-6\nend\nif <(#Level) = [7]> then\n 1-7\nend\nif <(#Level) = [8]> then\n 1-8\nend\nif <(#Level) = [9]> then\n 1-9\nend\nif <(#Level) = [10]> then\n 2-1\nend\nif <(#Level) = [11]> then\n 2-2\nend\n\ndefine List add 0\nrepeat (((Clone Count X) * (Clone Count Y)) - (length of (Tile List)))\n add [0] to [tile list v]\nend\n\nwhen I receive [set - generate level v]\nGenerate\nList add 0\n\ndefine 1-1\nrepeat (Clone Count X)\n add [2] to [tile list v]\nend\nrepeat (Clone Count X)\n add [3] to [tile list v]\nend\n\ndefine 1-2\nrepeat (10)\n add [2] to [tile list v]\nend\nrepeat (4)\n add [3] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (4)\n add [3] to [tile list v]\nend\nrepeat (4)\n add [2] to [tile list v]\nend\nrepeat (2)\n add [3] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [3] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (4)\n add [3] to [tile list v]\nend\n\ndefine 1-3\nrepeat (Clone Count X)\n add [2] to [tile list v]\nend\nrepeat (14)\n add [3] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (14)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (9)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (8)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (5)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (12)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nadd [0] to [tile list v]\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (14)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (14)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [3] to [tile list v]\nend\n\ndefine 1-4\nrepeat (6)\n add [2] to [tile list v]\nend\nrepeat (4)\n add [3] to [tile list v]\nend\nrepeat (3)\n add [0] to [tile list v]\nend\nrepeat (3)\n add [3] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (4)\n add [-1] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (10)\n add [0] to [tile list v]\nend\nrepeat (5)\n add [2] to [tile list v]\n repeat (15)\n add [0] to [tile list v]\n end\nend\nadd [3] to [tile list v]\n\ndefine 1-5\nrepeat (16)\n add [2] to [tile list v]\nend\nrepeat (2)\n add [3] to [tile list v]\nend\nrepeat (4)\n add [#1] to [tile list v]\nend\nrepeat (10)\n add [2] to [tile list v]\nend\nrepeat (6)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (4)\n add [#1] to [tile list v]\nend\nrepeat (5)\n add [2] to [tile list v]\nend\nrepeat (11)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (4)\n add [#1] to [tile list v]\nend\n\ndefine 1-6\nrepeat (3)\n add [3] to [tile list v]\nend\nrepeat (3)\n repeat (2)\n add [-1] to [tile list v]\n end\n repeat (1)\n add [2] to [tile list v]\n end\nend\nrepeat (3)\n add [-1] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (5)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (2)\n repeat (2)\n add [0] to [tile list v]\n end\n add [2] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (8)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (2)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (11)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\n\ndefine 1-7\nadd [3] to [tile list v]\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (10)\n add [#1] to [tile list v]\nend\nrepeat (3)\n add [2] to [tile list v]\nend\nadd [0] to [tile list v]\nadd [3] to [tile list v]\nadd [3] to [tile list v]\nrepeat (10)\n add [#1] to [tile list v]\nend\nrepeat (3)\n add [3] to [tile list v]\nend\nrepeat (6)\n add [0] to [tile list v]\nend\nrepeat (5)\n add [2] to [tile list v]\nend\nrepeat (11)\n add [0] to [tile list v]\nend\nrepeat (5)\n add [3] to [tile list v]\nend\n\ndefine 1-8\nrepeat (2)\n repeat (3)\n add [3] to [tile list v]\n end\n repeat (3)\n add [-1] to [tile list v]\n end\nend\nrepeat (2)\n add [3] to [tile list v]\nend\nadd [2] to [tile list v]\nadd [-1] to [tile list v]\nrepeat (14)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nadd [-1] to [tile list v]\nrepeat (15)\n add [0] to [tile list v]\nend\nadd [-1] to [tile list v]\nrepeat (8)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (3)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (2)\n add [0] to [tile list v]\nend\nadd [-1] to [tile list v]\nrepeat (3)\n add [2] to [tile list v]\nend\nrepeat (3)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (8)\n add [0] to [tile list v]\nend\nadd [-1] to [tile list v]\nrepeat (15)\n add [0] to [tile list v]\nend\nadd [-1] to [tile list v]\nadd [2] to [tile list v]\nrepeat (14)\n add [0] to [tile list v]\nend\nadd [-1] to [tile list v]\nrepeat (2)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (7)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (3)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nadd [-1] to [tile list v]\nrepeat (6)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\n\ndefine 2-1\nrepeat (Clone Count X)\n add [5] to [tile list v]\nend\nrepeat (9)\n add [5] to [tile list v]\nend\nadd [0] to [tile list v]\nrepeat (2)\n add [-2] to [tile list v]\nend\nrepeat (4)\n add [5] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (4)\n add [5] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (4)\n add [5] to [tile list v]\nend\nrepeat (12)\n add [0] to [tile list v]\nend\nrepeat (3)\n add [5] to [tile list v]\nend\nadd [0] to [tile list v]\n\ndefine 1-9\nrepeat (4)\n add [3] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (4)\n if <(pick random (0) to (1)) = [1]> then\n add [2] to [tile list v]\n else\n add [5] to [tile list v]\n end\nend\nrepeat (5)\n if <(pick random (0) to (4)) = [4]> then\n add [2] to [tile list v]\n else\n add [5] to [tile list v]\n end\nend\nrepeat (2)\n add [5] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (4)\n if <(pick random (0) to (1)) = [1]> then\n add [3] to [tile list v]\n else\n add [5] to [tile list v]\n end\nend\nrepeat (5)\n if <(pick random (0) to (4)) = [4]> then\n add [2] to [tile list v]\n else\n add [5] to [tile list v]\n end\nend\nrepeat (2)\n add [5] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (4)\n add [0] to [tile list v]\nend\nadd [5] to [tile list v]\nrepeat (4)\n if <(pick random (0) to (4)) = [4]> then\n add [3] to [tile list v]\n else\n add [5] to [tile list v]\n end\nend\nrepeat (2)\n add [0] to [tile list v]\nend\nrepeat (9)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [5] to [tile list v]\nend\n\ndefine 2-2\nrepeat (Clone Count X)\n add [5] to [tile list v]\nend\nrepeat (11)\n add [5] to [tile list v]\nend\nrepeat (3)\n add [#1] to [tile list v]\nend\nrepeat (2)\n add [5] to [tile list v]\nend\nrepeat (5)\n add [0] to [tile list v]\nend\nadd [-2] to [tile list v]\nrepeat (9)\n add [0] to [tile list v]\nend\nrepeat (10)\n add [5] to [tile list v]\n repeat (15)\n add [0] to [tile list v]\n end\nend\n\ndefine Set spawn (x) (y)\nset [player - spawn x v] to (x)\nset [player - spawn y v] to (y)\n\n@Player\n\nwhen I receive [set - player spawn v]\nforever\n if <(#Gamemode) = [Playing]> then\n if <<(🧑touch water?) = [Yes]> and <not <(([abs v] of (🧑Vx) ) + ([abs v] of (🧑Vy) )) = [0]>>> then\n SE\n else\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> and <(🧑touch ground?) < [3]>> then\n SE\n end\n if <<<<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>>> and <(🧑touch ground?) = [0]>> and <not <(🧑Vx) = [0]>>> then\n SE\n if <(🧑touch water?) = [No]> then\n wait (0.2) seconds\n end\n if <(🧑touch slime?) = [Yes]> then\n wait (0.1) seconds\n end\n end\n if <<(🧑touch ground?) > [5]> and <(🧑touch water?) = [No]>> then\n end\n if <(🧑touch water?) = [Yes]> then\n wait (0.6) seconds\n end\n end\nend\n\ndefine Set costume <left> <right> <jumping>\nchange [player - animator v] by (1)\nif <(player - animator) = [3]> then\n set [player - animator v] to [0]\n if <(Player - Costume) = [6]> then\n set [player - costume v] to [3]\n else\n change [player - costume v] by (1)\n end\nend\nif <<<left> or <right>> and <not <(player vx) = [0]>>> then\n switch costume to (Player - Costume)\nelse\n if <<jumping> and <(🧑touch slime?) = [No]>> then\n switch costume to (jump v)\n else\n switch costume to (idle v)\n end\nend\n\ndefine Player - Respawn\nset size to (400) %\nset [#gamemode v] to [Set]\ngo to x: (Player - Spawn X) y: (Player - Spawn Y)\nset [player - animator v] to [0]\nset [player - costume v] to [2]\nset [player vx v] to [0]\nset [player vy v] to [0]\nset [#gamemode v] to [Playing]\nset rotation style [left-right v]\npoint in direction (90)\n\nwhen I receive [set - player spawn v]\nPlayer - Respawn\nrepeat until <not <(#Gamemode) = [Playing]>>\n show\n clear graphic effects\n switch costume to (hitbox v)\n set [player x v] to (x position)\n set [player y v] to (y position)\n if <<(Goal Dir) = [→]> and <(x position) > [230]>> then\n hide\n change [#level v] by (1)\n broadcast (Set - Player Spawn v) and wait\n end\n if <<(Goal Dir) = [↑]> and <(y position) > [170]>> then\n hide\n change [#level v] by (1)\n broadcast (Set - Player Spawn v) and wait\n end\n if <(y position) < [-175]> then\n hide\n set [#gamemode v] to [Set]\n start sound [player hurt v]\n wait (0.3) seconds\n Player - Respawn\n end\n if <touching (water v)?> then\n set [player vy v] to ((player vy) * (0.4))\n end\n if <touching (damage blocks v)?> then\n hide\n create clone of (_myself_ v)\n set [#gamemode v] to [Set]\n if <<(#Level) = [10]> or <(#Level) = [11]>> then\n start sound [player hurt v]\n else\n start sound [lava_falling v]\n end\n wait (0.3) seconds\n Player - Respawn\n end\n if <(#Gamemode) = [Playing]> then\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n point in direction (-90)\n if <(🧑touch ice?) = [Yes]> then\n change [player vx v] by (-0.4)\n else\n change [player vx v] by (-2)\n end\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n point in direction (90)\n if <(🧑touch ice?) = [Yes]> then\n change [player vx v] by (0.4)\n else\n change [player vx v] by (2)\n end\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n if <(🧑touch ground?) < [3]> then\n if <(🧑touch slime?) = [Yes]> then\n set [player vy v] to [15]\n else\n set [player vy v] to [12]\n end\n end\n if <(🧑touch water?) = [Yes]> then\n set [player vy v] to [8]\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> and <(🧑touch ground?) < [5]>> then\n change [player vy v] by (-1.3)\n else\n change [player vy v] by (-1.8)\n end\n if <(🧑touch water?) = [Yes]> then\n set [brightness v] effect to (-8)\n end\n Change X [8.1]\n Move in steps (([abs v] of (player vx) ) + ([abs v] of (player vy) ))\n Set costume <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> <<(🧑touch ground?) > [0]> and <(🧑touch water?) = [No]>>\nend\n\ndefine Change X (vmax)\nif <<(🧑touch water?) = [Yes]> or <<(🧑touch slime?) = [Yes]> and <(🧑touch ground?) < [3]>>> then\n set [player μ v] to [0.6]\nelse\n if <(🧑touch ice?) = [Yes]> then\n set [player μ v] to [0.98]\n else\n set [player μ v] to [0.75]\n end\nend\nset [player vx v] to ((player vx) * (player μ))\nif <(player vx) > ((vmax) * (player μ))> then\n set [player vx v] to ((vmax) * (player μ))\nend\nif <(player vx) < ((vmax) * (() - (player μ)))> then\n set [player vx v] to ((vmax) * (() - (player μ)))\nend\nif <(🧑touch ice?) = [Yes]> then\n if <([abs v] of (player vx) ) < [0.1]> then\n set [player vx v] to [0]\n end\nelse\n if <([abs v] of (player vx) ) < [1]> then\n set [player vx v] to [0]\n end\nend\n\ndefine SE\nset volume to (100) %\nif <(🧑touch water?) = [Yes]> then\n start sound (pick random (18) to (21))\nelse\n if <(🧑touch slime?) = [Yes]> then\n start sound [Slime v]\n else\n if <(🧑touch ice?) = [Yes]> then\n start sound (pick random (6) to (11))\n else\n start sound (pick random (2) to (5))\n end\n end\nend\n\nif <(#Biome) = [2]> then\n start sound (pick random (6) to (11))\n if <<<(#Level) = [18]> and <(Player X) > [-70]>> or <<(#Level) = [19]> or <<(#Level) = [20]> or <(#Level) = [21]>>>> then\n start sound (pick random (12) to (15))\n else\n start sound (pick random (6) to (11))\n end\nend\nif <(#Biome) = [3]> then\n start sound (pick random (12) to (15))\nend\nif <(#Biome) = [4]> then\n if <(#Level) = [29]> then\n if <(Player X) > [170]> then\n start sound (pick random (2) to (5))\n else\n start sound (pick random (22) to (25))\n end\n end\nend\n\ndefine Move in steps (steps)\nif <(🧑touch ground?) > [4]> then\n set [🧑touch slime? v] to [No]\nend\nif <(🧑touch ground?) > [3]> then\n set [🧑touch water? v] to [No]\nend\nchange [🧑touch ground? v] by (1)\nrepeat (steps)\n set [player - last pos v] to (x position)\n change x by ((player vx) / (steps))\n if <<touching (stage blocks v)?> or <<touching (slime v)?> or <touching (ice v)?>>> then\n set [player vx v] to [0]\n set x to (player - last pos)\n end\n set [player - last pos v] to (y position)\n change y by ((player vy) / (steps))\n if <touching (water v)?> then\n set [🧑touch water? v] to [Yes]\n set [🧑touch ground? v] to [2]\n end\n if <touching (slime v)?> then\n set [🧑touch slime? v] to [Yes]\n set y to (player - last pos)\n set [🧑touch ground? v] to [0]\n if <([abs v] of (player vy) ) < [2]> then\n set [player vy v] to [0]\n else\n set [player vy v] to ((player vy) * (-0.5))\n end\n end\n if <touching (ice v)?> then\n set [🧑touch ice? v] to [Yes]\n set y to (player - last pos)\n if <(player vy) < [0]> then\n set [🧑touch ground? v] to [0]\n end\n set [player vy v] to [0]\n end\n if <touching (stage blocks v)?> then\n set [🧑touch water? v] to [No]\n set [🧑touch slime? v] to [No]\n set [🧑touch ice? v] to [No]\n set y to (player - last pos)\n if <(player vy) < [0]> then\n set [🧑touch ground? v] to [0]\n end\n set [player vy v] to [0]\n end\nend\n\nwhen I start as a clone\nshow\nset size to (400) %\nclear graphic effects\npoint in direction (90)\nset rotation style [all around v]\nset [player vy v] to [12]\nrepeat until <(direction) < [0]>\n go to [front v] layer\n switch costume to (hurt1 v)\n change [ghost v] effect by (5)\n change x by (-1)\n turn left (5) degrees\n change y by (player vy)\n change [player vy v] by (-1.5)\nend\nhide\ndelete this clone\n\nwhen I receive [start v]\nforever\n wait until <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <mouse down?>>>>>>>\n if <[] = [0]> then\n set [#gamemode v] to (item (4) of [#gamemode v])\n end\n wait until <not <(#Gamemode) = (item (4) of [#gamemode v])>>\nend\n\nwhen I receive [menu - setup v]\nhide\n\nwhen [r v] key pressed\nif <(username) = [-Jikky-]> then\n broadcast (Set - Player Spawn v)\nend\n\n@Menu\n\nwhen I receive [menu - setup v]\nhide\nset size to (100) %\ngo to [back v] layer\nswitch costume to (bg# v)\nset [clone id v] to (costume [name v])\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (title# v)\nset [clone id v] to (costume [name v])\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (splash# v)\nset [clone id v] to (costume [name v])\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset size to (10) %\nswitch costume to (play v)\nset [clone id v] to (costume [name v])\ngo to x: (0) y: (-20)\ncreate clone of (_myself_ v)\nswitch costume to (select world v)\nset [clone id v] to (costume [name v])\ngo to x: (0) y: (-90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(#Gamemode) = [Menu]> then\n show\n set [menu - select v] to [Play]\n repeat until <not <(#Gamemode) = [Menu]>>\n if <<(clone id) = [Play]> or <(clone id) = [Select world]>> then\n change size by (((90) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n set [brightness v] effect to (0)\n if <<key ((join [en] [ter]) v) pressed?> or <key (space v) pressed?>> then\n start sound [Click v]\n broadcast (Menu - Close v)\n end\n if <<touching (mouse-pointer v)?> and <<not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>>> then\n if <not < (clone id) contains [#]?>> then\n set [menu - select v] to (clone id)\n if <(Menu - Select) = [Select World]> then\n else\n change size by (((110) - (size)) / (5))\n if <mouse down?> then\n start sound [Click v]\n broadcast (Menu - Close v)\n end\n end\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [menu - select v] to [Play]\n if <(clone id) = (Menu - Select)> then\n change size by (((110) - (size)) / (5))\n end\n end\n if <(clone id) = (Menu - Select)> then\n if <not <(Menu - Select) = [Select World]>> then\n set [brightness v] effect to (12)\n end\n end\n if <(clone id) = [Select World]> then\n set [brightness v] effect to (-10)\n end\n if <(clone id) = [Splash#]> then\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\n end\n end\nend\n\nwhen I receive [menu - close v]\nhide\nDelete Clone\nset size to (100) %\nif <(Menu - Select) = [Play]> then\n set [#gamemode v] to [Set]\nend\nif <(#Gamemode) = [Set]> then\n show\n switch costume to (_soil bg# v)\n go to x: (0) y: (0)\n go to [front v] layer\n wait (1) seconds\n hide\nend\nif <(#Gamemode) = [Menu - SelectWorld]> then\n switch costume to (_bg# v)\n set [clone id v] to (costume [name v])\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n go to [front v] layer\n switch costume to (_select world# v)\n set [clone id v] to (costume [name v])\n go to x: (0) y: (100)\n create clone of (_myself_ v)\n set size to (50) %\n switch costume to (_plains v)\n set [clone id v] to (costume [name v])\n go to x: (-150) y: (-50)\n create clone of (_myself_ v)\n switch costume to (_desert v)\n set [clone id v] to (costume [name v])\n go to x: (-50) y: (-50)\n create clone of (_myself_ v)\n switch costume to (play v)\n set [clone id v] to (costume [name v])\n go to x: (0) y: (-130)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(#Gamemode) = [Menu - SelectWorld]> then\n show\n set [menu - select v] to []\n set [menu - selectworld v] to []\n repeat until <not <(#Gamemode) = [Menu - SelectWorld]>>\n if <touching (mouse-pointer v)?> then\n if <not < (clone id) contains [#]?>> then\n set [menu - select v] to (clone id)\n change size by (((90) - (size)) / (5))\n if <mouse down?> then\n if <(clone id) = [Play]> then\n if <not <(Menu - SelectWorld) = []>> then\n broadcast (Menu - Close v)\n end\n else\n set [menu - selectworld v] to (Menu - Select)\n end\n end\n end\n end\n if <(clone id) = (Menu - SelectWorld)> then\n set [brightness v] effect to (20)\n else\n if <not < (clone id) contains [#]?>> then\n set [brightness v] effect to (0)\n change size by (((80) - (size)) / (5))\n end\n if <(clone id) = (Menu - Select)> then\n set [brightness v] effect to (12)\n end\n end\n end\nend\n\ndefine Delete Clone\ndelete this clone\n\n@Clouds\n\nwhen I receive [menu - setup v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nset [cloud y v] to (pick random (100) to (170))\nset [ghost v] effect to (20)\nif <(#Biome) = [2]> then\n go [forward v] (5) layers\n set [cloud y v] to (pick random (-80) to (0))\n set [ghost v] effect to (50)\nend\nswitch costume to ((1) + (pick random (1) to (10)))\nset y to (cloud y)\nrepeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n change [cloud x v] by (-0.4)\n if <(#Biome) = [3]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n change [cloud_num v] by (-1)\n delete this clone\n end\n if <(#Biome) = [4]> then\n set [ghost v] effect to (20)\n end\nend\nchange [cloud_num v] by (-1)\ndelete this clone\n\n@Music\n\nwhen I receive [menu - close v]\nwait (2) seconds\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [Minecraft \(cavequest remix\) v] until done\n else\n play sound [Moog City \(Felix Zophar Remix\) v] until done\n end\nend\n\n@THANK YOU\n\nwhen flag clicked\nhide\n\nwhen I receive [set - generate level v]\nif <(#Level) = [11]> then\n show\nend\n\n@サムネイル\n\nwhen flag clicked\nhide\n\n
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DEMO版。初めてちゃんと共有する作品です。\n参照数が多かったら続きつくるかもです。\n\n\nこの作品の専用スタジオはこちらから\nhttps://scratch.mit.edu/studios/31574266\n
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Generic platformer cube rtx
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@Stage\n\nwhen flag clicked\nforever\n play sound [yt5s v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (generic platformer irl0001 v)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n end\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) + (1))\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (1000)\n\n
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Arrow keys to move the cube. Sorry not mobile. Might make it mobile too in the future.\n\nThis is what the generic platformer cube would look like irl. Before you ask I 3d modeled it myself.\nKinda late to make this bcuz the generic platformer trend is gone but idc. I made this kinda thing before but now I think it looks garbage but you can see my og project if you want I'll provide a link in in notes and credits.\nI started rendering this 3d animation at noon and was done by midnight and I think eventually I'm gonna need a better pc for when I make better projects. Couldn't get the images higher res bcuz when I tried hd upload on turbowarp and turbowarp crashed.
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バトルゲーム✖platformer! !
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@Stage\n\nwhen flag clicked\nhide variable [hp v]\nhide variable [敵 hp v]\nshow variable [coin v]\nset [coin v] to [10]\nset [武器選択 v] to [no]\nbroadcast (ホーム v)\n\nwhen I receive [スタート v]\nstop [other scripts in sprite v]\nshow variable [hp v]\nshow variable [敵 hp v]\nhide variable [coin v]\nswitch backdrop to (背景3 v)\nforever\n play sound (pick random (2) to (3)) until done\nend\n\nwhen I receive [武器選択 v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [ホーム v]\nstop [other scripts in sprite v]\nswitch backdrop to (背景2 v)\nshow variable [coin v]\nforever\n play sound [music v] until done\nend\n\n@プレイヤー\n\ndefine 初期設定\ngo to x: (-204) y: (-96)\npoint in direction (90)\nswitch costume to (プレイヤー 前 v)\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [hp v] to [100]\nset rotation style [left-right v]\n\nwhen I receive [スタート v]\n初期設定\nforever\n switch costume to (プレイヤー 前 v)\n if <key (right arrow v) pressed?> then\n switch costume to (プレイヤー 右 v)\n point in direction (90)\n change [x v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (プレイヤー 左 v)\n point in direction (-90)\n change [x v] by (-0.8)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [20]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\n set [y v] to [20]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <touching (敵 武器 v)?> then\n if <(敵 武器) = [木の剣]> then\n change [hp v] by (-0.1)\n else\n if <(敵 武器) = [鉄の剣]> then\n change [hp v] by (-0.3)\n else\n if <(敵 武器) = [金の剣]> then\n change [hp v] by (-0.5)\n else\n if <(敵 武器) = [ダイヤモンドの剣]> then\n change [hp v] by (-0.8)\n else\n end\n end\n end\n end\n end\n if <touching (敵 矢 v)?> then\n if <(敵 武器) = [弓]> then\n change [hp v] by (-0.6)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <key (space v) pressed?> then\n set [武器 v] to (武器)\n broadcast (攻撃 v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <[1] > (HP)> then\n set [hp v] to [0]\n stop [other scripts in sprite v]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n broadcast (You lose v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [you win v]\nchange [coin v] by (10)\nhide variable [hp v]\nhide variable [敵 hp v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@敵\n\ndefine 初期設定\ngo to x: (204) y: (-96)\npoint in direction (90)\nswitch costume to (プレイヤー 前 v)\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nclear graphic effects\nshow\nset [敵 y v] to [0]\nset [ok v] to [1]\nset [敵 x v] to [0]\nset [敵 hp v] to [100]\nset rotation style [left-right v]\n\nwhen I receive [スタート v]\n初期設定\nforever\n switch costume to (プレイヤー 前 v)\n if <([x position v] of [プレイヤー v]) > (x position)> then\n switch costume to (プレイヤー 右 v)\n point in direction (90)\n change [敵 x v] by (pick random (0.3) to (0.8))\n end\n if <(x position) > ([x position v] of [プレイヤー v])> then\n switch costume to (プレイヤー 左 v)\n point in direction (-90)\n change [敵 x v] by (pick random (-0.3) to (-0.8))\n end\n set [敵 x v] to ((敵 X) * (0.9))\n change x by (敵 X)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((敵 X) * (-1))\n change y by (-5)\n if <([y position v] of [プレイヤー v]) > ((y position) + (3))> then\n if <(敵 X) > [0]> then\n set [敵 x v] to [-7]\n else\n set [敵 x v] to [7]\n end\n set [敵 y v] to [20]\n else\n set [敵 x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <([y position v] of [プレイヤー v]) > ((y position) + (3))> then\n set [敵 y v] to [20]\n end\n end\n change y by (1)\n change [敵 y v] by (-1)\n change y by (敵 Y)\n if <touching (地面 v)?> then\n change y by ((敵 Y) * (-1))\n set [敵 y v] to [0]\n end\n if <touching (武器 v)?> then\n if <(武器) = [木の剣]> then\n change [敵 hp v] by (-0.1)\n else\n if <(武器) = [鉄の剣]> then\n change [敵 hp v] by (-0.3)\n else\n if <(武器) = [金の剣]> then\n change [敵 hp v] by (-0.5)\n else\n if <(武器) = [ダイヤモンドの剣]> then\n change [敵 hp v] by (-0.8)\n else\n end\n end\n end\n end\n end\n if <touching (矢 v)?> then\n if <(武器) = [弓]> then\n change [敵 hp v] by (-0.6)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <<touching (プレイヤー v)?> or <[200] > (distance to [プレイヤー v])>> then\n wait until <(OK) = [1]>\n broadcast (敵 攻撃 v)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <[1] > (敵 HP)> then\n set [敵 hp v] to [0]\n stop [other scripts in sprite v]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n broadcast (You win v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [you lose v]\nhide variable [hp v]\nhide variable [敵 hp v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@地面\n\nwhen flag clicked\nset [ステージ v] to []\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [スタート v]\nset [ステージ v] to (pick random (1) to (3))\nswitch costume to (ステージ)\nshow\n\nwhen I receive [ホーム v]\nhide\n\n@武器\n\nwhen flag clicked\nhide\n\nwhen I receive [攻撃 v]\nswitch costume to (武器)\ngo to [back v] layer\nshow\nif <(武器) = [弓]> then\n if <(弓矢 OK) = [ok]> then\n broadcast (弓矢発射 v)\n end\nelse\n if <([direction v] of [プレイヤー v]) = [90]> then\n repeat (18)\n turn right (20) degrees\n end\n hide\n end\n if <([direction v] of [プレイヤー v]) = [-90]> then\n repeat (18)\n turn left (20) degrees\n end\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n go to (プレイヤー v)\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\nforever\n if <(武器) = [弓]> then\n point towards (敵 v)\n end\nend\n\nwhen I receive [you lose v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [you win v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nset [coin v] to [70]\n\n@敵 武器\n\nwhen flag clicked\nhide\n\nwhen I receive [敵 攻撃 v]\nswitch costume to (敵 武器)\ngo to [back v] layer\nshow\nset [ok v] to [0]\nif <(敵 武器) = [弓]> then\n if <(敵弓矢 ok) = [ok]> then\n broadcast (敵弓矢発射 v)\n end\nelse\n if <([direction v] of [敵 v]) = [90]> then\n repeat (18)\n turn right (20) degrees\n end\n hide\n set [ok v] to [1]\n end\n if <([direction v] of [敵 v]) = [-90]> then\n repeat (18)\n turn left (20) degrees\n end\n hide\n set [ok v] to [1]\n end\nend\n\nwhen I receive [スタート v]\nforever\n go to (敵 v)\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\nswitch costume to (pick random (1) to (5))\nforever\n if <(costume [number v]) = [1]> then\n set [敵 武器 v] to [木の剣]\n else\n if <(costume [number v]) = [2]> then\n set [敵 武器 v] to [鉄の剣]\n else\n if <(costume [number v]) = [3]> then\n set [敵 武器 v] to [金の剣]\n else\n if <(costume [number v]) = [4]> then\n set [敵 武器 v] to [ダイヤモンドの剣]\n else\n if <(costume [number v]) = [5]> then\n set [敵 武器 v] to [弓]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(敵 武器) = [弓]> then\n point towards (プレイヤー v)\n end\nend\n\nwhen I receive [you win v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [you lose v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@スタートボタン\n\nwhen flag clicked\nhide\n\nwhen I receive [ホーム v]\ngo to x: (0) y: (-16)\nshow\nforever\n if <(武器選択) = [yes]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n if <mouse down?> then\n broadcast (スタート v)\n wait until <not <mouse down?>>\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\nend\n\n@武器選択ボタン\n\nwhen flag clicked\nhide\n\nwhen I receive [ホーム v]\ngo to x: (0) y: (-109)\nshow\nforever\n if <(武器選択) = [yes]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (武器選択 v)\n set [武器選択 v] to [yes]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@武器選択\n\nwhen flag clicked\nswitch costume to (木の剣 v)\nhide\n\nwhen I receive [武器選択 v]\nswitch costume to (木の剣 v)\ngo to x: (0) y: (104)\nset size to (109) %\nshow\n\nwhen I receive [ホーム v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [next v]\nif <(武器選択) = [yes]> then\n next costume\nend\n\nwhen I receive [スタート v]\nforever\n if <(costume [name v]) = [木の剣]> then\n set [武器 v] to [木の剣]\n else\n if <(costume [name v]) = [鉄の剣]> then\n set [武器 v] to [鉄の剣]\n else\n if <(costume [name v]) = [金の剣]> then\n set [武器 v] to [金の剣]\n else\n if <(costume [name v]) = [ダイヤモンドの剣]> then\n set [武器 v] to [ダイヤモンドの剣]\n else\n if <(costume [name v]) = [弓]> then\n set [武器 v] to [弓]\n end\n end\n end\n end\n end\nend\n\n@next\n\nwhen flag clicked\nhide\n\nwhen I receive [ホーム v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [武器選択 v]\ngo to x: (166) y: (24)\nshow\nforever\n if <(武器選択) = [yes]> then\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (next v)\n wait until <not <mouse down?>>\n end\n end\n else\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@OKボタン\n\nwhen flag clicked\nhide\n\nwhen I receive [武器選択 v]\ngo to x: (0) y: (-123)\nshow\nforever\n if <(武器選択) = [yes]> then\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n if <mouse down?> then\n if <([costume name v] of [武器選択 v]) = [木の剣]> then\n if <(coin) > [-1]> then\n wait until <not <mouse down?>>\n broadcast (ホーム v)\n set [武器選択 v] to [no]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n say [買えません] for (2) seconds\n end\n end\n if <([costume name v] of [武器選択 v]) = [鉄の剣]> then\n if <(coin) > [9]> then\n change [coin v] by (-10)\n wait until <not <mouse down?>>\n broadcast (ホーム v)\n set [武器選択 v] to [no]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n say [買えません] for (2) seconds\n end\n end\n if <([costume name v] of [武器選択 v]) = [金の剣]> then\n if <(coin) > [49]> then\n change [coin v] by (-50)\n wait until <not <mouse down?>>\n broadcast (ホーム v)\n set [武器選択 v] to [no]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n say [買えません] for (2) seconds\n end\n end\n if <([costume name v] of [武器選択 v]) = [ダイヤモンドの剣]> then\n if <(coin) > [99]> then\n change [coin v] by (-100)\n wait until <not <mouse down?>>\n broadcast (ホーム v)\n set [武器選択 v] to [no]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n say [買えません] for (2) seconds\n end\n end\n if <([costume name v] of [武器選択 v]) = [弓]> then\n if <(coin) > [69]> then\n change [coin v] by (-70)\n wait until <not <mouse down?>>\n broadcast (ホーム v)\n set [武器選択 v] to [no]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n say [買えません] for (2) seconds\n end\n end\n end\n end\n else\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [スタート v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@判定\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [you lose v]\nswitch costume to (gameover v)\nshow\n\nwhen I receive [you win v]\nswitch costume to (you win v)\nshow\n\nwhen I receive [ホーム v]\nhide\n\n@リトライ\n\nwhen flag clicked\nhide\n\nwhen I receive [you lose v]\ngo to x: (0) y: (-109)\ngo to [front v] layer\nshow\nforever\n if <(武器選択) = [yes]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (ホーム v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [ホーム v]\nhide\n\nwhen I receive [you win v]\nwait (3) seconds\nbroadcast (ホーム v)\nstop [other scripts in sprite v]\nstop [this script v]\n\n@矢\n\nwhen flag clicked\nset [弓矢 ok v] to [ok]\nhide\n\nwhen I receive [弓矢発射 v]\ncreate clone of (_myself_ v)\nset [弓矢 ok v] to [no]\n\nwhen I start as a clone\ngo to (プレイヤー v)\npoint towards (敵 v)\nshow\nrepeat until <<<touching (敵 v)?> or <touching (_edge_ v)?>> or <touching (地面 v)?>>\n move (10) steps\nend\nset [弓矢 ok v] to [ok]\ndelete this clone\n\n@敵 矢\n\nwhen flag clicked\nset [敵弓矢 ok v] to [ok]\nhide\n\nwhen I receive [敵弓矢発射 v]\ncreate clone of (_myself_ v)\nset [敵弓矢 ok v] to [no]\n\nwhen I start as a clone\ngo to (敵 v)\npoint towards (プレイヤー v)\nshow\nrepeat until <<<touching (プレイヤー v)?> or <touching (_edge_ v)?>> or <touching (地面 v)?>>\n move (10) steps\nend\nset [敵弓矢 ok v] to [ok]\nset [ok v] to [1]\ndelete this clone\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\nend\n\n
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右矢印キー 左矢印キーで移動\n上矢印キーでジャンプ\nスペースキーで攻撃\nOKボタンでその武器を買う\n1回勝つごとに10コイン増えます\n負けたときはリトライボタンを押してください\n勝ったときは3秒待つとホームに戻ります\n\nバグがあります。
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Massive Multiplayer Platformer CandyLand
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [29]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <<(~y) < [10000]> and <(¬ok) > [25]>> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [¬ok v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [¬ok v] to [0]\n set [parsestr v] to []\n stop [this script v]\nend\nchange [¬ok v] by (1)\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n
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Welcome to Multiplayer Platformer CandLand! There are new textures, obstacles and levels! Can you find Willy wonkas Chocolate factory? If you do, let me know in the comments!\n\n\n*** CONTROLS ***\n* Use arrow keys or WASD to control the player\n* Z is alternative crouch, SPACE alternative jump\n* Press 'N' to show all players names\n* Hold E or R to open Emoji panels\n* Complete the speed run and back to the start will report your time and reward you with a parachute - use space to use it :)\n* Mouse over a player to see their individual name\n* Q + R to reset level for speed runs\n\n*** SPECIAL MOVES ***\nHigh Jump - Hold down then Up\nLong Jump - Run then quickly press Down, then Up\nSlide - On a slope press Down and Left or Right\nWall Jump - Jump against a wall, then press Up again\n\nChangelog:\n31 Mar 2022 - Updated cloud code\n9 Dec 2021 - Trying to add current fastest + Fixes for slope sliding\n7 Dec 2021 - Bugfix - Stop end of buffer making players appear under level.\n6 Dec 2021 - Initial Release v1.0\n\nCredits:\nEmoji - Openmoji\nMusic - Twenty Six 0 Eight by Tripledigit
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プラットフォーマーコンテスト(Platformer contest)
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@Stage\n\n@スプライト1\n\nwhen flag clicked\nforever\n hide\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\nforever\n if <([x position v] of [スプライト3 v]) > [230]> then\n next costume\n broadcast (メッセージ1 v)\n if <(costume [number v]) = [1]> then\n stop [all v]\n end\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@スプライト3\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change [y v] by (-1)\n change x by (x)\n if <touching color (#ff0000)?> then\n change y by (5)\n end\n if <touching color (#ff0000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#ff0000)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n if <(y position) < [-66]> then\n set y to (-66)\n end\nend\n\nwhen I receive [メッセージ1 v]\ngo to x: (-200) y: (0)\n\nwhen [timer v] > (0)\ngo to x: (-200) y: (-66)\n\n
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右・左で操作\nPlease translate and read inside.\n내부를 번역하고 읽으십시오.\nSi prega di tradurre e leggere l'interno.\nVertaal en lees de binnenkant.
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Stars (mobile-friendly platformer)
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@Stage\n\nwhen I receive [flag v]\nstop [other scripts in sprite v]\nforever\n play sound (Music) until done\nend\n\nwhen [p v] key pressed\nif <not <(Level) = [19]>> then\n if <(?Paused) = [0]> then\n set [?paused v] to [1]\n broadcast (Pause v)\n else\n set [?paused v] to [0]\n broadcast (Unpause v)\n end\nend\n\nwhen I receive [menutick v]\nset volume to (VolumeLevel) %\n\nwhen I receive [setup v]\nswitch backdrop to (day v)\nset volume to (40) %\nset [volumelevel v] to [40]\nplay sound [BR5 - Centaurea v] until done\n\nwhen I receive [gamewin v]\nstop [other scripts in sprite v]\nplay sound [BR5 - Achillea v] until done\n\nwhen I receive [musicchange v]\nstop [other scripts in sprite v]\nforever\n play sound (Music) until done\nend\n\n@Lag is cringe\n\n@Player\n\nwhen flag clicked\nhide\nset [?paused v] to [1]\nbroadcast (Setup v)\nSetup\nforever\n if <<(?Paused) = [0]> and <(?Clone) = [0]>> then\n broadcast (Tick v)\n end\n if <<(?Paused) = [1]> and <(?Clone) = [0]>> then\n broadcast (MenuTick v)\n end\nend\n\ndefine Actions\nNote: [Input checks and velocity changes starts below]\nset [?running v] to (?AutoRun)\nif <<key (space v) pressed?> or <<mouse down?> and <([abs v] of ((mouse x) - (x position)) ) > [75]>>> then\n set [?running v] to [1]\nend\nset [xv v] to ((xV) * ((0.9) - (((?TouchingWater) * (0.1)) + (<<(?Running) = [0]> and <(?TouchingWater) = [0]>> * (0.1)))))\nset [yv v] to ((yV) * ((0.95) - (<(?TouchingWater) = [1]> * (0.2))))\nif <<<(?TouchingGround) = [1]> and <(?TouchingWater) = [0]>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <((mouse y) - (15)) > (y position)>> and <(?MouseControlActive) = [1]>>>> then\n set [yv v] to [11]\n if <(?LowGraphics) = [0]> then\n switch costume to (dust v)\n repeat (7)\n create clone of (_myself_ v)\n end\n end\n start sound [Low Whoosh v]\nend\nif <<(?TouchingWater) = [1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <((mouse y) - (15)) > (y position)>> and <(?MouseControlActive) = [1]>>>> then\n change [yv v] by ((1.1) + ((0.65) * <<(?Running) = [1]> or <<mouse down?> and <((mouse y) - (y position)) > [100]>>>))\nend\nchange [xv v] by (((0.9) + ((((0.3) + ((0.25) * (?TouchingWater))) * (?Running)) - ((0.2) * (?TouchingWater)))) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <((mouse x) - (8)) > (x position)>> and <(?MouseControlActive) = [1]>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <((mouse x) + (8)) < (x position)>> and <(?MouseControlActive) = [1]>>>))\nchange [yv v] by (<(?TouchingGround) = [0]> * ((-0.8) + (((0.4) * (?TouchingWater)) - (<<not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <((mouse y) - (15)) > (y position)>> and <(?MouseControlActive) = [1]>>>> and <(yV) > [4]>> + (<<(?TouchingWater) = [1]> and <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<<mouse down?> and <((mouse y) + (15)) < (y position)>> and <(?MouseControlActive) = [1]>>>> * (0.6))))))\nif <([abs v] of (xV) ) > [15]> then\n set [xv v] to ((15) * ((xV) / ([abs v] of (xV) )))\nend\nif <([abs v] of (yV) ) > [15]> then\n set [yv v] to ((15) * ((yV) / ([abs v] of (yV) )))\nend\nNote: [Collision starts below]\nswitch costume to (hitbox v)\npoint in direction (90)\nchange x by (xV)\nif <touching (ground v)?> then\n set [slope v] to [0]\n repeat until <<not <touching (ground v)?>> or <(Slope) > ([abs v] of (xV) )>>\n change y by (1)\n change [slope v] by (1)\n end\n if <touching (ground v)?> then\n change y by (() - (Slope))\n change x by (() - (xV))\n set [xv v] to [0]\n else\n set [xv v] to ((xV) * ((1) - ((0.7) * ([abs v] of ((Slope) / (xV)) ))))\n end\nelse\n Water Detection\nend\nchange y by (yV)\nif <touching (ground v)?> then\n if <(yV) = [0]> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\n set [?touchingground v] to [1]\n else\n if <(yV) > [3]> then\n start sound [Drum Bass1 v]\n end\n repeat until <not <touching (ground v)?>>\n change y by (() - ((yV) / ([abs v] of (yV) )))\n end\n end\n set [?touchingground v] to (<not <(yV) > [0]>> * (1))\n set [yv v] to [0]\nelse\n Water Detection\nend\nif <<touching (danger v)?> or <(y position) < [-175]>> then\n if <(?LowGraphics) = [0]> then\n set [?corpse v] to [1]\n set [xvparticle v] to (xV)\n set [yvparticle v] to (yV)\n Set Costume\n create clone of (_myself_ v)\n set [?corpse v] to [0]\n end\n start sound [Drum Boing v]\n Reset Player\nend\nNote: [Other business starts below]\nif <<<(?TouchingWater) = [1]> and <<(Cycles) = [0]> or <<(?Running) = [1]> and <((Cycles) mod (2)) = [0]>>>> and <(?LowGraphics) = [0]>> then\n switch costume to (bubble v)\n create clone of (_myself_ v)\nend\nSet Costume\nif <<<<(?Running) = [1]> and <((Cycles) mod (3)) = [0]>> and <(?TouchingWater) = [0]>> and <(?LowGraphics) = [0]>> then\n create clone of (_myself_ v)\nend\nif <(StarsLeft) = [0]> then\n switch costume to (transed v)\n set [?trans v] to [1]\n set [transitiontimeline v] to [0]\nend\nset [cycles v] to ((FrameCounter) mod (12))\nchange [framecounter v] by (1)\nif <(FrameCounter) > [29999999]> then\n set [framecounter v] to [29999999]\nend\nset [pan left/right v] effect to ((x position) / (3))\n\ndefine Start\nset rotation style [left-right v]\nset size to (90) %\nshow\nset [?trans v] to [0]\nset [?clone v] to [0]\nset [?corpse v] to [0]\nset [?paused v] to [0]\nset [framecounter v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [?touchingground v] to [0]\nset [?touchingwater v] to [0]\nset [level v] to [1]\nset [?mousecontrolactive v] to [0]\nset [starsleft v] to [3]\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\ndefine Note: (number or text)\n\nwhen I start as a clone\nCloneSetup\nif <(?Corpse) = [1]> then\n go to [front v] layer\n repeat (33)\n change [yvparticle v] by (-0.8)\n change [ghost v] effect by (3)\n change [brightness v] effect by (3)\n change x by (xVParticle)\n change y by (yVParticle)\n end\nelse\n if <(costume [name v]) = [bubble]> then\n repeat (50)\n change x by (xVParticle)\n change y by (yVParticle)\n if <<touching (ground v)?> or <not <touching (water v)?>>> then\n delete this clone\n end\n change [ghost v] effect by (1)\n change size by (-1)\n end\n else\n if <(costume [name v]) = [dust]> then\n repeat (33)\n change x by (xVParticle)\n change y by (yVParticle)\n if <touching (ground v)?> then\n delete this clone\n end\n change [ghost v] effect by (3)\n change [yvparticle v] by (-0.8)\n end\n else\n if <(costume [name v]) = [drop]> then\n repeat (25)\n if <<touching (ground v)?> or <touching (water v)?>> then\n delete this clone\n end\n change x by (xVParticle)\n change y by (yVParticle)\n change [ghost v] effect by (2)\n change size by (-2)\n change [yvparticle v] by (-0.8)\n end\n else\n repeat (12)\n change [ghost v] effect by (8)\n end\n end\n end\n end\nend\ndelete this clone\n\ndefine CloneSetup\nset [?clone v] to [1]\nchange x by (() - (xV))\nchange y by (() - (yV))\nif <(costume [name v]) = [bubble]> then\n set size to (pick random (70) to (100)) %\n set [xvparticle v] to ((pick random (-10) to (10)) / (10))\n set [yvparticle v] to ((pick random (8) to (15)) / (10))\n point in direction (pick random (0) to (179))\n move (pick random (-10) to (10)) steps\n change y by (10)\n set [ghost v] effect to (50)\nend\nif <(costume [name v]) = [dust]> then\n change x by (pick random (-5) to (5))\n set [yvparticle v] to [7]\n repeat until <<touching (ground v)?> or <(yVParticle) = [0]>>\n change y by (-2)\n change [yvparticle v] by (-1)\n end\n set [yvparticle v] to [7]\n repeat until <<not <touching (ground v)?>> or <(yVParticle) = [0]>>\n change y by (2)\n change [yvparticle v] by (-1)\n end\n set [xvparticle v] to ((pick random (-10) to (10)) / (10))\n set [yvparticle v] to ((pick random (6) to (12)) / (2))\nend\nif <(costume [name v]) = [drop]> then\n change x by (pick random (-10) to (10))\n set [yvparticle v] to [5]\n set [ghost v] effect to (50)\n repeat until <<<touching (water v)?> or <touching (ground v)?>> or <(yVParticle) = [0]>>\n change y by (-4)\n change [yvparticle v] by (-1)\n end\n set [yvparticle v] to [20]\n repeat until <<not <<touching (water v)?> or <touching (ground v)?>>> or <(yVParticle) = [0]>>\n change y by (1)\n change [yvparticle v] by (-1)\n end\n set [xvparticle v] to ((pick random (-20) to (20)) / (10))\n set [yvparticle v] to ((pick random (12) to (20)) / (2))\nend\n\nwhen I receive [tick v]\nif <(?Clone) = [0]> then\n if <(?Trans) = [0]> then\n Actions\n else\n Trans Actions, Trans Rights\n end\nend\n\ndefine Set Costume\nif <(?TouchingGround) = [1]> then\n if <<(?TouchingWater) = [1]> or <([abs v] of (xV) ) < [0.5]>> then\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<<mouse down?> and <((mouse y) + (30)) < (y position)>> and <(?MouseControlActive) = [1]>>> then\n switch costume to (waterfall v)\n else\n if <([abs v] of (xV) ) < [0.5]> then\n switch costume to (still v)\n else\n switch costume to ((3) + ([floor v] of ((Cycles) / (3)) ))\n end\n end\n else\n switch costume to ((3) + ([floor v] of ((Cycles) / (3)) ))\n end\nelse\n if <(yV) > [8]> then\n switch costume to (jump1 v)\n else\n if <(yV) > [0]> then\n switch costume to (jump2 v)\n else\n if <(?TouchingWater) = [1]> then\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<<mouse down?> and <((mouse y) + (30)) < (y position)>> and <(?MouseControlActive) = [1]>>> then\n switch costume to (waterfall v)\n else\n if <(yV) > [-1]> then\n if <([abs v] of (xV) ) < [0.5]> then\n switch costume to (still v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <((mouse y) - (30)) > (y position)>> and <(?MouseControlActive) = [1]>>> then\n switch costume to (jump2 v)\n else\n switch costume to ((3) + ([floor v] of ((Cycles) / (3)) ))\n end\n end\n else\n switch costume to (fall v)\n end\n end\n else\n switch costume to (fall v)\n end\n end\n end\nend\npoint in direction ((xV) / ([abs v] of (xV) ))\n\ndefine Load Level Position Lists\ndelete all of [xstart v]\ndelete all of [ystart v]\nLevel: [1] StartX: [-200] StartY: [0]\nLevel: [2] StartX: [-150] StartY: [-50]\nLevel: [3] StartX: [-220] StartY: [160]\nLevel: [4] StartX: [230] StartY: [140]\nLevel: [5] StartX: [170] StartY: [-20]\nLevel: [6] StartX: [-170] StartY: [-55]\nLevel: [7] StartX: [210] StartY: [170]\nLevel: [8] StartX: [-60] StartY: [-40]\nLevel: [9] StartX: [-185] StartY: [-40]\nLevel: [10] StartX: [0] StartY: [0]\nLevel: [11] StartX: [215] StartY: [120]\nLevel: [12] StartX: [-60] StartY: [170]\nLevel: [13] StartX: [215] StartY: [160]\nLevel: [14] StartX: [215] StartY: [-85]\nLevel: [15] StartX: [-200] StartY: [145]\nLevel: [16] StartX: [-200] StartY: [-100]\nLevel: [17] StartX: [140] StartY: [160]\nLevel: [18] StartX: [0] StartY: [0]\n\ndefine Level: (level) StartX: (startx) StartY: (starty)\ninsert (startx) at (level) of [xstart v] \ninsert (starty) at (level) of [ystart v] \n\nwhen [r v] key pressed\nReset Player\n\ndefine Reset Player\nhide\nbroadcast (LevelStart v)\nset [xv v] to [0]\nset [yv v] to [0]\nset [?touchingground v] to [0]\nset [?touchingwater v] to [0]\ngo to [back v] layer\ngo [forward v] (5) layers\ngo to x: (item (Level) of [xstart v]) y: (item (Level) of [ystart v])\nshow\n\ndefine Trans Actions, Trans Rights\nif <(TransitionTimeline) > [19]> then\n if <(Level) > [17]> then\n hide\n clear graphic effects\n switch costume to (still v)\n broadcast (GameWin v)\n change [☁ clears v] by (1)\n set [?paused v] to [1]\n set [level v] to [19]\n else\n clear graphic effects\n switch costume to (still v)\n change [level v] by (1)\n Reset Player\n set [?trans v] to [0]\n end\nelse\n change [transitiontimeline v] by (1)\n change [brightness v] effect by (-6)\nend\n\ndefine Water Detection\nif <touching (water v)?> then\n if <(?TouchingWater) = [0]> then\n start sound [Splash v]\n if <(?LowGraphics) = [0]> then\n switch costume to (drop v)\n repeat (7)\n create clone of (_myself_ v)\n end\n end\n end\n set [?touchingwater v] to [1]\n set [?touchingground v] to [0]\nelse\n if <(?TouchingWater) = [1]> then\n change [yv v] by (([abs v] of (yV) ) / (2))\n start sound [Splash v]\n if <(?LowGraphics) = [0]> then\n switch costume to (drop v)\n repeat (7)\n create clone of (_myself_ v)\n end\n end\n end\n set [?touchingwater v] to [0]\n change y by (() - ((([abs v] of (xV) ) / ((1) + (?Running))) + (1)))\n if <not <touching (ground v)?>> then\n change y by ((([abs v] of (xV) ) / ((1) + (?Running))) + (1))\n set [?touchingground v] to [0]\n else\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\n set [?touchingground v] to [1]\n end\nend\n\ndefine Setup\nset [music v] to [1]\nset [?timershown v] to [0]\nset [?lowgraphics v] to [0]\nset [?autorun v] to [0]\nset [?texthidden v] to [0]\nset [?nightsky v] to [0]\nset [level v] to [19]\nset [framecounter v] to [0]\n\nwhen I receive [flag v]\nLoad Level Position Lists\nReset Player\nStart\nReset Player\n\ngo to [back v] layer\ngo [forward v] (5) layers\n\n@Goal\n\nwhen I receive [tick v]\nActions\n\nwhen I receive [levelstart v]\nif <(Clone) = [0]> then\n set [starsleft v] to [1]\n clear graphic effects\n set size to (100) %\n point in direction (90)\n set [active v] to [1]\n set [clone v] to [1]\n show\n if <(Level) = [1]> then\n Load Clone X: [-90] Y: [-75]\n Load Clone X: [20] Y: [-30]\n Load Clone X: [160] Y: [-80]\n end\n if <(Level) = [2]> then\n Load Clone X: [-80] Y: [-60]\n Load Clone X: [35] Y: [-20]\n Load Clone X: [145] Y: [65]\n Load Clone X: [220] Y: [30]\n end\n if <(Level) = [3]> then\n Load Clone X: [80] Y: [0]\n Load Clone X: [180] Y: [0]\n Load Clone X: [135] Y: [-95]\n Load Clone X: [-55] Y: [-90]\n Load Clone X: [-200] Y: [-70]\n end\n if <(Level) = [4]> then\n Load Clone X: [-30] Y: [35]\n Load Clone X: [-120] Y: [100]\n Load Clone X: [45] Y: [155]\n end\n if <(Level) = [5]> then\n Load Clone X: [100] Y: [140]\n Load Clone X: [100] Y: [-50]\n Load Clone X: [-212] Y: [152]\n end\n if <(Level) = [6]> then\n Load Clone X: [35] Y: [-100]\n Load Clone X: [85] Y: [135]\n Load Clone X: [45] Y: [140]\n Load Clone X: [5] Y: [145]\n Load Clone X: [-160] Y: [140]\n Load Clone X: [-180] Y: [125]\n Load Clone X: [-195] Y: [105]\n end\n if <(Level) = [7]> then\n Load Clone X: [75] Y: [165]\n Load Clone X: [-190] Y: [100]\n Load Clone X: [-150] Y: [-75]\n Load Clone X: [-110] Y: [-140]\n Load Clone X: [20] Y: [-65]\n Load Clone X: [150] Y: [-37]\n Load Clone X: [215] Y: [10]\n end\n if <(Level) = [8]> then\n Load Clone X: [-170] Y: [-30]\n Load Clone X: [225] Y: [-100]\n Load Clone X: [20] Y: [22]\n Load Clone X: [200] Y: [140]\n Load Clone X: [-200] Y: [160]\n Load Clone X: [-225] Y: [50]\n end\n if <(Level) = [9]> then\n Load Clone X: [-185] Y: [50]\n Load Clone X: [-25] Y: [-10]\n Load Clone X: [195] Y: [130]\n end\n if <(Level) = [10]> then\n Load Clone X: [0] Y: [110]\n Load Clone X: [-130] Y: [-110]\n Load Clone X: [120] Y: [50]\n Load Clone X: [115] Y: [-50]\n Load Clone X: [60] Y: [-5]\n Load Clone X: [180] Y: [-15]\n end\n if <(Level) = [11]> then\n Load Clone X: [0] Y: [0]\n end\n if <(Level) = [12]> then\n Load Clone X: [-200] Y: [95]\n Load Clone X: [-210] Y: [45]\n Load Clone X: [-215] Y: [-10]\n Load Clone X: [220] Y: [-55]\n Load Clone X: [60] Y: [115]\n end\n if <(Level) = [13]> then\n Load Clone X: [-205] Y: [-30]\n Load Clone X: [-175] Y: [35]\n Load Clone X: [-155] Y: [160]\n Load Clone X: [-73] Y: [165]\n Load Clone X: [0] Y: [60]\n end\n if <(Level) = [14]> then\n Load Clone X: [100] Y: [-145]\n Load Clone X: [50] Y: [-102]\n Load Clone X: [-9] Y: [-95]\n Load Clone X: [-65] Y: [-110]\n Load Clone X: [-120] Y: [-145]\n Load Clone X: [-170] Y: [-30]\n Load Clone X: [-4] Y: [0]\n Load Clone X: [85] Y: [70]\n Load Clone X: [180] Y: [30]\n Load Clone X: [130] Y: [-35]\n Load Clone X: [-130] Y: [85]\n end\n if <(Level) = [15]> then\n Load Clone X: [200] Y: [135]\n end\n if <(Level) = [16]> then\n Load Clone X: [-35] Y: [115]\n end\n if <(Level) = [17]> then\n Load Clone X: [-180] Y: [100]\n Load Clone X: [-53] Y: [-5]\n Load Clone X: [200] Y: [80]\n Load Clone X: [180] Y: [0]\n Load Clone X: [200] Y: [-125]\n end\n if <(Level) = [18]> then\n Load Clone X: [0] Y: [50]\n Load Clone X: [0] Y: [-111]\n Load Clone X: [-20] Y: [75]\n Load Clone X: [20] Y: [75]\n Load Clone X: [-50] Y: [95]\n Load Clone X: [50] Y: [95]\n Load Clone X: [-85] Y: [103]\n Load Clone X: [85] Y: [103]\n Load Clone X: [-125] Y: [95]\n Load Clone X: [125] Y: [95]\n Load Clone X: [-150] Y: [65]\n Load Clone X: [150] Y: [65]\n Load Clone X: [-140] Y: [28]\n Load Clone X: [140] Y: [28]\n Load Clone X: [-115] Y: [-6]\n Load Clone X: [115] Y: [-6]\n Load Clone X: [-90] Y: [-35]\n Load Clone X: [90] Y: [-35]\n Load Clone X: [-60] Y: [-65]\n Load Clone X: [60] Y: [-65]\n Load Clone X: [-30] Y: [-90]\n Load Clone X: [30] Y: [-90]\n end\n change [starsleft v] by (-1)\n set [active v] to [0]\n set [clone v] to [0]\n go to x: (0) y: (0)\n hide\nelse\n delete this clone\nend\n\ndefine Load Clone X: (xstart) Y: (ystart)\ngo to x: (xstart) y: (ystart)\nchange [starsleft v] by (1)\nswitch costume to (pick random (1) to (4))\ncreate clone of (_myself_ v)\n\ndefine Actions\nif <(Clone) = [1]> then\n if <(Active) = [1]> then\n if <(?LowGraphics) = [0]> then\n point in direction ((100) * ([sin v] of (FrameCounter) ))\n set size to ((100) + ((25) * ([cos v] of (FrameCounter) ))) %\n if <<(Level) > [11]> and <(Level) < [16]>> then\n set [brightness v] effect to ((10) + ((10) * ([sin v] of ((2) * (FrameCounter)) )))\n end\n end\n if <(distance to [player v]) < [20]> then\n set [active v] to ((10) + (costume [number v]))\n change [starsleft v] by (-1)\n start sound [C v]\n set [pan left/right v] effect to ((x position) / (3))\n end\n else\n if <<(StarsLeft) = [0]> and <(Active) < [20]>> then\n start sound [G v]\n end\n if <<(?LowGraphics) = [0]> and <(Active) < [100]>> then\n change size by (-10)\n turn right (15) degrees\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n change [active v] by (10)\n switch costume to (particle v)\n set [clone v] to [2]\n create clone of (_myself_ v)\n switch costume to (letter (2) of (Active))\n set [clone v] to [1]\n else\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <<(Clone) = [1]> and <<(Level) > [15]> and <(Level) < [19]>>> then\n go to [front v] layer\nend\nif <(Clone) = [2]> then\n set size to (100) %\n point in direction (pick random (-179) to (180))\n repeat (20)\n move (2) steps\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\n@Ground\n\nwhen I receive [setup v]\nswitch costume to (bounder v)\nset size to (100) %\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [levelstart v]\nswitch costume to (Level)\n\nwhen I receive [gamewin v]\nswitch costume to (bounder v)\n\n@Danger\n\nwhen I receive [flag v]\ngo to [back v] layer\ngo [forward v] (4) layers\nswitch costume to (level1 v)\n\nwhen I receive [levelstart v]\nclear graphic effects\nif <(?Clone) = [0]> then\n set [?clone v] to [1]\n set size to (100) %\n if <(Level) = [12]> then\n Load Clone X: [-35] Y: [-82]\n end\n if <(Level) = [13]> then\n Load Clone X: [170] Y: [70]\n Load Clone X: [-90] Y: [40]\n end\n if <(Level) = [14]> then\n Load Clone X: [-190] Y: [65]\n Load Clone X: [100] Y: [-10]\n end\n set [?clone v] to [0]\n switch costume to (Level)\n go to x: (0) y: (0)\n point in direction (90)\nelse\n delete this clone\nend\n\ndefine Load Clone X: (xstart) Y: (ystart)\nset [turretnumber v] to (pick random (1) to (4))\nswitch costume to (join [turret] (TurretNumber))\ngo to x: (xstart) y: (ystart)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nif <(?Clone) = [1]> then\n Turret Actions\nend\nif <(?Clone) = [2]> then\n Bullet Actions\nend\nif <<(?Clone) = [0]> and <(?LowGraphics) = [0]>> then\n if <<(Level) > [11]> and <(Level) < [16]>> then\n set [brightness v] effect to ((10) * ([cos v] of ((2) * (FrameCounter)) ))\n end\nend\n\ndefine Turret Actions\nturn right (2) degrees\nif <(Cycles) = [0]> then\n switch costume to (bullet v)\n set [?clone v] to [2]\n set [size v] to [100]\n if <(?LowGraphics) = [0]> then\n set [brightness v] effect to (35)\n end\n create clone of (_myself_ v)\n switch costume to (join [turret] (TurretNumber))\n set [?clone v] to [1]\nend\nif <(?LowGraphics) = [0]> then\n set [brightness v] effect to ((8) * ([sin v] of ((5) * (FrameCounter)) ))\nend\n\ndefine Bullet Actions\nmove (2) steps\nif <(?LowGraphics) = [0]> then\n change size by (-0.5)\n change [size v] by (-0.5)\n change [brightness v] effect by (-0.5)\n repeat until <<not <<<touching (ground v)?> or <touching (water v)?>> or <touching (_edge_ v)?>>> or <(Size) < [30]>>\n change size by (-10)\n change [brightness v] effect by (-10)\n change [size v] by (-10)\n end\nelse\n change size by (-0.5)\n change [size v] by (-0.5)\n if <<<<touching (ground v)?> or <touching (water v)?>> or <touching (_edge_ v)?>> or <(Size) < [30]>> then\n delete this clone\n end\nend\nif <(Size) < [30]> then\n delete this clone\nend\n\nwhen I receive [setup v]\nswitch costume to (level1 v)\n\n@Water\n\nwhen I receive [setup v]\nset [?clone v] to [0]\nswitch costume to (level1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\n\nwhen I receive [levelstart v]\nif <(?Clone) = [0]> then\n set [?clone v] to [1]\n set [ghost v] effect to (45)\n switch costume to (bubble v)\n set size to (100) %\n if <(Level) = [9]> then\n Load Clone X: [-100] Y: [-80]\n Load Clone X: [-40] Y: [-120]\n Load Clone X: [80] Y: [-80]\n Load Clone X: [100] Y: [10]\n Load Clone X: [195] Y: [130]\n end\n if <(Level) = [10]> then\n Load Clone X: [60] Y: [-45]\n Load Clone X: [-65] Y: [-25]\n Load Clone X: [-115] Y: [-50]\n Load Clone X: [-210] Y: [125]\n Load Clone X: [120] Y: [50]\n Load Clone X: [165] Y: [-60]\n end\n if <(Level) = [11]> then\n Load Clone X: [-70] Y: [-135]\n Load Clone X: [5] Y: [-140]\n Load Clone X: [85] Y: [-135]\n Load Clone X: [180] Y: [-65]\n Load Clone X: [190] Y: [0]\n Load Clone X: [175] Y: [70]\n end\n if <(Level) = [14]> then\n Load Clone X: [-170] Y: [-30]\n Load Clone X: [-9] Y: [-40]\n Load Clone X: [0] Y: [40]\n Load Clone X: [180] Y: [30]\n end\n set [?clone v] to [0]\n set [ghost v] effect to (45)\n switch costume to (Level)\n go to x: (0) y: (0)\n point in direction (90)\nelse\n delete this clone\nend\n\nwhen I receive [tick v]\nif <(?Clone) = [0]> then\n set y to ((8) * ([sin v] of ((3) * (FrameCounter)) ))\nelse\n if <(?LowGraphics) = [0]> then\n if <(distance to [player v]) < [50]> then\n if <(Size) < [30]> then\n change [size v] by (5)\n else\n set [size v] to [30]\n end\n else\n set [size v] to ((Size) / (1.5))\n end\n point in direction ((10) * ([sin v] of (FrameCounter) ))\n set size to ((100) + ((Size) + ((5) * ([cos v] of (FrameCounter) )))) %\n else\n if <(distance to [player v]) < [50]> then\n set size to (130) %\n else\n set size to (100) %\n end\n end\nend\n\ndefine Load Clone X: (xstart) Y: (ystart)\ngo to x: (xstart) y: (ystart)\ncreate clone of (_myself_ v)\n\nif <(Level) = [9]> then\n Load Clone X: [-100] Y: [-100]\nend\n\nset y to ((8) * ([sin v] of ((3) * (FrameCounter)) ))\n\n@Foreground\n\nwhen I receive [levelstart v]\nswitch costume to (Level)\nclear graphic effects\n\nwhen I receive [setup v]\nswitch costume to (level18 v)\nset size to (100) %\nshow\n\nwhen I receive [tick v]\nif <(?LowGraphics) = [0]> then\n if <<(Level) > [11]> and <(Level) < [16]>> then\n set [brightness v] effect to (((15) * ([cos v] of ((4) * (FrameCounter)) )) - (15))\n end\nend\n\n@Background\n\nwhen I receive [levelstart v]\nif <(?Clone) = [0]> then\n if <<(Level) > [15]> and <(Level) < [19]>> then\n Load Animations\n end\n switch costume to (Level)\nelse\n delete this clone\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nset size to (100) %\nshow\nswitch costume to (title v)\n\ndefine Load Animations\nswitch costume to (animation1 v)\nset [?clone v] to [1]\nset [spinspeed v] to [-3.5]\nrepeat (8)\n create clone of (_myself_ v)\n change [spinspeed v] by (1)\n next costume\nend\nset [?clone v] to [0]\nset [spinspeed v] to [0]\n\nwhen I receive [tick v]\nif <(?Clone) = [1]> then\n turn right (SpinSpeed) degrees\nend\n\nwhen I start as a clone\ngo [forward v] (8) layers\n\nwhen I receive [gamewin v]\nif <(?Clone) = [0]> then\n switch costume to (title v)\nelse\n delete this clone\nend\n\n@UI\n\nwhen I receive [tick v]\nMenu Actions\nif <(?Clone) = [0]> then\n if <mouse down?> then\n set [?mouseup v] to [0]\n else\n set [?mouseup v] to [1]\n end\nend\n\ndefine Menu Actions\nif <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n set [?mousecontrolactive v] to [0]\n set [brightness v] effect to (-20)\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n if <(?Paused) = [0]> then\n set [?paused v] to [1]\n broadcast (Pause v)\n else\n set [?paused v] to [0]\n broadcast (Unpause v)\n end\n set [?mouseup v] to [0]\n end\n else\n if <(?Unpause) = [0]> then\n set [?mousecontrolactive v] to [1]\n else\n set [?mousecontrolactive v] to [0]\n end\n set [brightness v] effect to (0)\n end\nend\nif <(costume [number v]) = [3]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n if <(Level) = [19]> then\n broadcast (Unpause v)\n broadcast (MainMenu v)\n Load Costume [56]\n Load Costume [57]\n set [brightness v] effect to (0)\n switch costume to (stars v)\n else\n set [?paused v] to [0]\n broadcast (Unpause v)\n end\n set [?mouseup v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\nend\nif <(costume [number v]) = [4]> then\n if <touching (mouse-pointer v)?> then\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n set [?pickedup v] to [1]\n end\n end\n if <(?PickedUp) = [1]> then\n if <mouse down?> then\n set x to (mouse x)\n if <(x position) < [-38]> then\n set x to (-38)\n end\n if <(x position) > [70]> then\n set x to (70)\n end\n else\n set [?pickedup v] to [0]\n end\n end\n set [volumelevel v] to (((x position) / (1.08)) + ((35) + ((5) / (27))))\nend\nif <<(costume [number v]) = [6]> or <(costume [number v]) = [7]>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (12)\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n if <(?TimerShown) = [0]> then\n set [?timershown v] to [1]\n broadcast (ShowTimer v)\n switch costume to (timer on v)\n else\n set [?timershown v] to [0]\n broadcast (HideTimer v)\n switch costume to (timer off v)\n end\n set [?mouseup v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\nend\nif <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n if <(?LowGraphics) = [0]> then\n set [?lowgraphics v] to [1]\n switch costume to (fast graphics v)\n else\n set [?lowgraphics v] to [0]\n switch costume to (fancy graphics v)\n end\n set [?mouseup v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\nend\nif <<(costume [number v]) = [10]> or <(costume [number v]) = [11]>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n if <(?NightSky) = [0]> then\n set [?nightsky v] to [1]\n switch backdrop to (night v)\n switch costume to (night sky v)\n else\n set [?nightsky v] to [0]\n switch backdrop to (day v)\n switch costume to (day sky v)\n end\n set [?mouseup v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\nend\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n if <(?TextHidden) = [0]> then\n set [?texthidden v] to [1]\n switch costume to (text off v)\n else\n set [?texthidden v] to [0]\n switch costume to (text on v)\n end\n set [?mouseup v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\nend\nif <<(costume [number v]) = [14]> or <(costume [number v]) = [15]>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n if <(?AutoRun) = [0]> then\n set [?autorun v] to [1]\n switch costume to (auto run on v)\n else\n set [?autorun v] to [0]\n switch costume to (auto run off v)\n end\n set [?mouseup v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\nend\nif <<(costume [number v]) > [15]> and <(costume [number v]) < [22]>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n if <(Music) > [5]> then\n set [music v] to [1]\n else\n change [music v] by (1)\n end\n set [?mouseup v] to [0]\n broadcast (MusicChange v)\n switch costume to ((15) + (Music))\n end\n else\n set [brightness v] effect to (0)\n end\nend\nif <(TimerPlace) > [0]> then\n if <(?RecordTimer) = [1]> then\n if <((length of (☁ World Record)) + (TimerPlace)) > [7]> then\n show\n switch costume to (join [no] (letter (((TimerPlace) - (7)) + (length of (☁ World Record))) of (☁ World Record)))\n else\n if <(TimerPlace) > [5]> then\n show\n switch costume to (no0 v)\n else\n hide\n end\n end\n else\n if <((length of ([floor v] of ((FrameCounter) / (3)) )) + (TimerPlace)) > [7]> then\n show\n switch costume to (join [no] (letter (((TimerPlace) - (7)) + (length of ([floor v] of ((FrameCounter) / (3)) ))) of ([floor v] of ((FrameCounter) / (3)) )))\n else\n if <(TimerPlace) > [5]> then\n show\n switch costume to (no0 v)\n else\n hide\n end\n end\n end\n if <<(Level) > [15]> and <(Level) < [19]>> then\n set [brightness v] effect to (-35)\n else\n clear graphic effects\n end\nend\nif <(costume [number v]) = [32]> then\n if <<(Level) > [15]> and <(Level) < [19]>> then\n set [brightness v] effect to (-35)\n else\n clear graphic effects\n end\nend\nif <<(costume [number v]) > [32]> and <(costume [number v]) < [51]>> then\n if <(?TextHidden) = [0]> then\n clear graphic effects\n else\n set [ghost v] effect to (100)\n end\nend\nif <(costume [number v]) = [56]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n set [level v] to [1]\n broadcast (Flag v)\n end\n else\n set [brightness v] effect to (0)\n end\nend\nif <(costume [number v]) = [57]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n broadcast (Pause v)\n set [?mouseup v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\nend\nif <(costume [number v]) = [62]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <<mouse down?> and <(?MouseUp) = [1]>> then\n broadcast (MainMenu v)\n broadcast (HideTimer v)\n set [brightness v] effect to (0)\n switch costume to (stars v)\n set [?mouseup v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [menutick v]\nMenu Actions\nif <(?Clone) = [0]> then\n if <mouse down?> then\n set [?mouseup v] to [0]\n else\n set [?mouseup v] to [1]\n end\nend\n\nwhen I receive [flag v]\nif <<(?Clone) = [0]> and <(costume [number v]) = [1]>> then\n Load Costume [2]\n Load Costume [33]\n switch costume to (governor v)\n go to x: (0) y: (0)\n set [timerplace v] to [0]\n set size to (100) %\n show\n set [?unpause v] to [1]\n set [?mousecontrolactive v] to [0]\n wait until <not <mouse down?>>\n set [?unpause v] to [0]\n set [?mousecontrolactive v] to [1]\nelse\n if <<(costume [number v]) > [21]> and <(costume [number v]) < [33]>> then\n go to [front v] layer\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [5]> then\n go [backward v] (2) layers\nend\nif <(TimerPlace) > [0]> then\n if <(?RecordTimer) = [1]> then\n if <((length of (☁ World Record)) + (TimerPlace)) > [7]> then\n show\n switch costume to (join [no] (letter (((TimerPlace) - (7)) + (length of (☁ World Record))) of (☁ World Record)))\n else\n if <(TimerPlace) > [5]> then\n show\n switch costume to (no0 v)\n else\n hide\n end\n end\n else\n if <((length of ([floor v] of ((FrameCounter) / (3)) )) + (TimerPlace)) > [7]> then\n show\n switch costume to (join [no] (letter (((TimerPlace) - (7)) + (length of ([floor v] of ((FrameCounter) / (3)) ))) of ([floor v] of ((FrameCounter) / (3)) )))\n else\n if <(TimerPlace) > [5]> then\n show\n switch costume to (no0 v)\n else\n hide\n end\n end\n end\n if <<(Level) > [15]> and <(Level) < [19]>> then\n set [brightness v] effect to (-35)\n else\n clear graphic effects\n end\nend\nif <(costume [number v]) = [32]> then\n if <<(Level) > [15]> and <(Level) < [19]>> then\n set [brightness v] effect to (-35)\n else\n clear graphic effects\n end\nend\nif <<(costume [number v]) > [32]> and <(costume [number v]) < [51]>> then\n go [backward v] (2) layers\n if <(?TextHidden) = [0]> then\n show\n else\n hide\n end\nend\nif <(costume [number v]) = [51]> then\n set x to (-180)\n set [ghost v] effect to (100)\n wait (3) seconds\n repeat (20)\n change x by (9)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n broadcast (MenuText v)\nend\nif <(costume [number v]) = [52]> then\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nif <(costume [number v]) = [53]> then\n set y to (180)\n set [ghost v] effect to (100)\n wait (1) seconds\n repeat (20)\n change y by (-9)\n change [ghost v] effect by (-5)\n end\nend\n\ndefine Load Costume (costume)\nset [?clone v] to [1]\nswitch costume to (costume)\ncreate clone of (_myself_ v)\nset [?clone v] to [0]\nswitch costume to (governor v)\n\nwhen I receive [unpause v]\nif <<(?Clone) = [0]> and <(costume [number v]) = [1]>> then\n if <(Level) = [19]> then\n Load Costume [54]\n Load Costume [55]\n end\n set [?unpause v] to [1]\n set [?mousecontrolactive v] to [0]\n wait until <not <mouse down?>>\n set [?unpause v] to [0]\n set [?mousecontrolactive v] to [1]\nelse\n if <<<(costume [number v]) > [2]> and <(costume [number v]) < [22]>> or <(costume [number v]) = [1]>> then\n delete this clone\n end\nend\n\nwhen I receive [pause v]\nif <<(?Clone) = [0]> and <(costume [number v]) = [1]>> then\n log (join (costume [name v]) (?Clone))\n set x to (0)\n Load Costume [3]\n set x to (((VolumeLevel) - ((35) + ((5) / (27)))) * (1.08))\n Load Costume [4]\n set x to (0)\n Load Costume [5]\n Load Costume ((6) + (?TimerShown))\n Load Costume ((8) + (?LowGraphics))\n Load Costume ((10) + (?NightSky))\n Load Costume ((12) + (?TextHidden))\n Load Costume ((14) + (?AutoRun))\n Load Costume ((15) + (Music))\n switch costume to (governor v)\nelse\n if <<(costume [number v]) = [3]> or <<(costume [number v]) > [53]> or <(costume [number v]) = [1]>>> then\n delete this clone\n end\nend\n\nwhen I receive [showtimer v]\nif <(?Clone) = [0]> then\n go to x: (199) y: (-170)\n Load Timer\nend\n\nwhen I receive [hidetimer v]\nif <<(costume [number v]) > [21]> and <(costume [number v]) < [33]>> then\n delete this clone\nend\n\ndefine Load Timer\nset [timerplace v] to [0]\nrepeat (6)\n change [timerplace v] by (1)\n change x by (4)\n Load Costume [22]\nend\nchange x by (3)\nset [timerplace v] to [0]\nLoad Costume [32]\nset [timerplace v] to [7]\nchange x by (3)\nLoad Costume [22]\ngo to x: (0) y: (0)\nset [timerplace v] to [0]\nswitch costume to (governor v)\n\nwhen I receive [levelstart v]\nif <(costume [number v]) > [32]> then\n switch costume to (join [level] (Level))\nend\n\nwhen I receive [gamewin v]\nif <<(?Clone) = [0]> and <(costume [number v]) = [1]>> then\n if <(([floor v] of ((FrameCounter) / (3)) ) / (10)) < (☁ World Record)> then\n set [☁ world record v] to (([floor v] of ((FrameCounter) / (3)) ) / (10))\n if <not <(letter ((length of (☁ World Record)) - (1)) of (☁ World Record)) = [.]>> then\n set [☁ world record v] to (join (☁ World Record) [.0])\n end\n end\n Load Costume [58]\n Load Costume [59]\n Load Costume [60]\n Load Costume [61]\n Load Costume [62]\n switch costume to (governor v)\n go to x: (28) y: (14)\n Load Big Timer\n go to x: (38) y: (-40)\n set [?recordtimer v] to [1]\n Load Weird Timer\n go to x: (0) y: (0)\n set [?recordtimer v] to [0]\n set size to (100) %\nelse\n delete this clone\nend\n\nwhen I receive [setup v]\nshow\nif <<(?Clone) = [0]> and <(costume [number v]) = [1]>> then\n Load Costume [51]\n Load Costume [52]\n Load Costume [53]\n switch costume to (governor v)\nelse\n delete this clone\nend\n\nwhen I receive [menutext v]\nif <<(costume [number v]) > [50]> and <(costume [number v]) < [54]>> then\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n if <(costume [number v]) > [51]> then\n set size to (100) %\n switch costume to ((costume [number v]) + (2))\n clear graphic effects\n if <(costume [number v]) = [54]> then\n broadcast (MainMenu v)\n end\n if <(costume [number v]) = [55]> then\n delete this clone\n end\n else\n delete this clone\n end\nend\n\ndefine Load Big Timer\nset size to (250) %\nset [timerplace v] to [0]\nrepeat (6)\n change [timerplace v] by (1)\n change x by (10)\n Load Costume [22]\nend\nchange x by (7)\nset [timerplace v] to [0]\nLoad Costume [32]\nset [timerplace v] to [7]\nchange x by (7)\nLoad Costume [22]\nset [timerplace v] to [0]\nswitch costume to (governor v)\n\nwhen I receive [mainmenu v]\nif <<(?Clone) = [0]> and <(costume [number v]) = [1]>> then\n go to x: (0) y: (0)\n Load Costume [54]\n Load Costume [55]\n Load Costume [56]\n Load Costume [57]\n switch costume to (governor v)\nelse\n if <<(costume [number v]) > [56]> and <(costume [number v]) < [62]>> then\n delete this clone\n end\nend\n\nif <(costume [number v]) = [2]> then\n set [?unpause v] to [1]\n wait until <not <mouse down?>>\n set [?unpause v] to [0]\nend\n\nforever\n broadcast (MenuTick v)\nend\n\ndefine Load Weird Timer\nset size to (250) %\nset [timerplace v] to [0]\nrepeat (5)\n change [timerplace v] by (1)\n change x by (10)\n Load Costume [22]\nend\nchange x by (7)\nset [timerplace v] to [0]\nLoad Costume [32]\nset [timerplace v] to [7]\nchange x by (7)\nLoad Costume [22]\nset [timerplace v] to [0]\nswitch costume to (governor v)\n\nLoad Big Timer\n\nset [?mouseup v] to [0]\n\nclear graphic effects\nswitch costume to (a platformer v)\n\nclear graphic effects\nswitch costume to (play now v)\n\nclear graphic effects\nswitch costume to (menu options v)\n\n\n delete this clone\nend\nif <(costume [number v]) = [60]> then\n delete this clone\nend\nif <(costume [number v]) = [61]> then\n delete this clone\nend\n\nswitch costume to (stars v)\n\n
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Tower ~platformer~
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@Stage\n\nwhen flag clicked\nforever\n play sound [Different Heaven - Nekozilla \[NCS Release\].mp3 v] until done\nend\n\n@player\n\ndefine 他設定\nif <[-168] > (y position)> then\n broadcast (Deth v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-205) y: (-100)\n set [y v] to [0]\n set [x v] to [0]\nend\nif <(y position) > [180]> then\n go to x: (-205) y: (-100)\n start sound [ding v]\n broadcast (Next v)\n wait (1) seconds\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching (とげ v)?> then\n broadcast (Deth v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-205) y: (-100)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-100]>>> then\n repeat until <not <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-100]>>>>\n switch costume to (コスチューム3 v)\n end\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [50]>>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\ngo to x: (-205) y: (-100)\nset [x v] to [0]\nset [y v] to [0]\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> 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 (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change x by ((0) - (X))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [100]>>> then\n set [y v] to [15]\n if <(X) > [0]> then\n set [x v] to [-12]\n else\n set [x v] to [12]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (道 v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [100]>>>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [100]>>> then\n set [y v] to [15]\n end\n end\n 他設定\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (道 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\nend\n\n@道\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide variable [☁ world score v]\nhide variable [timer v]\nset [timer v] to [0]\nforever\n if <(costume [number v]) = [10]> then\n show variable [☁ world score v]\n show variable [timer v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n if <(☁ World score) > (Timer)> then\n set [☁ world score v] to (Timer)\n end\n else\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\nset [☁ world score v] to [100]\n\n@とげ\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\n\n@影\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (player v)\ngo to [back v] layer\ngo [forward v] (2) layers\nshow\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\ngo to [front v] layer\nforever\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-100]>>> then\n repeat until <not <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < [-100]>>>>\n switch costume to (コスチューム2 v)\n end\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [deth v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\n\n@Next level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\ngo [forward v] (1) layers\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.3) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@スプライト1\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\n@スプライト2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@スプライト7\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (15)) seconds\n show\n start sound [ポップ v]\n go to x: (115) y: (400)\n point in direction (90)\n set size to (100) %\n repeat until <[135] > (y position)>\n change y by (((2) - (y position)) / (20))\n end\n wait (2.9) seconds\n repeat until <(y position) > [207]>\n change y by ((y position) / (20))\n end\n hide\nend\n\n
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日本語は下*必ず読んでください*\n[Operation method]\nOn the PC, go right with the right key, go left with the left key, and jump with the upper key.\nOn the tablet, tap right in the middle to go right, tap left in the middle to go left, top tap up to jump, and squat with a lowertap.\nIt's quite a masterpiece. If possible ❤️ and ⭐️ and Follow!\n\n[操作方法]\npcは右キーで右に進み、左キーで左に進み、上キーでジャンプします。\nタブレットは真ん中ら辺の右側タップで右に進み、真ん中らへんの左側タップで左に進み、上の方をタップでジャンプ、下の方をタップでしゃがみます。\n結構傑作ですできれば❤️と⭐️そしてFollowよろしくお願いします!
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【Test Version 2】Colon's Adventure | A Platformer
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@Stage\n\nwhen I receive [ステージ切り替え v]\nchange [ステージ v] by (1)\n\nwhen flag clicked\nset [maximum se volume v] to [100]\nset [maximum bgm volume v] to [40]\nset [3d sound available v] to [y]\nswitch backdrop to (背景1 v)\nset [ステージ v] to [1]\nclear graphic effects\nbroadcast (W1 effects v)\n\nwhen flag clicked\nset [ポーズ中? v] to [n]\nset [背景明るさ v] to [0]\nset [ポーズを許可する? v] to [n]\nforever\n set [brightness v] effect to (背景明るさ)\nend\n\nwhen flag clicked\nset [bgm v] to [1]\nforever\n if <not <(BGM) = [0]>> then\n play sound (BGM) until done\n end\nend\n\nwhen flag clicked\nforever\n set volume to (Maximum BGM Volume) %\nend\n\nwhen I receive [ポーズ v]\nif <(ポーズを許可する?) = [y]> then\n set [\(ポーズ処理用\)a v] to (join (動いてよろしい?) (背景動かす?))\n set [動いてよろしい? v] to [0]\n set [背景動かす? v] to [0]\n set [ポーズ中? v] to [y]\nend\n\nwhen I receive [ポーズ解除 v]\nif <(ポーズを許可する?) = [y]> then\n set [動いてよろしい? v] to (letter (1) of (\(ポーズ処理用\)A))\n set [背景動かす? v] to (letter (2) of (\(ポーズ処理用\)A))\n set [ポーズ中? v] to [n]\nend\n\nwhen [p v] key pressed\nif <(ポーズ中?) = [n]> then\n broadcast (ポーズ v)\nelse\n broadcast (ポーズ解除 v)\nend\n\n@サムネ\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム3 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム3 v)\nforever\n set [ghost v] effect to (100)\nend\n\n@プレイヤー\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n log [not 3d]\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nset [背景明るさ v] to [0]\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\npoint in direction (90)\ngo to x: (-150) y: (-50)\n地面に着地\nrepeat (5)\n glide (0.5) secs to x: (-160) y: (-67)\n glide (0.5) secs to x: (-140) y: (-67)\nend\nglide (0.5) secs to x: (-150) y: (-67)\n\nwhen I receive [スタート v]\nbroadcast (白がわっ! v)\nset [動いてよろしい? v] to [1]\nset [左右のみ? v] to [0]\ngo to [front v] layer\nshow\nset size to (100) %\nswitch costume to (コスチューム1 v)\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [now v] to [1]\nforever\n if <(動いてよろしい?) = [1]> then\n if <<<<<mouse down?> and <(x position) > (mouse x)>> and <(モバイル移動可?) = [1]>> or <key (left arrow v) pressed?>> and <(player 無敵) = [0]>> then\n set [プレイヤーの向き v] to [-90]\n change [xv v] by (-1)\n end\n if <<<<<mouse down?> and <(x position) < (mouse x)>> and <(モバイル移動可?) = [1]>> or <key (right arrow v) pressed?>> and <(player 無敵) = [0]>> then\n set [プレイヤーの向き v] to [90]\n change [xv v] by (1)\n end\n if <<<<<mouse down?> and <(mouse y) < (y position)>> and <(モバイル移動可?) = [1]>> or <key (down arrow v) pressed?>> and <(player 無敵) = [0]>> then\n set [xv v] to ((Xv) * (1.02))\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <(左右のみ?) = [0]> then\n turn right ((Xv) * (2)) degrees\n end\n 地形判定\n if <(\(player\)地形に触れている?) = [true]> then\n change y by (1)\n 地形判定\n if <(\(player\)地形に触れている?) = [true]> then\n change y by (1)\n 地形判定\n if <(\(player\)地形に触れている?) = [true]> then\n change y by (1)\n 地形判定\n if <(\(player\)地形に触れている?) = [true]> then\n change y by (1)\n 地形判定\n if <(\(player\)地形に触れている?) = [true]> then\n change y by (1)\n 地形判定\n if <(\(player\)地形に触れている?) = [true]> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<<<mouse down?> and <(y position) < (mouse y)>> and <(モバイル移動可?) = [1]>> or <key (up arrow v) pressed?>> and <(player 無敵) = [0]>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n SE Name: [ぷよん] 3D Sound: [y] Vol: [100]\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 (-1)\n 地形判定\n if <(\(player\)地形に触れている?) = [true]> then\n if <<<<<mouse down?> and <(y position) < (mouse y)>> and <(モバイル移動可?) = [1]>> or <key (up arrow v) pressed?>> and <(player 無敵) = [0]>> then\n SE Name: [ぷよん] 3D Sound: [y] Vol: [100]\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n 地形判定\n if <(\(player\)地形に触れている?) = [true]> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n set [動いてよろしい? v] to [0]\n broadcast (next level v)\n change [now v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <(y position) < [-170]> then\n set [yv v] to [0]\n broadcast (死 v)\n SE Name: [しょげる] 3D Sound: [y] Vol: [100]\n switch costume to (コスチューム12 v)\n set rotation style [all around v]\n set [y v] to [20]\n change y by (20)\n repeat until <(y position) < [-178]>\n turn right (15) degrees\n create clone of (残像 v)\n change y by (y)\n change [y v] by (-2)\n end\n set rotation style [left-right v]\n change [player hp v] by (-7)\n clear graphic effects\n point in direction (90)\n go to x: (-201) y: (-50)\n end\n if <<touching (ステージ//障害物2 v)?> and <(player 無敵) = [0]>> then\n set [背景明るさ v] to [100]\n SE Name: [ダメージ] 3D Sound: [y] Vol: [100]\n set [player 無敵 v] to [10]\n if <(Xv) < [0]> then\n set [xv v] to [20]\n else\n set [xv v] to [-20]\n end\n wait (0.05) seconds\n change [player hp v] by (-5)\n SE Name: [ダメージの声] 3D Sound: [y] Vol: [100]\n set [背景明るさ v] to [0]\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (スーパーボール発射準備 v)\n end\n if <not <(player 無敵) = [0]>> then\n set [ghost v] effect to (50)\n change [player 無敵 v] by (-1)\n else\n set [ghost v] effect to (0)\n end\n if <(左右のみ?) = [1]> then\n set rotation style [left-right v]\n if <(プレイヤーの向き) = [90]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n else\n set rotation style [all around v]\n end\n end\nend\n\nwhen I receive [ステージ切り替え v]\npoint in direction (90)\ngo to x: (-201) y: (-50)\n\ndefine 地面に着地\nshow\nrepeat until <touching (ステージ//地形 v)?>\n change y by (-0.01)\nend\n\nwhen I receive [コロコロくんを捕まえる v]\nswitch costume to (コスチューム3 v)\nwait (4) seconds\nSE Name: [ピューンと逃げる] 3D Sound: [y] Vol: [100]\nswitch costume to (コスチューム1 v)\nrepeat until <touching (_edge_ v)?>\n turn right (15) degrees\n change x by (10)\nend\nhide\n\ndefine 地形判定\nset [\(player\)地形に触れている? v] to <<touching (ステージ//地形 v)?> or <touching (ステージ//障害物1 v)?>>\nif <touching (ui//system_bar v)?> then\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [アニメーション用にセット v]\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nset [プレイヤーの向き v] to [90]\nglide (0.5) secs to x: (-150) y: (-50)\n地面に着地\n\nwhen I receive [w1終了後アニメーション v]\nswitch costume to (コスチューム3 v)\nwait (3) seconds\nswitch costume to (コスチューム4 v)\n\nwhen I receive [アクション用リセット v]\nset [左右のみ? v] to [0]\ngo to [front v] layer\nshow\nset size to (100) %\nswitch costume to (コスチューム1 v)\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nset [now v] to [1]\n\nwhen I receive [w2終了後アニメーション v]\nswitch costume to (コスチューム4 v)\nwait until <([costume # v] of [スプライト2 v]) = [15]>\nSE Name: [ピューンと逃げる] 3D Sound: [y] Vol: [100]\nrepeat until <touching (_edge_ v)?>\n turn right (15) degrees\n change x by (10)\nend\nbroadcast (ハンマー非表示 v)\nhide\n\n@⚡ターボ対策\n\nwhen flag clicked\nforever\n set [⚡秒数記憶 v] to (days since 2000)\n repeat (2)\n change [color v] effect by (0)\n end\n if <((days since 2000) - (⚡秒数記憶)) < [0.00000005]> then\n set [ターボ判定 v] to [1]\n else\n set [ターボ判定 v] to [0]\n end\nend\n\nwhen flag clicked\nset [ターボ判定 v] to [0]\nshow\nforever\n if <(ターボ判定) = [1]> then\n stop [all v]\n end\nend\n\n@next\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nhide\n\nwhen I receive [幕 v]\nSE Name: [1] 3D Sound: [n] Vol: [100]\ngo to [front v] layer\nshow\ngo to x: (465) y: (0)\ngo to [front v] layer\nglide (0.3) secs to x: (0) y: (0)\ngo to [front v] layer\nbroadcast (ステージ切り替え v)\nwait until <(ポーズ中?) = [n]>\nwait (0.3) seconds\ngo to [front v] layer\nglide (0.3) secs to x: (-465) y: (0)\nwait until <(ポーズ中?) = [n]>\nset [動いてよろしい? v] to [1]\nhide\n\nwhen I receive [ステージ切り替え v]\nbroadcast (スーパーボールを削除 v)\n\n@Font\n\n@スプライト1\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [白がわっ! v]\nSE Name: [1] 3D Sound: [n] Vol: [100]\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\n@コロコロくん\n\ndefine 地面に着地\nrepeat until <touching (ステージ//地形 v)?>\n change y by (-0.01)\nend\n\nwhen flag clicked\nswitch costume to (コロコロ君 お花2 v)\nset rotation style [left-right v]\nset size to (28) %\nshow\npoint in direction (-90)\ngo to x: (150) y: (-67)\nrepeat (5)\n glide (0.5) secs to x: (160) y: (-67)\n glide (0.5) secs to x: (140) y: (-67)\nend\nglide (0.5) secs to x: (150) y: (-67)\n\nwhen I receive [コロコロくんを捕まえる v]\nswitch costume to (えっ・・・ v)\nrepeat until <(bird?) = [0]>\n go to x: ([x position v] of [toucan v]) y: (([y position v] of [toucan v]) - (30))\nend\nhide\n\n@スプライト2\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nwait (3) seconds\nswitch costume to (2 v)\nwait (3) seconds\nhide\nbroadcast (bird! v) and wait\nswitch costume to (3 v)\nshow\nwait (3) seconds\nswitch costume to (4 v)\nwait (3) seconds\nset [ghost v] effect to (100)\nswitch costume to (5 v)\nSE Name: [1] 3D Sound: [n] Vol: [100]\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (スタートボタン v)\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [w1終了後アニメーション v]\nclear graphic effects\nswitch costume to (7 v)\nshow\nwait (3) seconds\nnext costume\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [w2終了後アニメーション v]\nclear graphic effects\nswitch costume to (9 v)\nshow\nrepeat (6)\n wait (3.5) seconds\n next costume\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (test2終了 v)\nhide\n\n@Toucan\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nset size to (50) %\nset [bird? v] to [0]\nhide\nforever\n change [pan left/right v] effect by (x position)\nend\n\nwhen I receive [bird! v]\ngo to x: (-247) y: (100)\nshow\nSE Name: [3] 3D Sound: [y] Vol: [100]\nglide (1) secs to (コロコロくん v)\nbroadcast (コロコロくんを捕まえる v)\nSE Name: [1] 3D Sound: [y] Vol: [100]\nwait (0.1) seconds\nSE Name: [2] 3D Sound: [y] Vol: [100]\nglide (1) secs to x: (247) y: (100)\nset [bird? v] to [0]\nhide\n\nwhen I receive [bird! v]\nset [bird? v] to [1]\nrepeat until <(bird?) = [0]>\n wait (0.1) seconds\n next costume\nend\n\n@スーパーボール\n\ndefine 地面に着地\nshow\nrepeat until <<touching (ステージ//地形 v)?> or <(y position) < [-240]>>\n change y by (-1)\nend\n\nwhen flag clicked\nset [スーパーボールの数 v] to [0]\nhide\n\nwhen I start as a clone\nset [スーパーボールの数 v] to [1]\npoint in direction ([direction v] of [ui//arrow1 v])\ngo to (プレイヤー v)\nshow\nスーパーボール移動のための計算\nrepeat (60)\n wait until <(動いてよろしい?) = [1]>\n スーパーボールの移動\n if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n if <[160] < (y position)> then\n set [syv v] to ((Syv) * (-1))\n change y by (Syv)\n change y by (-10)\n else\n if <not <(y position) < [-160]>> then\n 壁に触れたかを判定\n if <(S壁に触れた?) = [1]> then\n set [sxv v] to ((Sxv) * (-1))\n change x by (Sxv)\n SE Name: [bounce] 3D Sound: [y] Vol: [100]\n if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n set [syv v] to ((Syv) * (-0.5))\n change y by (Syv)\n end\n else\n set [syv v] to ((Syv) * (-0.5))\n change y by (Syv)\n if <[3] < ([abs v] of (Syv) )> then\n SE Name: [bounce] 3D Sound: [y] Vol: [100]\n end\n end\n end\n end\n end\nend\nset [スーパーボールの数 v] to [0]\ndelete this clone\n\ndefine スーパーボールの移動\nchange x by (Sxv)\nchange y by (Syv)\nchange [syv v] by (-1)\nif <(Syv) > [0]> then\n point in direction ([asin v] of ((Sxv) / (Syv)) )\nelse\n point in direction (([asin v] of ((Sxv) / (Syv)) ) - (180))\nend\n\ndefine スーパーボール移動のための計算\nset [sxv v] to (([sin v] of (direction) ) * (スーパーボールの発射速度))\nset [syv v] to (([cos v] of (direction) ) * (スーパーボールの発射速度))\n\ndefine 壁に触れたかを判定\nset [sox v] to (x position)\nset [soy v] to (y position)\nchange y by ((Syv) * (-1))\nif <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n set [s壁に触れた? v] to [1]\n change y by (1)\nelse\n if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n set [s壁に触れた? v] to [1]\n change y by (1)\n else\n if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n set [s壁に触れた? v] to [1]\n change y by (1)\n else\n if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n set [s壁に触れた? v] to [1]\n change y by (1)\n else\n if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n set [s壁に触れた? v] to [1]\n else\n change y by (1)\n if <<touching (_edge_ v)?> or <touching (ステージ//地形 v)?>> then\n set [s壁に触れた? v] to [1]\n change y by (1)\n else\n set [s壁に触れた? v] to [0]\n end\n end\n end\n end\n end\nend\ngo to x: (Sox) y: (Soy)\n\nwhen I start as a clone\nwait until <not <(スーパーボールの数) = [0]>>\nwait until <<(y position) < [-160]> or <(スーパーボールの数) = [0]>>\nset [スーパーボールの数 v] to [0]\ndelete this clone\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen I receive [スーパーボールを削除 v]\nset [スーパーボールの数 v] to [0]\n\nwhen I start as a clone\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen I receive [アニメーション用にセット v]\nerase all\npen up\nbroadcast (スーパーボールを削除 v)\n\n@アイテム\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\ndefine (system) set power and knock back (\(system\) power) (\(system\) knock back x) (\(system\) knock back y) (type)\nif <(type) = [0]> then\n set [\(player\)knock back x v] to (\(system\) knock back x)\n set [\(player\)knock back y v] to (\(system\) knock back y)\n set [\(player\)power v] to (\(system\) power)\nelse\n if <(direction) > [0]> then\n set [\(player\)knock back x v] to (\(system\) knock back x)\n set [\(player\)knock back y v] to (\(system\) knock back y)\n set [\(player\)power v] to (\(system\) power)\n else\n set [\(player\)knock back x v] to ((\(system\) knock back x) * (-1))\n set [\(player\)knock back y v] to (\(system\) knock back y)\n set [\(player\)power v] to (\(system\) power)\n end\nend\n\ndefine attack (w) (data1) (data2) (data3) (deta4) (deta5) power: (power) knock back: (knock back x) (knock back y) Investigation stop time: (ist)\nset [\(player\)investigation stop time v] to (ist)\nif <(w) = [1]> then\n SE Name: [1a] 3D Sound: [y] Vol: [100]\n switch costume to (1b v)\n wait until <(動いてよろしい?) = [1]>\n wait (data1) seconds\n (system) set power and knock back (power) (knock back x) (knock back y) [1]\n SE Name: [1b] 3D Sound: [y] Vol: [100]\n switch costume to (1c v)\n broadcast (player attack 1 v)\n wait until <(動いてよろしい?) = [1]>\n wait (data2) seconds\n switch costume to (1a v)\nend\n\nwhen flag clicked\nset [取得武器 v] to [0]\nset [現在の武器 v] to [0]\nhide\n\nwhen I receive [ハンマードロップ v]\nset [ghost v] effect to (100)\nswitch costume to (1a v)\ngo to x: (0) y: (150)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (-20)\nend\nwait until <touching (プレイヤー v)?>\nset [取得武器 v] to [1]\nset [現在の武器 v] to [1]\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n go to (プレイヤー v)\n point in direction (プレイヤーの向き)\n if <(動いてよろしい?) = [1]> then\n go to [front v] layer\n end\nend\n\nwhen [space v] key pressed\nclear sound effects\nif <<<(取得武器) > [0]> and <(現在の武器) = [1]>> and <(動いてよろしい?) = [1]>> then\n set [左右のみ? v] to [1]\n switch costume to (1b v)\n wait (0.1) seconds\n if <key (space v) pressed?> then\n attack [1] [0.4] [0.3] [] [] [] power: [8] knock back: [15] [3] Investigation stop time: [30]\n else\n attack [1] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [10]\n wait (0.1) seconds\n attack [1] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [10]\n wait (0.1) seconds\n attack [1] [0.05] [0.04] [] [] [] power: [2] knock back: [3] [10] Investigation stop time: [20]\n wait (0.1) seconds\n attack [1] [0.6] [0.5] [] [] [] power: [16] knock back: [30] [5] Investigation stop time: [40]\n end\n set [左右のみ? v] to [0]\nend\n\nwhen I receive [\(モバイル\)攻撃するお🌟 v]\nclear sound effects\nif <<<(取得武器) > [0]> and <(現在の武器) = [1]>> and <(動いてよろしい?) = [1]>> then\n set [左右のみ? v] to [1]\n switch costume to (1b v)\n wait (0.1) seconds\n if <(\(モバイル\)攻撃ボタン押されている?) = [1]> then\n attack [1] [0.4] [0.3] [] [] [] power: [8] knock back: [15] [3] Investigation stop time: [30]\n else\n attack [1] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [10]\n wait (0.1) seconds\n attack [1] [0.05] [0.05] [] [] [] power: [2] knock back: [3] [5] Investigation stop time: [10]\n wait (0.1) seconds\n attack [1] [0.05] [0.04] [] [] [] power: [2] knock back: [3] [10] Investigation stop time: [30]\n wait (0.1) seconds\n attack [1] [0.6] [0.5] [] [] [] power: [16] knock back: [30] [5] Investigation stop time: [40]\n end\n set [左右のみ? v] to [0]\nend\n\nwhen I receive [ハンマー非表示 v]\ndelete this clone\n\n@player エフェクト\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen I receive [player attack 1 v]\nset rotation style [left-right v]\ngo to (プレイヤー v)\npoint in direction (プレイヤーの向き)\nswitch costume to (w1 effect v)\nset size to (60) %\nclear graphic effects\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\ndefine knock back\nif <[5] > (\(player\)power)> then\n SE Name: [1] 3D Sound: [y] Vol: [100]\nelse\n if <[10] > (\(player\)power)> then\n SE Name: [2] 3D Sound: [y] Vol: [100]\n else\n SE Name: [3] 3D Sound: [y] Vol: [100]\n end\nend\n\nwhen flag clicked\nhide\n\n@進行管理\n\nwhen flag clicked\nhide\n\nwhen I receive [ハンマードロップ v]\nbroadcast (Option ボタン表示 v)\nwait until <(取得武器) = [1]>\nset [動いてよろしい? v] to [0]\nwait (0.05) seconds\nbroadcast (アニメーション用にセット v) and wait\nbroadcast (player HPゲージ非表示 v)\nbroadcast (w1終了後アニメーション v) and wait\nbroadcast (白がわっ! v)\nbroadcast (ステージ切り替え v)\nswitch backdrop to (背景2 v)\nbroadcast (アクション用リセット v) and wait\nbroadcast (W2 effects v)\nbroadcast (player HPゲージ表示 v)\nset [動いてよろしい? v] to [1]\nset [bgm v] to [3]\nset [ワールド v] to [2]\n\nwhen [d v] key pressed\nif <(username) = [maluyuu]> then\n ask [どの作業を行いたいですか?(番号で入力)] and wait\n if <(answer) = [1]> then\n ask [どのワールドへ行きますか?] and wait\n if <(answer) = [2]> then\n broadcast (白がわっ! v)\n set [ステージ v] to [8]\n broadcast (\(開発用\)ステージを指定のものに切り替え v)\n switch backdrop to (背景2 v)\n broadcast (W2 effects v)\n set [bgm v] to [3]\n set [ワールド v] to (answer)\n set [取得武器 v] to [1]\n set [現在の武器 v] to [1]\n create clone of (アイテム v)\n broadcast (アクション用リセット v) and wait\n set [動いてよろしい? v] to [1]\n end\n end\nend\n\nwhen I receive [test2終了 v]\nshow\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [option ボタン表示 v]\nwait until <not <mouse down?>>\nset [option? v] to [-1]\nset [ghost v] effect to (50)\ngo to x: (200) y: (140)\nshow\nrepeat until <not <(Option?) = [-1]>>\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n hide\n broadcast (Option v)\n stop [this script v]\n else\n set [ghost v] effect to (20)\n end\n else\n set [ghost v] effect to (50)\n wait until <not <mouse down?>>\n end\nend\nhide\n\nwhen I receive [アニメーション用にセット v]\nset [option? v] to [0]\nhide\n\nwhen I receive [スタートボタン v]\nbroadcast (Option ボタン表示 v)\n\n@Option UI//Option 1\n\nwhen flag clicked\nhide\n\nwhen I receive [option v]\nset [動いてよろしい? v] to [0]\ngo to x: (0) y: (0)\nshow\nset drag mode [not draggable v]\ngo to [front v] layer\n\nwhen I receive [option x v]\nhide\nset [動いてよろしい? v] to [1]\nbroadcast (Option ボタン表示 v)\n\n@Option UI//Option x\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [option v]\nswitch costume to (コスチューム1 v)\nset [option? v] to [1]\nshow\nrepeat until <(Option?) = [0]>\n go to [front v] layer\n go [backward v] (1) layers\n go to (option ui//option 1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム3 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen this sprite clicked\nset [option? v] to [0]\nbroadcast (Option x v)\nhide\n\nwhen I receive [option x v]\nhide\n\n@Option UI//Option MV A\n\ndefine 数字生成\nset [na v] to [0]\ngo to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (45))\nif <(Maximum BGM Volume) > [99]> then\n switch costume to (letter (1) of (Maximum BGM Volume))\n create clone of (_myself_ v)\n change x by (15)\n switch costume to (letter (2) of (Maximum BGM Volume))\n create clone of (_myself_ v)\n change x by (15)\n switch costume to (letter (3) of (Maximum BGM Volume))\n create clone of (_myself_ v)\nelse\n if <(Maximum BGM Volume) > [9]> then\n switch costume to (letter (1) of (Maximum BGM Volume))\n create clone of (_myself_ v)\n change x by (15)\n switch costume to (letter (2) of (Maximum BGM Volume))\n create clone of (_myself_ v)\n else\n switch costume to (Maximum BGM Volume)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nchange [na v] by (1)\nwait until <(Na) = [d]>\nhide\ndelete this clone\n\nwhen I receive [option v]\nrepeat until <(Option?) = [0]>\n set [n1 v] to (join ([x position v] of [option ui//option 1 v]) (join ([y position v] of [option ui//option 1 v]) (Maximum BGM Volume)))\n 数字生成\n wait until <not <(join ([x position v] of [option ui//option 1 v]) (join ([y position v] of [option ui//option 1 v]) (Maximum BGM Volume))) = (N1)>>\n set [na v] to [d]\nend\n\nwhen I receive [option v]\nwait until <(Option?) = [0]>\nset [na v] to [d]\n\n@Option UI//Option MV B\n\nwhen I receive [option v]\ngo to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (45))\nrepeat (10)\n go to [front v] layer\n show\nend\nrepeat until <(Option?) = [0]>\n set [n1 v] to (join ([x position v] of [option ui//option 1 v]) ([y position v] of [option ui//option 1 v]))\n wait until <not <(join ([x position v] of [option ui//option 1 v]) ([y position v] of [option ui//option 1 v])) = (N1)>>\n go to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (45))\n go to [front v] layer\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [option x v]\nhide\n\nwhen I receive [option v]\nrepeat until <(Option?) = [0]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(x position) > (mouse x)> then\n if <not <(Maximum BGM Volume) = [0]>> then\n change [maximum bgm volume v] by (-1)\n end\n else\n if <not <(Maximum BGM Volume) = [100]>> then\n change [maximum bgm volume v] by (1)\n end\n end\n wait (0.05) seconds\n end\nend\n\n@Option UI//Option SV A\n\ndefine 数字生成\nset [nb v] to [0]\ngo to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (10))\nif <(Maximum SE Volume) > [99]> then\n switch costume to (letter (1) of (Maximum SE Volume))\n create clone of (_myself_ v)\n change x by (15)\n switch costume to (letter (2) of (Maximum SE Volume))\n create clone of (_myself_ v)\n change x by (15)\n switch costume to (letter (3) of (Maximum SE Volume))\n create clone of (_myself_ v)\nelse\n if <(Maximum SE Volume) > [9]> then\n switch costume to (letter (1) of (Maximum SE Volume))\n create clone of (_myself_ v)\n change x by (15)\n switch costume to (letter (2) of (Maximum SE Volume))\n create clone of (_myself_ v)\n else\n switch costume to (Maximum SE Volume)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nchange [nb v] by (1)\nwait until <(Nb) = [d]>\nhide\ndelete this clone\n\nwhen I receive [option v]\nrepeat until <(Option?) = [0]>\n set [n2 v] to (join ([x position v] of [option ui//option 1 v]) (join ([y position v] of [option ui//option 1 v]) (Maximum SE Volume)))\n 数字生成\n wait until <not <(join ([x position v] of [option ui//option 1 v]) (join ([y position v] of [option ui//option 1 v]) (Maximum SE Volume))) = (N2)>>\n set [nb v] to [d]\nend\n\nwhen I receive [option v]\nwait until <(Option?) = [0]>\nset [nb v] to [d]\n\n@Option UI//Option SV B\n\nwhen I receive [option v]\ngo to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (10))\nrepeat (10)\n go to [front v] layer\n show\nend\nrepeat until <(Option?) = [0]>\n set [n3 v] to (join ([x position v] of [option ui//option 1 v]) ([y position v] of [option ui//option 1 v]))\n wait until <not <(join ([x position v] of [option ui//option 1 v]) ([y position v] of [option ui//option 1 v])) = (N3)>>\n go to x: (([x position v] of [option ui//option 1 v]) + (-20)) y: (([y position v] of [option ui//option 1 v]) + (10))\n go to [front v] layer\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [option x v]\nhide\n\nwhen I receive [option v]\nrepeat until <(Option?) = [0]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(x position) > (mouse x)> then\n if <not <(Maximum SE Volume) = [0]>> then\n change [maximum se volume v] by (-1)\n end\n else\n if <not <(Maximum SE Volume) = [100]>> then\n change [maximum se volume v] by (1)\n end\n end\n wait (0.05) seconds\n end\nend\n\n@Option UI//Option 3D\n\nwhen this sprite clicked\nif <(3D Sound Available) = [y]> then\n set [3d sound available v] to [n]\nelse\n set [3d sound available v] to [y]\nend\n\nwhen I receive [option v]\nswitch costume to (y v)\nset [option? v] to [1]\nshow\nrepeat until <(Option?) = [0]>\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (3D Sound Available)\n go to (option ui//option 1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [option x v]\nhide\n\n@Option UI//Option FUD\n\nwhen this sprite clicked\nset [option? v] to [0]\nbroadcast (Option x v) and wait\nset [動いてよろしい? v] to [0]\nwait until <(Option?) = [-1]>\nset [option? v] to [2]\nbroadcast (FUD v)\n\nwhen I receive [option v]\nswitch costume to (y v)\nset [option? v] to [1]\nshow\nrepeat until <(Option?) = [0]>\n go to [front v] layer\n go [backward v] (1) layers\n go to (option ui//option 1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [option x v]\nhide\n\n@Option UI//FUD 1\n\nwhen flag clicked\nhide\n\nwhen I receive [fud v]\ngo to [front v] layer\nshow\n\nwhen I receive [fud 終了 v]\nhide\n\n@Option UI//FUD 2\n\nwhen flag clicked\nset [モバイル移動可? v] to [0]\nset [モバイル使用? v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [fud v]\nwait (0.01) seconds\ngo to [front v] layer\nswitch costume to (モバイル使用?)\nshow\n\nwhen this sprite clicked\nif <(モバイル使用?) = [0]> then\n set [モバイル移動可? v] to [1]\n set [モバイル使用? v] to [1]\nelse\n set [モバイル移動可? v] to [0]\n set [モバイル使用? v] to [0]\nend\nswitch costume to (モバイル使用?)\n\nwhen I receive [fud 終了 v]\nhide\n\n@Option UI//FUD x\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [fud v]\nwait (0.01) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nset [option? v] to [-1]\nbroadcast (FUD 終了 v)\nbroadcast (Option ボタン表示 v)\nbroadcast (Option x v)\n\nwhen I receive [fud 終了 v]\nhide\n\n@Option UI//FUD 3\n\nwhen flag clicked\nset [ポーズを許可する? v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [fud v]\nwait (0.01) seconds\ngo to [front v] layer\nswitch costume to (ポーズを許可する?)\nshow\n\nwhen this sprite clicked\nif <(ポーズを許可する?) = [n]> then\n set [ポーズを許可する? v] to [y]\nelse\n set [ポーズを許可する? v] to [n]\nend\nswitch costume to (ポーズを許可する?)\n\nwhen I receive [fud 終了 v]\nhide\n\n@UI//スプライト3\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (-100)\nhide\n\nwhen I receive [スタートボタン v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nif <(Option?) = [-1]> then\n set [option? v] to [0]\n SE Name: [1] 3D Sound: [n] Vol: [100]\n repeat (10)\n change size by (5)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n broadcast (スタート v)\n broadcast (player HPゲージ表示 v)\nend\n\n@UI//Arrow1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\nforever\n point towards (mouse-pointer v)\n go to (プレイヤー v)\n go to [front v] layer\n if <[200] < (distance to [mouse-pointer v])> then\n set size to (300) %\n else\n set size to ((distance to [mouse-pointer v]) + (100)) %\n end\nend\n\nwhen I receive [スーパーボール発射準備 v]\nif <<(スーパーボールの数) = [0]> and <(player 無敵) = [0]>> then\n set [モバイル移動可? v] to [0]\n show\n wait until <<not <mouse down?>> or <(player 無敵) > [0]>>\n set [スーパーボールの発射速度 v] to ((distance to [mouse-pointer v]) / (10))\n if <[20] < (スーパーボールの発射速度)> then\n set [スーパーボールの発射速度 v] to [20]\n end\n hide\n if <not <(player 無敵) > [0]>> then\n create clone of (スーパーボール v)\n end\n if <(モバイル使用?) = [1]> then\n set [モバイル移動可? v] to [1]\n end\nend\n\n@UI//colon hpゲージ\n\nwhen flag clicked\ngo to x: (-130) y: (140)\nhide\n\nwhen I receive [player hpゲージ表示 v]\nshow\nrepeat (10)\n go to [back v] layer\nend\n\nwhen I receive [player hpゲージ非表示 v]\nhide\n\nwhen I receive [おい、hp!非表示にならないとどうなっても知らないぞ! v]\nhide\n\n@UI//Boss hpゲージ\n\nwhen flag clicked\ngo to x: (-130) y: (60)\nhide\n\nwhen I receive [boss hp表示 v]\nswitch costume to (ワールド)\nshow\nrepeat (10)\n go to [back v] layer\nend\n\nwhen I receive [ハンマードロップ v]\nhide\n\nwhen I receive [おい、hp!非表示にならないとどうなっても知らないぞ! v]\nhide\n\n@UI//system_bar\n\ndefine barを出す(初期位置x (x) ,y (y) )(大きさ (大きさ) )(色1 (色1) 、色2 (色2) )(使用範囲コス#1 (コス#1) ~#2 (コス#2) )(最大値 (最大値) 、最小値 (最小値) 、現在値 (現在値) )\ninsert [use now] at ((length of [system_bar_状態 v]) + (1)) of [system_bar_状態 v] \ninsert (x) at (length of [system_bar_状態 v]) of [system_bar_x v] \ninsert (y) at (length of [system_bar_状態 v]) of [system_bar_y v] \ninsert (大きさ) at (length of [system_bar_状態 v]) of [system_bar_大きさ v] \ninsert (色1) at (length of [system_bar_状態 v]) of [system_bar_色1 v] \ninsert (色2) at (length of [system_bar_状態 v]) of [system_bar_色2 v] \ninsert (コス#1) at (length of [system_bar_状態 v]) of [system_bar_コス#1 v] \ninsert (コス#2) at (length of [system_bar_状態 v]) of [system_bar_コス#2 v] \ninsert (最大値) at (length of [system_bar_状態 v]) of [system_bar_最大値 v] \ninsert (最小値) at (length of [system_bar_状態 v]) of [system_bar_最小値 v] \ninsert (現在値) at (length of [system_bar_状態 v]) of [system_bar_値 v] \ninsert (現在値) at (length of [system_bar_状態 v]) of [system_bar_仮値 v] \ninsert (現在値) at (length of [system_bar_状態 v]) of [system_bar_現在値 v] \ncreate clone of (ui//system_bar v)\n\ndefine bar (数値1) の値を (数値2) にする\nsystem:bar値 (数値1) (item (数値1) of [system_bar_現在値 v])\nsystem:bar仮値 (数値1) (item (数値1) of [system_bar_現在値 v])\nif <(item (数値1) of [system_bar_現在値 v]) > (数値2)> then\n if <(item (数値1) of [system_bar_最小値 v]) > (数値2)> then\n bar (数値1) の値を (item (数値1) of [system_bar_最小値 v]) にする\n else\n bar (数値1) の仮値を (数値2) にする(再描画無し)\n set [system_bar_速度雑用 v] to ((4) * ([ceiling v] of ((item (数値1) of [system_bar_最大値 v]) / (100)) ))\n repeat until <(item (数値1) of [system_bar_仮値 v]) = (item (数値1) of [system_bar_値 v])>\n if <((item (数値1) of [system_bar_仮値 v]) + ((-1) * (system_bar_速度雑用))) < (item (数値1) of [system_bar_値 v])> then\n change [system_bar_速度雑用 v] by (-1)\n else\n system:bar仮値 (数値1) ((item (数値1) of [system_bar_仮値 v]) + ((-1) * (system_bar_速度雑用)))\n replace item (数値1) of [system_bar_現在値 v] with (item (数値1) of [system_bar_仮値 v])\n end\n end\n end\nelse\n if <(item (数値1) of [system_bar_現在値 v]) < (数値2)> then\n if <(item (数値1) of [system_bar_最大値 v]) < (数値2)> then\n bar (数値1) の値を (item (数値1) of [system_bar_最大値 v]) にする\n else\n bar (数値1) の仮値を (数値2) にする(再描画無し)\n set [system_bar_速度雑用 v] to ((4) * ([ceiling v] of ((item (数値1) of [system_bar_最大値 v]) / (100)) ))\n repeat until <(item (数値1) of [system_bar_値 v]) = (item (数値1) of [system_bar_仮値 v])>\n if <((item (数値1) of [system_bar_値 v]) + (system_bar_速度雑用)) > (item (数値1) of [system_bar_仮値 v])> then\n change [system_bar_速度雑用 v] by (-1)\n else\n system:bar値 (数値1) ((item (数値1) of [system_bar_値 v]) + (system_bar_速度雑用))\n replace item (数値1) of [system_bar_現在値 v] with (item (数値1) of [system_bar_値 v])\n end\n end\n end\n end\nend\n\ndefine bar (数値1) の仮値を (数値2) にする\nsystem:bar値 (数値1) (item (数値1) of [system_bar_現在値 v])\nsystem:bar仮値 (数値1) (item (数値1) of [system_bar_現在値 v])\nif <(数値2) > (item (数値1) of [system_bar_現在値 v])> then\n if <(数値2) > (item (数値1) of [system_bar_最大値 v])> then\n bar (数値1) の仮値を (item (数値1) of [system_bar_最大値 v]) にする\n else\n system:bar値 (数値1) (item (数値1) of [system_bar_現在値 v])\n set [system_bar_速度雑用 v] to ((4) * ([ceiling v] of ((item (数値1) of [system_bar_最大値 v]) / (100)) ))\n repeat until <(item (数値1) of [system_bar_仮値 v]) = (数値2)>\n if <((item (数値1) of [system_bar_仮値 v]) + (system_bar_速度雑用)) > (数値2)> then\n change [system_bar_速度雑用 v] by (-1)\n else\n system:bar仮値 (数値1) ((item (数値1) of [system_bar_仮値 v]) + (system_bar_速度雑用))\n end\n end\n end\nelse\n if <(数値2) < (item (数値1) of [system_bar_現在値 v])> then\n if <(数値2) < (item (数値1) of [system_bar_最小値 v])> then\n bar (数値1) の仮値を (item (数値1) of [system_bar_最小値 v]) にする\n else\n system:bar仮値 (数値1) (item (数値1) of [system_bar_現在値 v])\n set [system_bar_速度雑用 v] to ((4) * ([ceiling v] of ((item (数値1) of [system_bar_最大値 v]) / (100)) ))\n repeat until <(item (数値1) of [system_bar_値 v]) = (数値2)>\n if <((item (数値1) of [system_bar_値 v]) + ((-1) * (system_bar_速度雑用))) < (数値2)> then\n change [system_bar_速度雑用 v] by (-1)\n else\n system:bar値 (数値1) ((item (数値1) of [system_bar_値 v]) + ((-1) * (system_bar_速度雑用)))\n end\n end\n end\n end\nend\n\ndefine bar (数値1) の値を (数値2) にする(再描画無し)\nbar (数値1) の値を (数値2) にする\n\ndefine bar (数値1) の仮値を (数値2) にする(再描画無し)\nbar (数値1) の仮値を (数値2) にする\n\ndefine system:bar\ngo to [back v] layer\ngo [backward v] (2) layers\nrepeat until <(item (system_bar_local clon num) of [system_bar_状態 v]) = []>\n if <(system_bar_clon name2) = [bar-1]> then\n set [color v] effect to (item (system_bar_local clon num) of [system_bar_色1 v])\n go to [back v] layer\n go [backward v] (1) layers\n switch costume to (join [bar-g-] (round (([abs v] of ((item (system_bar_local clon num) of [system_bar_コス#2 v]) - (item (system_bar_local clon num) of [system_bar_コス#1 v])) ) / ((item (system_bar_local clon num) of [system_bar_最大値 v]) / (item (system_bar_local clon num) of [system_bar_値 v])))))\n end\n if <(system_bar_clon name2) = [bar-2]> then\n set [color v] effect to (item (system_bar_local clon num) of [system_bar_色2 v])\n switch costume to (join [bar-g-] (round (([abs v] of ((item (system_bar_local clon num) of [system_bar_コス#2 v]) - (item (system_bar_local clon num) of [system_bar_コス#1 v])) ) / ((item (system_bar_local clon num) of [system_bar_最大値 v]) / (item (system_bar_local clon num) of [system_bar_仮値 v])))))\n end\n if <(item (system_bar_local clon num) of [system_bar_状態 v]) = [hide now]> then\n hide\n end\n if <(item (system_bar_local clon num) of [system_bar_状態 v]) = [use now]> then\n set size to (item (system_bar_local clon num) of [system_bar_大きさ v]) %\n go to x: (item (system_bar_local clon num) of [system_bar_x v]) y: (item (system_bar_local clon num) of [system_bar_y v])\n show\n end\nend\nsystem:bar_を整理する\ndelete this clone\n\ndefine bar (数値) を隠す\nreplace item (数値) of [system_bar_状態 v] with [hide now]\n\ndefine bar制御: (数値1) から (数値2) のbarを削除する\nset [system_bar_削除カウント v] to ((数値1) + (-1))\nrepeat (((数値2) - (数値1)) + (1))\n change [system_bar_削除カウント v] by (1)\n replace item (system_bar_削除カウント) of [system_bar_状態 v] with []\nend\n\ndefine system:bar_を整理する\nset [system_bar_整理カウント v] to (length of [system_bar_状態 v])\nrepeat until <<(system_bar_整理カウント) = [0]> or <not <(item (system_bar_整理カウント) of [system_bar_状態 v]) = []>>>\n delete (system_bar_整理カウント) of [system_bar_状態 v]\n delete (system_bar_整理カウント) of [system_bar_x v]\n delete (system_bar_整理カウント) of [system_bar_y v]\n delete (system_bar_整理カウント) of [system_bar_コス#1 v]\n delete (system_bar_整理カウント) of [system_bar_コス#2 v]\n delete (system_bar_整理カウント) of [system_bar_仮値 v]\n delete (system_bar_整理カウント) of [system_bar_現在値 v]\n delete (system_bar_整理カウント) of [system_bar_最小値 v]\n delete (system_bar_整理カウント) of [system_bar_最大値 v]\n delete (system_bar_整理カウント) of [system_bar_色1 v]\n delete (system_bar_整理カウント) of [system_bar_色2 v]\n delete (system_bar_整理カウント) of [system_bar_大きさ v]\n delete (system_bar_整理カウント) of [system_bar_値 v]\n change [system_bar_整理カウント v] by (-1)\nend\nset [system_bar_world clon num v] to (system_bar_整理カウント)\n\ndefine system:bar値 (数値1) (数値2)\nreplace item (数値1) of [system_bar_値 v] with (数値2)\n\ndefine system:bar仮値 (数値1) (数値2)\nreplace item (数値1) of [system_bar_仮値 v] with (数値2)\n\ndefine bar (数値) を表示\nreplace item (数値) of [system_bar_状態 v] with [use now]\n\nwhen I start as a clone\nif <(system_bar_clon name) = [bar]> then\n system:bar\nelse\n change [system_bar_world clon num v] by (1)\n set [system_bar_local clon num v] to (system_bar_world clon num)\n set [system_bar_clon name v] to [bar]\n set [system_bar_clon name2 v] to [bar-1]\n create clone of (_myself_ v)\n set [system_bar_clon name2 v] to [bar-2]\n create clone of (_myself_ v)\n set [system_bar_clon name v] to []\n delete this clone\nend\n\ndefine 初期化\ndelete all of [system_bar_x v]\ndelete all of [system_bar_y v]\ndelete all of [system_bar_コス#1 v]\ndelete all of [system_bar_コス#2 v]\ndelete all of [system_bar_仮値 v]\ndelete all of [system_bar_現在値 v]\ndelete all of [system_bar_最小値 v]\ndelete all of [system_bar_最大値 v]\ndelete all of [system_bar_状態 v]\ndelete all of [system_bar_色1 v]\ndelete all of [system_bar_色2 v]\ndelete all of [system_bar_大きさ v]\ndelete all of [system_bar_値 v]\nset [system_bar_world clon num v] to [0]\n\nwhen flag clicked\nset [system_bar_clon name v] to []\n\nwhen I receive [boss hp表示 v]\n初期化\nset [player hp v] to [100]\nbarを出す(初期位置x [-150] ,y [140] )(大きさ [220] )(色1 [120] 、色2 [1] )(使用範囲コス#1 [0] ~#2 [100] )(最大値 [100] 、最小値 [0] 、現在値 [100] )\nbar [1] を表示\nbarを出す(初期位置x [-150] ,y [60] )(大きさ [220] )(色1 [120] 、色2 [1] )(使用範囲コス#1 [0] ~#2 [100] )(最大値 (boss HP) 、最小値 [0] 、現在値 (boss HP) )\nbar [2] を表示\n\nwhen flag clicked\n初期化\n\nwhen I receive [初期化 v]\n初期化\n\nwhen I receive [player hpゲージ表示 v]\nforever\n if <not <(\(比較用\)A) = (player HP)>> then\n set [\(比較用\)a v] to (player HP)\n if <(player HP) < [50]> then\n replace item (1) of [system_bar_色2 v] with [175]\n end\n if <(player HP) < [30]> then\n replace item (1) of [system_bar_色2 v] with [150]\n end\n bar [1] の値を (player HP) にする\n end\nend\n\nwhen I receive [boss hp表示 v]\nforever\n if <not <(\(比較用\)B) = (boss HP)>> then\n set [\(比較用\)b v] to (boss HP)\n if <(boss HP) < ((item (2) of [system_bar_最大値 v]) * ((50) / (100)))> then\n replace item (2) of [system_bar_色2 v] with [175]\n end\n if <(boss HP) < ((item (2) of [system_bar_最大値 v]) * ((30) / (100)))> then\n replace item (2) of [system_bar_色2 v] with [150]\n end\n bar [2] の値を (boss HP) にする\n end\nend\n\nwhen I receive [player hpゲージ表示 v]\nset [player hp v] to [100]\nbarを出す(初期位置x [-150] ,y [140] )(大きさ [220] )(色1 [120] 、色2 [1] )(使用範囲コス#1 [0] ~#2 [100] )(最大値 [100] 、最小値 [0] 、現在値 [100] )\nbar [1] を表示\n\nwhen I receive [ハンマードロップ v]\nbar制御: [2] から [2] のbarを削除する\n\nwhen I receive [player hpゲージ非表示 v]\nbar制御: [1] から [1] のbarを削除する\n\nwhen I receive [おい、hp!非表示にならないとどうなっても知らないぞ! v]\nbar制御: [2] から [2] のbarを削除する\n\nwhen I receive [おい、hp!非表示にならないとどうなっても知らないぞ! v]\nbar制御: [1] から [1] のbarを削除する\n\n@UI//案内\n\nwhen I receive [スタート v]\ngo to x: (0) y: (50)\nwait until <([costume # v] of [ステージ//障害物1 v]) = [4]>\nswitch costume to (1 v)\ngo to [back v] layer\nshow\nrepeat until <not <([costume # v] of [ステージ//障害物1 v]) = [4]>>\n repeat (14)\n wait (0.1) seconds\n wait until <(背景動かす?) = [1]>\n next costume\n end\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to x: (0) y: (50)\nwait until <([costume # v] of [ステージ//障害物1 v]) = [4]>\nwait until <not <([costume # v] of [ステージ//障害物1 v]) = [4]>>\nhide\n\n@ステージ//ワープゾーン\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nset [ワールド v] to [1]\nhide\n\nwhen I receive [ステージ切り替え v]\nwait (0.1) seconds\nif <<(ステージ) = [7]> or <(ステージ) = [16]>> then\n clear graphic effects\n set size to (100) %\n show\n wait until <touching (プレイヤー v)?>\n stop all sounds\n change [bgm v] by (1)\n SE Name: [1] 3D Sound: [n] Vol: [100]\n SE Name: [2] 3D Sound: [n] Vol: [100]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (73.1)\n change [背景明るさ v] by (-10)\n end\n SE Name: [3] 3D Sound: [n] Vol: [100]\n wait (4.58) seconds\n repeat (10)\n change [背景明るさ v] by (10)\n end\n set [背景明るさ v] to [0]\n broadcast (join (join [w] (ワールド)) [ boss])\nend\n\n@ステージ//Stage Effect\n\nwhen I receive [w1 effects v]\nclear graphic effects\nswitch costume to (コスチューム1 v)\nset [effect v] to [1]\ngo to x: (-150) y: (115)\ncreate clone of (_myself_ v)\ngo to x: (130) y: (160)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nif <(Effect) = [1]> then\n repeat until <not <(Effect) = [1]>>\n repeat until <[-300] > (x position)>\n set [brightness v] effect to ((背景明るさ) * (-1))\n go to [back v] layer\n change x by (-5)\n wait until <(背景動かす?) = [1]>\n end\n set x to (300)\n end\n delete this clone\nend\nif <(Effect) = [2]> then\n show\n 指定された速度で上昇 速度: (pick random (2) to (3))\n delete this clone\nend\n\nwhen I start as a clone\nif <(Effect) = [2]> then\n wait until <not <(Effect) = [2]>>\n delete this clone\nend\n\nwhen I receive [w2 effects v]\nswitch costume to (コスチューム2 v)\nset [effect v] to [2]\nset y to (-180)\nrepeat until <not <(Effect) = [2]>>\n hide\n set [brightness v] effect to (100)\n set [ghost v] effect to (50)\n set x to (pick random (300) to (-300))\n create clone of (_myself_ v)\n wait (pick random (0.5) to (0.6)) seconds\nend\n\ndefine 指定された速度で上昇 速度: (速度)\nrepeat until <<(y position) = [180]> or <[180] < (y position)>>\n change y by (速度)\n wait until <(背景動かす?) = [1]>\nend\n\nwhen flag clicked\nset [背景動かす? v] to [1]\n\n@ステージ//障害物1\n\nwhen I receive [\(開発用\)ステージを指定のものに切り替え v]\nswitch costume to (ステージ)\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n log [not 3d]\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen flag clicked\nset [背景明るさ v] to [0]\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nbroadcast (幕 v)\n\nwhen I receive [ステージ切り替え v]\nshow\nnext costume\nwait until <<touching (スーパーボール v)?> or <touching (player エフェクト v)?>>\nSE Name: [つるはしで壁を破壊2] 3D Sound: [y] Vol: [100]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [スタート v]\nclear graphic effects\nshow\n\n@ステージ//地形\n\nwhen flag clicked\nset [背景明るさ v] to [0]\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nbroadcast (幕 v)\n\nwhen I receive [ステージ切り替え v]\nset [変数 v] to [0]\nnext costume\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [\(開発用\)ステージを指定のものに切り替え v]\nswitch costume to (ステージ)\n\n@ステージ//障害物2\n\nwhen I receive [\(開発用\)ステージを指定のものに切り替え v]\nswitch costume to (ステージ)\n\nwhen flag clicked\nset [背景明るさ v] to [0]\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nbroadcast (幕 v)\n\nwhen I receive [ステージ切り替え v]\nshow\nnext costume\n\nwhen I receive [スタート v]\nclear graphic effects\nshow\n\n@ボス//ボス\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\ndefine 移動 (x) (y) フレーム (使用フレーム)\nset [a v] to ((x) - (x position))\nset [b v] to ((y) - (y position))\nrepeat (使用フレーム)\n wait until <<(動いてよろしい?) = [1]> and <(Boss Hit Stop) = [0]>>\n change x by ((A) / (使用フレーム))\n change y by ((B) / (使用フレーム))\nend\n\nwhen I receive [w1 boss v]\nset [boss hp v] to [50]\nbroadcast (Boss Hp表示 v)\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (0) y: (0)\nswitch costume to (w1 boss a v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n 移動 [-130] [0] フレーム [30]\n attack [1] [0.5] [0.3] [] [] [] power: [3] knock back: [15] [3] Investigation stop time: [30]\n point in direction (90)\n 移動 [0] [0] フレーム [30]\n attack [1] [0.5] [0.3] [] [] [] power: [3] knock back: [15] [3] Investigation stop time: [30]\n 移動 [130] [0] フレーム [30]\n attack [1] [0.5] [0.3] [] [] [] power: [3] knock back: [15] [3] Investigation stop time: [30]\n Get closer to [プレイヤー] [80] [5] [35]\n wait (0.2) seconds\n repeat (2)\n wait until <<(動いてよろしい?) = [1]> and <(Boss Hit Stop) = [0]>>\n point towards (プレイヤー v)\n move (5) steps\n attack [1] [0.05] [0.05] [] [] [] power: [1] knock back: [3] [5] Investigation stop time: [10]\n end\n point towards (プレイヤー v)\n move (5) steps\n attack [1] [0.05] [0.04] [] [] [] power: [1] knock back: [3] [10] Investigation stop time: [30]\n Get closer to [プレイヤー] [50] [10] [5]\n attack [1] [0.6] [0.5] [] [] [] power: [8] knock back: [30] [5] Investigation stop time: [40]\n point in direction (-90)\nend\n\ndefine attack (w) (data1) (data2) (data3) (deta4) (deta5) power: (power) knock back: (knock back x) (knock back y) Investigation stop time: (ist)\nset [\(boss\)investigation stop time v] to (ist)\nif <(w) = [1]> then\n SE Name: [1a] 3D Sound: [y] Vol: [100]\n switch costume to (w1 boss b v)\n wait (data1) seconds\n (system) set power and knock back (power) (knock back x) (knock back y) [1]\n SE Name: [1b] 3D Sound: [y] Vol: [100]\n switch costume to (w1 boss c v)\n broadcast (w1 attack v)\n wait (data2) seconds\n switch costume to (w1 boss a v)\nend\nif <(w) = [2]> then\n if <(data1) = [1]> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (w2 boss b v)\n wait (data2) seconds\n switch costume to (w2 boss c v)\n repeat (data3)\n if <([x position v] of [プレイヤー v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n (system) set power and knock back (power) (knock back x) (knock back y) [1]\n broadcast (bossショット v)\n SE Name: [Beem] 3D Sound: [y] Vol: [100]\n wait (deta4) seconds\n end\n wait (deta5) seconds\n switch costume to (w2 boss a v)\n end\n if <(data1) = [2]> then\n if <([x position v] of [プレイヤー v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (w2 boss b v)\n wait (data2) seconds\n switch costume to (w2 boss d v)\n (system) set power and knock back (power) (knock back x) (knock back y) [0]\n broadcast (w2Wc v) and wait\n switch costume to (w2 boss a v)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine (system) set power and knock back (\(system\) power) (\(system\) knock back x) (\(system\) knock back y) (type)\nif <(type) = [0]> then\n set [\(boss\)knock back x v] to (\(system\) knock back x)\n set [\(boss\)knock back y v] to (\(system\) knock back y)\n set [\(boss\) power v] to (\(system\) power)\nelse\n if <(direction) > [0]> then\n set [\(boss\)knock back x v] to (\(system\) knock back x)\n set [\(boss\)knock back y v] to (\(system\) knock back y)\n set [\(boss\) power v] to (\(system\) power)\n else\n set [\(boss\)knock back x v] to ((\(system\) knock back x) * (-1))\n set [\(boss\)knock back y v] to (\(system\) knock back y)\n set [\(boss\) power v] to (\(system\) power)\n end\nend\n\ndefine Get closer to (target) (stop distance) (speed) (maximum travel time)\nset [\(boss\)仮a v] to (maximum travel time)\nrepeat until <(\(boss\)仮A) = [0]>\n wait until <<(動いてよろしい?) = [1]> and <(Boss Hit Stop) = [0]>>\n point towards (target)\n move (speed) steps\n change [\(boss\)仮a v] by (-1)\n if <(distance to [(target) v]) < (stop distance)> then\n set [\(boss\)仮a v] to [0]\n end\nend\n\nwhen I receive [boss hp表示 v]\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n if <touching (スーパーボール v)?> then\n wait until <(動いてよろしい?) = [1]>\n SE Name: [1b] 3D Sound: [y] Vol: [100]\n change [boss hp v] by (-5)\n set [brightness v] effect to (30)\n set [boss hit stop v] to [1]\n repeat (10)\n change [brightness v] effect by (-3)\n end\n set [boss hit stop v] to [0]\n set [brightness v] effect to (0)\n end\n if <touching (player エフェクト v)?> then\n wait until <(動いてよろしい?) = [1]>\n SE Name: [1b] 3D Sound: [y] Vol: [100]\n change [boss hp v] by ((\(player\)power) * (-1))\n set [brightness v] effect to (30)\n set [boss hit stop v] to [1]\n repeat (\(Player\)Investigation stop time)\n change [brightness v] effect by ((-30) / (\(Player\)Investigation stop time))\n end\n set [boss hit stop v] to [0]\n set [brightness v] effect to (0)\n end\nend\nstop [other scripts in sprite v]\nset [bgm v] to [0]\nbroadcast (スーパーボールを削除 v)\nstop all sounds\nSE Name: [Boss] 3D Sound: [n] Vol: [100]\nrepeat (10)\n change [背景明るさ v] by (-10)\nend\nif <(ワールド) = [1]> then\n SE Name: [\(・_・\)カタカタカタカタ] 3D Sound: [y] Vol: [100]\n repeat (10)\n change x by (1)\n wait (0.05) seconds\n change x by (-1)\n wait (0.05) seconds\n end\n point in direction (90)\n switch costume to (w1 boss d v)\n SE Name: [Dash] 3D Sound: [y] Vol: [100]\n 移動 [200] [100] フレーム [10]\n hide\n repeat (10)\n change [背景明るさ v] by (10)\n end\n broadcast (ハンマードロップ v)\nend\nif <(ワールド) = [2]> then\n set [動いてよろしい? v] to [0]\n broadcast (アニメーション用にセット v)\n broadcast (おい、HP!非表示にならないとどうなっても知らないぞ! v)\n switch costume to (w2 boss a v)\n glide (0.5) secs to x: (150) y: (0)\n point in direction (-90)\n repeat (10)\n change [背景明るさ v] by (10)\n end\n broadcast (w2終了後アニメーション v)\n wait until <([costume # v] of [スプライト2 v]) = [14]>\n point in direction (90)\n glide (0.3) secs to x: (200) y: (100)\n hide\nend\n\nwhen I receive [w2 boss v]\nset [boss hp v] to [100]\nbroadcast (Boss Hp表示 v)\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (0) y: (0)\nswitch costume to (w2 boss a v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <<(boss HP) = [0]> or <(boss HP) < [0]>>\n 移動 [130] [100] フレーム [30]\n attack [2] [1] [0.5] [3] [0.2] [0.5] power: [3] knock back: [5] [5] Investigation stop time: [15]\n 移動 [-130] [100] フレーム [30]\n attack [2] [1] [0.5] [3] [0.2] [0.5] power: [3] knock back: [5] [5] Investigation stop time: [15]\n 移動 [0] [0] フレーム [30]\n SE Name: [charge] 3D Sound: [y] Vol: [100]\n attack [2] [1] [1] [5] [0.05] [1] power: [8] knock back: [10] [5] Investigation stop time: [30]\n 移動 [0] [100] フレーム [30]\n attack [2] [2] [1] [] [] [] power: [10] knock back: [0] [20] Investigation stop time: [30]\nend\n\nwhen flag clicked\nset [boss hit stop v] to [0]\nset [brightness v] effect to (0)\n\n@ボス//ボス エフェクト\n\ndefine SE Name: (se file name) 3D Sound: (y/n) Vol: (%)\nif <<(3D Sound Available) = [y]> and <(y/n) = [y]>> then\n set [pan left/right v] effect to (x position)\nelse\n set [pan left/right v] effect to (0)\nend\nset volume to ((Maximum SE Volume) * ((%) / (100))) %\nstart sound (se file name)\n\nwhen I receive [w1 attack v]\nset rotation style [left-right v]\ngo to (ボス//ボス v)\npoint in direction ([direction v] of [ボス//ボス v])\ngo to [front v] layer\nswitch costume to (w1 effect v)\nset size to (80) %\nclear graphic effects\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n knock back\n end\nend\nhide\n\ndefine knock back\nchange [player 無敵 v] by (\(Boss\)Investigation stop time)\nchange [player hp v] by ((\(boss\) power) * (-1))\nset [xv v] to (\(Boss\)knock back x)\nset [yv v] to (\(Boss\)knock back y)\nif <[5] > (\(boss\) power)> then\n SE Name: [1] 3D Sound: [y] Vol: [100]\nelse\n if <[10] > (\(boss\) power)> then\n SE Name: [2] 3D Sound: [y] Vol: [100]\n else\n SE Name: [3] 3D Sound: [y] Vol: [100]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [bossショット v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [all around v]\ngo to (ボス//ボス v)\npoint in direction ([direction v] of [ボス//ボス v])\nmove (70) steps\nchange y by (10)\npoint towards (プレイヤー v)\ngo to [front v] layer\nswitch costume to (w2 beem v)\nset size to (50) %\nclear graphic effects\nshow\nrepeat (10)\n if <not <touching (_edge_ v)?>> then\n move (5) steps\n if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n knock back\n end\n end\nend\nrepeat until <touching (_edge_ v)?>\n move (20) steps\n if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n knock back\n end\nend\nhide\ndelete this clone\n\nwhen I receive [w2wc v]\nset size to (10) %\nswitch costume to (w2 red v)\nset [ghost v] effect to (100)\nshow\ngo to (プレイヤー v)\ngo to [back v] layer\nset [ghost v] effect to (100)\nshow\n着地\nSE Name: [4] 3D Sound: [y] Vol: [100]\nset size to (100) %\nrepeat (10)\n 着地\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nSE Name: [5] 3D Sound: [y] Vol: [100]\nswitch costume to (w2 water column v)\nset size to (100) %\nrepeat (10)\n 着地\n change [ghost v] effect by (-10)\n change size by (5)\n if <<touching (プレイヤー v)?> and <(player 無敵) = [0]>> then\n knock back\n end\nend\nrepeat (20)\n change size by (2)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\nend\nhide\nclear graphic effects\n\ndefine 着地\nrepeat until <touching (ステージ//地形 v)?>\n change y by (-1)\nend\n\n@ポーズ中\n\nwhen flag clicked\nhide\n\nwhen I receive [ポーズ v]\nif <(ポーズを許可する?) = [y]> then\n go to [front v] layer\n set [ghost v] effect to (50)\n show\nend\n\nwhen I receive [ポーズ解除 v]\nhide\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (-150) y: (-140)\nforever\n if <<<(モバイル使用?) = [1]> and <(動いてよろしい?) = [1]>> and <(現在の武器) > [0]>> then\n set [ghost v] effect to (50)\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [\(モバイル\)攻撃ボタン押されている? v] to [1]\n else\n set [\(モバイル\)攻撃ボタン押されている? v] to [0]\n end\n else\n set [\(モバイル\)攻撃ボタン押されている? v] to [0]\n hide\n end\nend\n\nbroadcast (\(開発用\)ステージを指定のものに切り替え v)\n\nwhen flag clicked\ngo to x: (-150) y: (-140)\nforever\n if <<<(モバイル使用?) = [1]> and <(動いてよろしい?) = [1]>> and <(現在の武器) > [0]>> then\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (\(モバイル\)攻撃するお🌟 v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n
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How to play(PC)\n左右矢印キーで移動します。\nMove with left and right arrow keys.\n\n上矢印キーでジャンプします。\nJump with the up arrow key.\n\nコロンをタップしながら引き離すとスーパーボールを投げることができます。\nYou can throw a bouncy ball by tapping and pulling the colon.\n\nHow to set up for mobile play\nスタート画面で歯車のアイコンをタップして設定画面を開きます。\nTap the gear icon on the Start screen to open the settings screen.\n\n「Features under development」を開きます。\nOpen Features under development.\n\n「Mobile Play」をONにします。\nTurn on "Mobile Play".
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platformer pop&forest
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@Stage\n\nwhen flag clicked\nforever\n play sound [Starship v] until done\nend\n\n@地形\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [i v]\nnext costume\n\n@仕掛け\n\nwhen I receive [i v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@aaaaaaaaabbbbb\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-201) y: (-90)\nset size to (100) %\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> or <key (a v) pressed?>> then\n switch costume to (左 v)\n change [x v] by (-0.8)\n end\n if <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n switch costume to (右 v)\n change [x v] by (0.8)\n end\n if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>>>>> then\n switch costume to (costume1 v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1.0)\n if <touching (地形 v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <<(mouse y) < [0]> and <mouse down?>>> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n start sound [壁キック v]\n set [x v] to [-7]\n else\n start sound [壁キック v]\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地形 v)?> then\n if <<<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> or <key (w v) pressed?>> then\n start sound [ジャンプ音 v]\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (地形 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (i v)\n hide\n set [x v] to [0]\n wait (0.1) seconds\n go to x: (-241) y: (-20)\n show\n end\n if <<touching (仕掛け v)?> or <(y position) < [-174]>> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-240) y: (-20)\n repeat (10)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (トランポリン v)?> then\n set [y v] to [30]\n end\nend\n\n@フォロー星ハート\n\nwhen flag clicked\nhide\nforever\n go to x: (-145) y: (195)\n show\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (5) seconds\n repeat (15)\n change y by (7)\n end\n hide\n wait (pick random (30) to (35)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [i v]\nnext costume\n\n@コスチューム1 2\n\nwhen flag clicked\nhide\n\n
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傾向にのりたい!\nマジでのりたい!\nもし気に入ったら、❤と★をくれ!\n\nI want to follow the trend!\nI really want to ride!\nIf you like it, give me ❤ and ★!\n\n 説明 explanation\n \n English日本語は下\nCross key or wasd Also mobile compatible\nI've concentrated the culmination of my past platformers into this project. I really like this platformer because I'm seriously aiming for trends. If you think so, please give me ❤ and ★. It will be the fuel for the author.\n 日本語\n十字キーまたはwasdキーモバイル対応\n私は過去のプラットフォーマーの集大成をこのプロジェクトに濃縮させました。私は真剣に傾向を目指しているので、このプラットフォーマーが気に入ったら、❤と★をください。作者の燃料になります。
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Neon - 100% Pen Scrolling Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [musique v] until done\nend\n\n@pen\n\nwhen flag clicked\nerase all\npen up\nset [level v] to [1]\nwait (1) seconds\nbroadcast (reset v) and wait\nforever\n erase all\n draw background\n draw horizontal lines (horizontal lines)\n draw vertical lines (vertical lines)\n draw frame thingy\n player\nend\n\ndefine draw line from x: (x) y: (y) to x: (x2) y: (y2)\npen up\ngo to x: ((x) + ((scroll x) * (-1))) y: ((y) + ((scroll y) * (-1)))\npen down\ngo to x: ((x2) + ((scroll x) * (-1))) y: ((y2) + ((scroll y) * (-1)))\npen up\n\ndefine player\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x) - (scroll x))>>> then\n change [xv v] by (.9)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <((x) - (scroll x)) > (mouse x)>>> then\n change [xv v] by (-.9)\nend\nset [xv v] to ((Xv) * (.9))\nchange [x v] by (Xv)\nvertical collisions\nif <(vertical touching?) = [1]> then\n change [x v] by ((Xv) * (-1))\n set [xv v] to [0]\nend\nif <(gravity) = [0]> then\n if <(Yv) > [-15]> then\n change [yv v] by (-1)\n end\nelse\n if <[15] > (Yv)> then\n change [yv v] by (1)\n end\nend\nchange [y v] by (Yv)\nhorizontal collisions\nif <(horizontal touching?) = [1]> then\n change [y v] by ((Yv) * (-1))\n set [yv v] to [0]\nend\nif <(touching bounce?) = [1]> then\n if <(gravity) = [0]> then\n set [yv v] to [20]\n else\n set [yv v] to [-20]\n end\n set [touching bounce? v] to [0]\nend\nif <(gravity) = [0]> then\n change [y v] by (-1)\n horizontal collisions\n if <(horizontal touching?) = [1]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (((y) - (scroll y)) + (20))>>> then\n set [yv v] to [15]\n end\n end\n change [y v] by (1)\nelse\n change [y v] by (1)\n horizontal collisions\n if <(horizontal touching?) = [1]> then\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(((y) - (scroll y)) + (-20)) > (mouse y)>>> then\n set [yv v] to [-15]\n end\n end\n change [y v] by (-1)\nend\nchange [scroll x v] by (((x) - (scroll x)) / (10))\nchange [scroll y v] by (((y) - (scroll y)) / (10))\ndraw player size: [10]\nif <[-500] > (y)> then\n broadcast (reset v)\nend\nif <(y) > [850]> then\n broadcast (reset v)\nend\n\ndefine draw player size: (size)\nset pen size to (5)\nset pen color to (#ffffff)\nset [size for collisions v] to (size)\npen up\ngo to x: (((x) - (scroll x)) - (size)) y: (((y) - (scroll y)) + (size))\npen down\ngo to x: (((x) - (scroll x)) + (size)) y: (((y) - (scroll y)) + (size))\ngo to x: (((x) - (scroll x)) + (size)) y: (((y) - (scroll y)) - (size))\ngo to x: (((x) - (scroll x)) - (size)) y: (((y) - (scroll y)) - (size))\ngo to x: (((x) - (scroll x)) - (size)) y: (((y) - (scroll y)) + (size))\n\ndefine add horizontal (x) (y) (x2) (y2) (type)\nadd ((x) - (20)) to [line point x horizontal v]\nadd (y) to [line point y horizontal v]\nadd ((x2) + (20)) to [line point x2 horizontal v]\nadd (y2) to [line point y2 horizontal v]\nadd (type) to [horizontal type v]\nchange [horizontal lines v] by (1)\n\ndefine horizontal collisions\nset [# for player collisions v] to [1]\nrepeat (length of [line point x horizontal v])\n if <<<(item (# for player collisions) of [line point x horizontal v]) < ((x) - (size for collisions))> and <(item (# for player collisions) of [line point x2 horizontal v]) > ((x) + (size for collisions))>> and <<((y) - (size for collisions)) < (item (# for player collisions) of [line point y horizontal v])> and <((y) + (size for collisions)) > (item (# for player collisions) of [line point y2 horizontal v])>>> then\n if <(item (# for player collisions) of [horizontal type v]) = [1]> then\n set [horizontal touching? v] to [1]\n stop [this script v]\n end\n if <(item (# for player collisions) of [horizontal type v]) = [2]> then\n broadcast (reset v)\n end\n if <(item (# for player collisions) of [horizontal type v]) = [3]> then\n set [touching bounce? v] to [1]\n end\n if <(item (# for player collisions) of [horizontal type v]) = [4]> then\n set [gravity v] to [1]\n end\n if <(item (# for player collisions) of [horizontal type v]) = [5]> then\n set [gravity v] to [0]\n end\n if <(item (# for player collisions) of [horizontal type v]) = [6]> then\n change [level v] by (1)\n broadcast (reset v) and wait\n end\n else\n set [horizontal touching? v] to [0]\n end\n change [# for player collisions v] by (1)\nend\n\ndefine draw horizontal lines (amount)\nset [# for line points v] to [1]\nrepeat (amount)\n if <(item (# for line points) of [horizontal type v]) = [1]> then\n set pen color to (#00ffff)\n set pen size to (5)\n end\n if <(item (# for line points) of [horizontal type v]) = [2]> then\n set pen color to (#ff0000)\n set pen size to (5)\n end\n if <(item (# for line points) of [horizontal type v]) = [3]> then\n set pen color to (#ffc300)\n set pen size to (5)\n end\n if <(item (# for line points) of [horizontal type v]) = [4]> then\n set pen color to (#ff00dc)\n set pen size to (5)\n end\n if <(item (# for line points) of [horizontal type v]) = [5]> then\n set pen color to (#ff7d9d)\n set pen size to (5)\n end\n if <(item (# for line points) of [horizontal type v]) = [6]> then\n set pen color to (#00ff2e)\n set pen size to (6)\n end\n draw line from x: ((item (# for line points) of [line point x horizontal v]) + (20)) y: (item (# for line points) of [line point y horizontal v]) to x: ((item (# for line points) of [line point x2 horizontal v]) - (20)) y: (item (# for line points) of [line point y2 horizontal v])\n change [# for line points v] by (1)\nend\n\ndefine add vertical (x) (y) (x2) (y2) (type)\nadd (x) to [line point x vertical v]\nadd ((y) - (20)) to [line point y vertical v]\nadd (x2) to [line point x2 vertical v]\nadd ((y2) + (20)) to [line point y2 vertical v]\nadd (type) to [vertical type v]\nchange [vertical lines v] by (1)\n\ndefine draw vertical lines (amount)\nset [# for line points v] to [1]\nrepeat (amount)\n if <(item (# for line points) of [vertical type v]) = [1]> then\n set pen color to (#00ffff)\n set pen size to (5)\n end\n if <(item (# for line points) of [vertical type v]) = [2]> then\n set pen color to (#ff0000)\n set pen size to (5)\n end\n if <(item (# for line points) of [vertical type v]) = [3]> then\n set pen color to (#ffc300)\n set pen size to (5)\n end\n if <(item (# for line points) of [vertical type v]) = [4]> then\n set pen color to (#ff00dc)\n set pen size to (5)\n end\n if <(item (# for line points) of [vertical type v]) = [5]> then\n set pen color to (#ff7da2)\n set pen size to (5)\n end\n if <(item (# for line points) of [vertical type v]) = [6]> then\n set pen color to (#00ff2e)\n set pen size to (6)\n end\n draw line from x: (item (# for line points) of [line point x vertical v]) y: ((item (# for line points) of [line point y vertical v]) + (20)) to x: (item (# for line points) of [line point x2 vertical v]) y: ((item (# for line points) of [line point y2 vertical v]) - (20))\n change [# for line points v] by (1)\nend\n\nwhen I receive [reset v]\ndelete all of [line point x horizontal v]\ndelete all of [line point y horizontal v]\ndelete all of [line point x2 horizontal v]\ndelete all of [line point y2 horizontal v]\ndelete all of [line point y vertical v]\ndelete all of [line point x vertical v]\ndelete all of [line point y2 vertical v]\ndelete all of [line point x2 vertical v]\ndelete all of [horizontal type v]\ndelete all of [vertical type v]\nset [gravity v] to [0]\nset [horizontal lines v] to [0]\nset [vertical lines v] to [0]\nset [horizontal touching? v] to [0]\nset [vertical touching? v] to [0]\nset [touching bounce? v] to [0]\nset [x v] to [0]\nset [y v] to [-50]\nset [xv v] to [0]\nset [yv v] to [0]\nif <(level) = [1]> then\n square from top left: [-100] [-120] to top right: [100] [-120] to bottom left: [-100] [-170] to bottom right: [100] [-170] type: [1]\n square from top left: [200] [-60] to top right: [350] [-60] to bottom left: [200] [-100] to bottom right: [350] [-100] type: [1]\n square from top left: [355] [-60] to top right: [415] [-60] to bottom left: [355] [-100] to bottom right: [415] [-100] type: [2]\n square from top left: [420] [-60] to top right: [500] [-60] to bottom left: [420] [-100] to bottom right: [500] [-100] type: [1]\n square from top left: [505] [-60] to top right: [570] [-60] to bottom left: [505] [-100] to bottom right: [570] [-100] type: [3]\n square from top left: [580] [100] to top right: [650] [100] to bottom left: [580] [65] to bottom right: [650] [65] type: [1]\n square from top left: [700] [130] to top right: [750] [130] to bottom left: [700] [100] to bottom right: [750] [100] type: [1]\n square from top left: [800] [170] to top right: [850] [170] to bottom left: [800] [140] to bottom right: [850] [140] type: [1]\n square from top left: [900] [200] to top right: [1100] [200] to bottom left: [900] [150] to bottom right: [1100] [150] type: [1]\n square from top left: [975] [205] to top right: [1025] [205] to bottom left: [975] [205] to bottom right: [1025] [205] type: [2]\n square from top left: [1105] [200] to top right: [1180] [200] to bottom left: [1105] [150] to bottom right: [1180] [150] type: [4]\n square from top left: [1105] [520] to top right: [1300] [520] to bottom left: [1105] [450] to bottom right: [1300] [450] type: [1]\n square from top left: [1305] [520] to top right: [1395] [520] to bottom left: [1305] [450] to bottom right: [1395] [450] type: [2]\n square from top left: [1400] [520] to top right: [1460] [520] to bottom left: [1400] [450] to bottom right: [1460] [450] type: [3]\n square from top left: [1475] [320] to top right: [1600] [320] to bottom left: [1475] [275] to bottom right: [1600] [275] type: [1]\n square from top left: [1605] [320] to top right: [1680] [320] to bottom left: [1605] [275] to bottom right: [1680] [275] type: [5]\n square from top left: [1605] [100] to top right: [1680] [100] to bottom left: [1605] [30] to bottom right: [1680] [30] type: [1]\n square from top left: [1685] [100] to top right: [1720] [100] to bottom left: [1685] [30] to bottom right: [1720] [30] type: [2]\n square from top left: [1725] [100] to top right: [1800] [100] to bottom left: [1725] [30] to bottom right: [1800] [30] type: [1]\n square from top left: [1850] [175] to top right: [1900] [175] to bottom left: [1850] [125] to bottom right: [1900] [125] type: [6]\nend\nif <(level) = [2]> then\n square from top left: [-100] [-120] to top right: [100] [-120] to bottom left: [-100] [-170] to bottom right: [100] [-170] type: [1]\n square from top left: [105] [-120] to top right: [155] [-120] to bottom left: [105] [-170] to bottom right: [155] [-170] type: [4]\n square from top left: [160] [100] to top right: [210] [100] to bottom left: [160] [50] to bottom right: [210] [50] type: [5]\n square from top left: [215] [-120] to top right: [265] [-120] to bottom left: [215] [-170] to bottom right: [265] [-170] type: [4]\n square from top left: [270] [100] to top right: [320] [100] to bottom left: [270] [50] to bottom right: [320] [50] type: [5]\n square from top left: [325] [-120] to top right: [375] [-120] to bottom left: [325] [-170] to bottom right: [375] [-170] type: [4]\n square from top left: [380] [100] to top right: [430] [100] to bottom left: [380] [50] to bottom right: [430] [50] type: [5]\n square from top left: [435] [-120] to top right: [500] [-120] to bottom left: [435] [-170] to bottom right: [500] [-170] type: [1]\n square from top left: [505] [-120] to top right: [575] [-120] to bottom left: [505] [-170] to bottom right: [575] [-170] type: [2]\n square from top left: [580] [-120] to top right: [700] [-120] to bottom left: [580] [-170] to bottom right: [700] [-170] type: [1]\n square from top left: [650] [-30] to top right: [700] [-30] to bottom left: [650] [-60] to bottom right: [700] [-60] type: [4]\n square from top left: [650] [120] to top right: [800] [120] to bottom left: [650] [60] to bottom right: [800] [60] type: [1]\n square from top left: [600] [120] to top right: [645] [120] to bottom left: [600] [60] to bottom right: [645] [60] type: [2]\n square from top left: [700] [155] to top right: [750] [155] to bottom left: [700] [125] to bottom right: [750] [125] type: [3]\n square from top left: [800] [200] to top right: [850] [200] to bottom left: [800] [160] to bottom right: [850] [160] type: [5]\n square from top left: [700] [300] to top right: [750] [300] to bottom left: [700] [270] to bottom right: [750] [270] type: [4]\n square from top left: [700] [480] to top right: [750] [480] to bottom left: [700] [450] to bottom right: [750] [450] type: [5]\n square from top left: [800] [400] to top right: [950] [400] to bottom left: [800] [350] to bottom right: [950] [350] type: [1]\n square from top left: [955] [400] to top right: [1000] [400] to bottom left: [955] [350] to bottom right: [1000] [350] type: [2]\n square from top left: [1005] [400] to top right: [1100] [400] to bottom left: [1005] [350] to bottom right: [1100] [350] type: [1]\n square from top left: [1105] [400] to top right: [1155] [400] to bottom left: [1105] [350] to bottom right: [1155] [350] type: [6]\nend\nif <(level) = [3]> then\n square from top left: [-100] [-120] to top right: [100] [-120] to bottom left: [-100] [-170] to bottom right: [100] [-170] type: [1]\n square from top left: [-150] [-120] to top right: [-105] [-120] to bottom left: [-150] [-170] to bottom right: [-105] [-170] type: [3]\n square from top left: [-200] [50] to top right: [-150] [50] to bottom left: [-200] [20] to bottom right: [-150] [20] type: [1]\n square from top left: [-300] [150] to top right: [-250] [150] to bottom left: [-300] [120] to bottom right: [-250] [120] type: [1]\n square from top left: [-400] [100] to top right: [-350] [100] to bottom left: [-400] [70] to bottom right: [-350] [70] type: [1]\n square from top left: [-600] [0] to top right: [-450] [0] to bottom left: [-600] [-50] to bottom right: [-450] [-50] type: [1]\n square from top left: [-675] [0] to top right: [-605] [0] to bottom left: [-675] [-50] to bottom right: [-605] [-50] type: [2]\n square from top left: [-750] [0] to top right: [-680] [0] to bottom left: [-750] [-50] to bottom right: [-680] [-50] type: [4]\n square from top left: [-750] [200] to top right: [-650] [200] to bottom left: [-750] [150] to bottom right: [-650] [150] type: [1]\n square from top left: [-750] [300] to top right: [-605] [300] to bottom left: [-750] [270] to bottom right: [-605] [270] type: [5]\n square from top left: [-800] [200] to top right: [-755] [200] to bottom left: [-800] [-150] to bottom right: [-755] [-150] type: [2]\n square from top left: [-870] [200] to top right: [-805] [200] to bottom left: [-870] [170] to bottom right: [-805] [170] type: [3]\n square from top left: [-600] [300] to top right: [-500] [300] to bottom left: [-600] [130] to bottom right: [-500] [130] type: [2]\n square from top left: [-830] [380] to top right: [-500] [380] to bottom left: [-830] [305] to bottom right: [-500] [305] type: [1]\n square from top left: [-695] [400] to top right: [-635] [400] to bottom left: [-695] [385] to bottom right: [-635] [385] type: [2]\n square from top left: [-450] [450] to top right: [-300] [450] to bottom left: [-450] [410] to bottom right: [-300] [410] type: [1]\n square from top left: [-200] [400] to top right: [-100] [400] to bottom left: [-200] [360] to bottom right: [-100] [360] type: [1]\n square from top left: [-50] [480] to top right: [0] [480] to bottom left: [-50] [430] to bottom right: [0] [430] type: [6]\nend\nif <(level) = [4]> then\n stop [other scripts in sprite v]\n erase all\n pen up\n go to x: (0) y: (0)\n set pen color to (#000000)\n set pen size to (3000)\n pen down\n pen up\n go to x: (-50) y: (20)\n set pen color to (#ffffff)\n set pen size to (5)\n pen down\n point in direction (165)\n repeat (17)\n move (2) steps\n end\n point in direction (30)\n repeat (10)\n move (2) steps\n end\n point in direction (150)\n repeat (10)\n move (2) steps\n end\n point in direction (15)\n repeat (17)\n move (2) steps\n end\n pen up\n go to x: (0) y: (10)\n point in direction (45)\n pen down\n set pen size to (4)\n repeat (55)\n move (2) steps\n turn right (8) degrees\n end\n pen up\n go to x: (40) y: (20)\n point in direction (180)\n pen down\n set pen size to (5)\n repeat (15)\n move (2) steps\n end\n pen up\n go to x: (40) y: (20)\n point in direction (135)\n pen down\n repeat (19)\n move (2) steps\n end\n point in direction (0)\n repeat (15)\n move (2) steps\n end\n forever\n fireworks\n wait (1) seconds\n end\nend\n\ndefine draw background\nset pen color to (#000000)\nset pen size to (300000)\npen up\ngo to x: (0) y: (0)\npen down\n\ndefine vertical collisions\nset [# for player collisions v] to [1]\nrepeat (length of [line point x vertical v])\n if <<<((x) - (size for collisions)) < (item (# for player collisions) of [line point x vertical v])> and <((x) + (size for collisions)) > (item (# for player collisions) of [line point x2 vertical v])>> and <<(item (# for player collisions) of [line point y vertical v]) < ((y) - (size for collisions))> and <(item (# for player collisions) of [line point y2 vertical v]) > ((y) + (size for collisions))>>> then\n if <(item (# for player collisions) of [vertical type v]) = [1]> then\n set [vertical touching? v] to [1]\n stop [this script v]\n end\n if <(item (# for player collisions) of [vertical type v]) = [2]> then\n broadcast (reset v)\n end\n if <(item (# for player collisions) of [vertical type v]) = [3]> then\n set [touching bounce? v] to [1]\n end\n if <(item (# for player collisions) of [vertical type v]) = [4]> then\n set [gravity v] to [1]\n end\n if <(item (# for player collisions) of [vertical type v]) = [5]> then\n set [gravity v] to [0]\n end\n if <(item (# for player collisions) of [vertical type v]) = [6]> then\n change [level v] by (1)\n broadcast (reset v) and wait\n end\n else\n set [vertical touching? v] to [0]\n end\n change [# for player collisions v] by (1)\nend\n\ndefine square from top left: (x) (y) to top right: (x2) (y2) to bottom left: (x3) (y3) to bottom right: (x4) (y4) type: (type)\nadd horizontal (x) (y) (x2) (y2) (type)\nadd horizontal (x3) (y3) (x4) (y4) (type)\nadd vertical (x3) (y3) (x) (y) (type)\nadd vertical (x4) (y4) (x2) (y2) (type)\n\ndefine draw frame thingy\nset pen color to (#000000)\nset pen size to (6)\npen up\ngo to x: (-240) y: (200)\npen down\ngo to x: (240) y: (200)\ngo to x: (240) y: (-200)\ngo to x: (-240) y: (-200)\ngo to x: (-240) y: (200)\n\ndefine fireworks\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset pen color to (#00ffff)\nset pen size to (5)\nset pen (transparency v) to (90)\npen up\ngo to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\npen down\nset [momentum v] to (pick random (-10) to (10))\nset [gravity v] to (pick random (5) to (10))\nrepeat until <[-170] > (y position)>\n set [momentum v] to ((momentum) * (.95))\n change [firework gravity v] by (-1)\n change x by (momentum)\n change y by (firework gravity)\nend\ndelete this clone\n\n
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Arrow keys/WASD/Mobile to move\nAvoid red\nBounce on yellow\nHot pink and light pink change your gravity\nGo to the green portal to get to the next level
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PAC-MAN The Platformer 3
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@Stage\n\nwhen I receive [geht los v]\n\nwhen flag clicked\n\nforever\n play sound [Police Siren v] until done\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nforever\n wait (0.6) seconds\n play sound [Police Siren v] until done\nend\n\n@Guy (Ghost)\n\nwhen I start as a clone\n\nwhen flag clicked\nshow\nSetup\nbroadcast (Game Loop v)\n\ngo to x: (-190) y: (-24)\ngo to x: (-201) y: (14)\n\nwhen flag clicked\n\ndefine Fix Collisions in direction (dir)\nset [temporary dir v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (168)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temporary dir)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine Check Touching Solid\nif <touching (ground v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nhide variable [x v]\n\nwhen flag clicked\nforever\n Check Touching Solid\n if <(touching) > [0]> then\n Fix Collisions in direction [0]\n Fix Collisions in direction [90]\n end\nend\n\ndefine Setup\ngo to x: (-200) y: (50)\npoint in direction (90)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (45) %\nset drag mode [not draggable v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\n\nif <(costume [number v]) = [1]> then\n switch costume to (trail2 v)\nelse\n switch costume to (trail3 v)\nend\n\ndefine Left / Right Movement\nif <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\n\nwhen I receive [game loop v]\nforever\n Set Costume\n Left / Right Movement\n Horizontal Collision and Wall Jump\n Up / Down Movement\n Check Death / Win\nend\n\ndefine Horizontal Collision and Wall Jump\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-3)\n\ndefine Up / Down Movement\nCheck Touching Solid\nif <(touching) = [1]> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [14]\n end\nend\nchange y by (3)\nchange [y v] by (-1)\nchange y by (Y)\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\n\ndefine Check Death / Win\nif <(x position) > [230]> then\n change [level v] by (1)\n broadcast (next level v)\nend\nif <(y position) < [-170]> then\n broadcast (Death v)\nend\nif <touching (pac man v)?> then\n broadcast (Death v)\nend\nif <touching (lava v)?> then\n broadcast (Death v)\nend\nif <touching (saw v)?> then\n broadcast (Death v)\nend\n\nwhen I receive [next level v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-245) y: (y position)\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\ngo to x: (-235) y: (-50)\nset [y v] to [0]\nset [x v] to [0]\nshow\nbroadcast (Game Loop v)\ndelete this clone\n\ndefine Set Costume\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\nend\n\nwhen I receive [death v]\n\nwhen I receive [game loop v]\ndelete this clone\n\nwhen I receive [game loop v]\n\nFix Collisions in direction [0]\nFix Collisions in direction [90]\n\nwhen I receive [next level v]\nwait (0.01) seconds\nFix Collisions in direction [0]\n\nwhen I receive [90 v]\nset [y v] to [20]\nchange y by (Y)\n\nwhen I receive [-90 v]\nset [y v] to [-20]\nchange y by (Y)\n\nstop [this script v]\n\nwhen I receive [180 v]\nset [x v] to [25]\n\nwhen I receive [next level v]\nFix Collisions in direction [0]\n\nwhen I receive [game loop v]\nFix Collisions in direction [0]\n\nwhen I receive [lava v]\ngo to x: (-175) y: (5)\nshow\n\nhide\n\nmove (10) steps\n\nwhen flag clicked\nset [leben v] to [0]\nforever\n if <touching (lava v)?> then\n change [leben v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [game over v]\nforever\n hide\nend\n\nwhen [space v] key pressed\nnext costume\n\n\n\nwhen flag clicked\n\nforever\n if <touching (rot v)?> then\nend\n\nbroadcast (lava v)\nchange [leben v] by (1)\nwait (1) seconds\n\ncreate clone of (_myself_ v)\n\nswitch costume to (trail2 v)\nclear graphic effects\nrepeat (8)\n change size by (-4)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (ghost links v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (ghost rechts v)\n end\nend\n\nwhen I receive [game over v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (ghost links v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (ghost rechts v)\n end\nend\n\nwhen I receive [game loop v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (ghost links v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (ghost rechts v)\n end\nend\n\nwhen flag clicked\n\nforever\n if <touching (pac man 2 v)?> then\n end\nend\n\nwhen I receive [game loop v]\nforever\n if <touching (pac man 2 v)?> then\n broadcast (Death v)\n end\nend\n\nbroadcast (Game Loop v)\n\n@Pac man \n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nif <(Level) = [2]> then\n show\n forever\n go to x: (56) y: (-141)\n switch costume to (pacman oben v)\n glide (1) secs to x: (56) y: (-20)\n switch costume to (pacman links v)\n glide (1) secs to x: (196) y: (-20)\n switch costume to (pacman oben v)\n switch costume to (pacman unten v)\n glide (1) secs to x: (196) y: (-157)\n end\nend\nif <(Level) = [3]> then\n forever\n go to x: (138) y: (-77)\n show\n switch costume to (pacman oben v)\n glide (1.5) secs to x: (139) y: (109)\n switch costume to (pacman links v)\n glide (0.4) secs to x: (253) y: (109)\n hide\n wait (1) seconds\n end\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [5]> then\n hide\n forever\n switch costume to (pacman oben v)\n show\n go to x: (44) y: (-181)\n glide (1) secs to x: (37) y: (25)\n switch costume to (pacman links v)\n glide (1) secs to x: (252) y: (22)\n end\nend\nif <(Level) = [6]> then\n forever\n switch costume to (pacman links v)\n go to x: (-66) y: (-46)\n glide (1) secs to x: (250) y: (-46)\n hide\n wait (1) seconds\n wait (1) seconds\n show\n switch costume to (pacman links2 v)\n glide (1) secs to x: (-66) y: (-46)\n end\nend\nif <(Level) = [7]> then\n go to x: (0) y: (0)\n hide\n forever\n show\n set size to (85) %\n switch costume to (pacman oben v)\n go to x: (45) y: (-187)\n glide (4) secs to x: (45) y: (147)\n switch costume to (pacman links v)\n glide (1.3) secs to x: (238) y: (146)\n hide\n end\nend\nif <(Level) = [8]> then\n hide\nend\nif <(Level) = [9]> then\n hide\nend\n\nif <(Level) = [11]> then\n hide\nend\nif <(Level) = [13]> then\n show\n switch costume to (13 v)\nend\nif <(Level) = [14]> then\n show\n switch costume to (14 v)\nend\nif <(Level) = [15]> then\n show\n switch costume to (15 v)\nend\nif <(Level) = [16]> then\n hide\nend\nif <(Level) = [17]> then\n show\n switch costume to (17 v)\nend\nif <(Level) = [18]> then\n hide\nend\n\nhide\n\n@ground\n\nwhen flag clicked\nswitch costume to (level2 v)\nshow\ngo to x: (2) y: (-29)\npoint in direction (90)\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nnext costume\nswitch costume to (join [Level] (Level))\n\nforever\n\nswitch costume to (level1 v)\n\nwhen I receive [game over v]\nforever\n hide\nend\n\n@Figur1\n\n@player2\n\nwhen flag clicked\ngo to [front v] layer\n\nhide\n\n@Screenshot 2022-02-25 15\n\nwhen I receive [game over v]\ngo to x: (169) y: (-133)\nshow\n\nwhen flag clicked\nhide\n\n@Figur4\n\n@ground2\n\nwhen flag clicked\nswitch costume to (level2 v)\nshow\ngo to x: (2) y: (-29)\npoint in direction (90)\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nnext costume\nswitch costume to (join [Level] (Level))\n\nforever\n\nswitch costume to (level1 v)\n\nwhen I receive [game over v]\nforever\n hide\nend\n\n@Figur5\n\nwhen flag clicked\nwait (3) seconds\nset drag mode [not draggable v]\nforever\n go to [front v] layer\n hide\n go to x: (237) y: (185)\n show\n play sound [Plopp v] until done\n glide (1) secs to x: (237) y: (151)\n wait (3) seconds\n glide (1) secs to x: (237) y: (185)\n hide\n wait (10) seconds\nend\n\n@Screenshot 2022-03-08 19\n\nwhen flag clicked\nhide\n\nwhen I receive [fertig v]\nshow\nwait (0.2) seconds\nhide\n\n@Affen\n\nwhen flag clicked\nhide\n\n@Hallo\n\nwhen flag clicked\nhide\n\n@Figur2\n\nwhen flag clicked\nhide\n\n@Screenshot 2022-03-28 13\n\nwhen flag clicked\nhide\n\n@Screenshot 2022-03-28 2\n\nwhen flag clicked\nhide\n\n@Pac man 2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nif <(Level) = [2]> then\n hide\nend\nif <(Level) = [3]> then\n hide\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [5]> then\n forever\n show\n set size to (45) %\n go to x: (-110) y: (85)\n switch costume to (pacman rechts v)\n glide (1) secs to x: (0) y: (85)\n switch costume to (pacman links v)\n glide (1) secs to x: (-110) y: (85)\n end\nend\nif <(Level) = [6]> then\n hide\nend\nif <(Level) = [7]> then\n go to x: (-39) y: (56)\n show\n switch costume to (4 v)\nend\nif <(Level) = [8]> then\n hide\nend\nif <(Level) = [9]> then\n hide\nend\n\nif <(Level) = [11]> then\n hide\nend\nif <(Level) = [13]> then\n show\n switch costume to (13 v)\nend\nif <(Level) = [14]> then\n show\n switch costume to (14 v)\nend\nif <(Level) = [15]> then\n show\n switch costume to (15 v)\nend\nif <(Level) = [16]> then\n hide\nend\nif <(Level) = [17]> then\n show\n switch costume to (17 v)\nend\nif <(Level) = [18]> then\n hide\nend\n\nhide\n\n@Figur3\n\nwhen flag clicked\nhide\n\n
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P A C M A N \nT H E \nP L A T F O R M E R 3\nSkript: @S-sch\nsteuerung/steering\nwasd \nPfeiltasten/arrow keys\nDon't touch pacman(berühre nicht pacman)\nPlatz 2 in den trends danke(leider nur noch3)\nDanke für 635 likes\nUnd 431 faves\n45 Remixe \n\n17000 aufrufe\n(Stand:24.11.2022)
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Pay 2 Win Platformer || A game
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@Stage\n\nwhen I receive [start the game nerds v]\nset [brightness v] effect to (10)\nset [ghost v] effect to (0)\nforever\n change [color v] effect by (3)\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <([costume name v] of [ground v]) = [Lvl 2]> then\n switch backdrop to (lol background love v)\n end\n if <([costume name v] of [ground v]) = [Lvl 4]> then\n switch backdrop to (lol background fave v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (lol background v)\n\n@'The Light in the Dark"\n\nwhen flag clicked\nset [level v] to [1]\nset [falling v] to [0]\nbroadcast (Start Up v)\n\nwhen I receive [start up v]\ngo to x: (-187) y: (30)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n wait until <(x position) = [241]>\n broadcast (Next Level! v)\n change [level v] by (1)\nend\n\nwhen I receive [next level! v]\nnext backdrop\ngo to x: (-247) y: (10)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (HAHA U DIED v)\n end\nend\n\nwhen I receive [haha u died v]\ncreate clone of (_myself_ v)\ngo to x: (-200) y: (10)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nshow\n\nwhen I start as a clone\nrepeat (100)\n change y by (6)\n turn left (2) degrees\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <[185] < (y position)> then\n delete this clone\n end\nend\n\nhide\n\nwhen I receive [skip v]\nchange [level v] by (1)\ngo to x: (-200) y: (10)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [start the game nerds v]\nforever\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1.7)\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1.7)\n end\n set [x velocity v] to ((X Velocity) * (0.82))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n change x by ((X Velocity) * (-1))\n change y by (-5)\n if <(Loved?) = [true]> then\n if <key (up arrow v) pressed?> then\n if <[0] < (X Velocity)> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [12]\n else\n set [x velocity v] to [0]\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [y velocity v] to [13.85]\n end\n change y by (1)\nend\n\nwhen I receive [start the game nerds v]\nforever\n if <(Faved?) = [false]> then\n if <touching (gate v)?> then\n change y by (1)\n end\n if <touching (gate v)?> then\n change y by (1)\n end\n if <touching (gate v)?> then\n change y by (1)\n end\n if <touching (gate v)?> then\n change y by (1)\n end\n if <touching (gate v)?> then\n change y by (1)\n change x by ((X Velocity) * (-1))\n change y by (-5)\n end\n if <touching (gate v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (gate v)?> and <key (up arrow v) pressed?>> then\n set [y velocity v] to [13.85]\n end\n change y by (1)\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\nforever\n if <(ppl on other side) = [2]> then\n broadcast (Next Level! v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (lvl 2 v)\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\n@Starting Screen\n\nwhen flag clicked\nswitch costume to (lol v)\nset [ghost v] effect to (0)\nset [turn v] to [1]\npoint in direction (90)\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (200)\n turn left (Turn) degrees\nend\n\nwhen I receive [start the game nerds v]\nhide\npoint in direction (90)\n\nwhen flag clicked\nwait (2) seconds\nrepeat (200)\n change [turn v] by ((Turn) * (0.03))\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Turn) > [60]> then\n switch costume to (black v)\n set [turn v] to [0]\n wait (2.1) seconds\n repeat (50)\n change [ghost v] effect by (4)\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(costume [number v]) = [2]> then\n wait (2.5) seconds\n broadcast (Start the game nerds v)\n end\nend\n\n@Gate\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <([costume name v] of [ground v]) = [Lvl 4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nset [loved? v] to [false]\nset [faved? v] to [false]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n set [loved? v] to [true]\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n set [faved? v] to [true]\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\nset [actions \(love/fave\) v] to [0]\n\n@Thx\n\nwhen flag clicked\nhide\ngo to x: (0) y: (215)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Loved?) = [true]> then\n switch costume to (loved v)\n show\n repeat (55)\n change y by (-2)\n end\n wait (4) seconds\n repeat (55)\n change y by (2)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Faved?) = [true]> then\n switch costume to (faved v)\n show\n repeat (55)\n change y by (-2)\n end\n wait (4) seconds\n repeat (55)\n change y by (2)\n end\n hide\n stop [this script v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\n\n
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୨୧ kuromi - a platformer game ˎˊ-
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@Stage\n\n@player,, kuromi <3\n\ndefine Physics\nif <key (right arrow v) pressed?> then\n change [x v] by (2)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-2)\nend\nchange x by (x)\nif <touching (levels,, <3 v)?> then\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <touching (levels,, <3 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n if <(Jumping?) = [y]> then\n set [y v] to [12]\n set [jumping? v] to [n]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [y]\nend\nif <touching (enemy ai v)?> then\n Restart\n broadcast (Reset Enemy v) and wait\nend\nif <(x position) > [396]> then\n change [level v] by (1)\n Restart\n broadcast (next spike! v)\n broadcast (next level + show skull v)\nend\nif <touching (spikes,, <3 v)?> then\n Restart\nend\nif <touching (toxic thingy o.o v)?> then\n Restart\nend\n\nwhen flag clicked\nRestart\nshow\nset [level v] to [1]\nforever\n Physics\nend\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (levels,, <3 v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching (levels,, <3 v)?> then\n change y by (-8)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [✞︎ 𝖘𝖈𝖔𝖗𝖊 ✞︎ v] to [0]\nforever\n if <touching (collect,, <3 v)?> then\n change [✞︎ 𝖘𝖈𝖔𝖗𝖊 ✞︎ v] by (1)\n broadcast (hide skull v)\n end\nend\n\nwhen [left arrow v] key pressed\nswitch costume to (kuromi #1 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (kuromi #2 v)\n\n@levels,, <3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Level)\nend\n\n@spikes,, <3\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next spike! v]\nnext costume\n\n@guide,, <33\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n play sound [rose // lukrembo v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) > [6]> then\n hide\n else\n show\n end\nend\n\n@collect,, <3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [hide skull v]\nhide\n\nwhen I receive [next level + show skull v]\nnext costume\nshow\n\n@stars,, <33\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n set size to (pick random (5) to (100)) %\n set [ghost v] effect to (pick random (45) to (100))\n go to x: (500) y: (pick random (-180.01) to (180))\n glide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.01) to (180))\nend\n\nwhen flag clicked\nhide\nwait (0) seconds\nshow\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@dots,, <33\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n set size to (pick random (5) to (100)) %\n set [ghost v] effect to (pick random (45) to (100))\n go to x: (500) y: (pick random (-180.01) to (180))\n glide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.01) to (180))\nend\n\nwhen flag clicked\nhide\nwait (0) seconds\nshow\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@toxic thingy o.o\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next spike! v]\nnext costume\n\n@Screenshot 2022-05-11 3\n\nwhen flag clicked\ngo to [front v] layer\nrepeat (100)\n wait (0.01) seconds\n change [ghost v] effect by (5)\nend\n\n
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Skyward v1.1 (scrolling platformer) #games #all
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@Stage\n\nwhen flag clicked\nset volume to (75) %\nforever\n if <not <(LEVEL #) = [3]>> then\n play sound [a cute date - elijah who v] until done\n end\n if <not <(LEVEL #) = [3]>> then\n play sound [Cut My Hair \(Mounika Remix\) - Cavetown v] until done\n end\nend\n\nbroadcast (tick v)\n\nwhen flag clicked\nforever\n if <(LEVEL #) = [3]> then\n stop all sounds\n forever\n play sound [All star - 8bit remix.mp3 v] until done\n end\n end\nend\n\n@Player\n\ndefine change y\nchange [y v] by (Yvel)\ngoto\nif <(Yvel) > [0]> then\n repeat until <not <touching (level hitbox v)?>>\n change [y v] by (-1)\n set [yvel v] to [0]\n goto\n end\nelse\n repeat until <<<not <touching (level hitbox v)?>> and <not <touching (bridge hitbox v)?>>> or <<<(!MODE) = [slide]> and <([abs v] of (Xvel) ) < [3]>> and <touching (bridge hitbox v)?>>>\n change [y v] by (1)\n set [yvel v] to [0]\n goto\n end\nend\n\ndefine change x | speed (speed)\nif <<<(time on wall) > [13]> or <(time on wall) = [0]>> or <<not <<(time on wall) > [13]> or <(time on wall) = [0]>>> and <(touching ground) = [true]>>> then\n change [x v] by ((round (Xvel)) * (speed))\n goto\n if <touching (level hitbox v)?> then\n change [x v] by ((round (Xvel)) * ((speed) * (-1)))\n set [xvel v] to ((Xvel) * (0.4))\n goto\n end\nend\nif <(Yvel) < [3]> then\n set [touching wall v] to [false]\n change x by (-3)\n if <touching (level hitbox v)?> then\n set [touching wall v] to [true]\n set [double jumpable v] to [false]\n set [yvel v] to ((Yvel) * (0.75))\n change [time on wall v] by (1)\n set [!mode v] to [wall]\n set [animate v] to [1]\n if <<(time on wall) < [13]> and <(touching ground) = [false]>> then\n set [xvel v] to [-1]\n end\n if <<key (up arrow v) pressed?> and <(touching ground) = [false]>> then\n start sound [Jump2 v]\n set [xvel v] to [12]\n set [yvel v] to [20]\n set [double jumpable v] to [false]\n set [time on wall v] to [0]\n set [!mode v] to [jump]\n broadcast (jump pressed v)\n end\n end\n change x by (6)\n if <touching (level hitbox v)?> then\n set [touching wall v] to [true]\n set [double jumpable v] to [false]\n set [yvel v] to ((Yvel) * (0.6))\n change [time on wall v] by (1)\n set [!mode v] to [wall]\n set [animate v] to [1]\n if <<(time on wall) < [13]> and <(touching ground) = [false]>> then\n set [xvel v] to [1]\n end\n if <<key (up arrow v) pressed?> and <(touching ground) = [false]>> then\n start sound [Jump2 v]\n set [xvel v] to [-12]\n set [yvel v] to [15]\n set [double jumpable v] to [false]\n set [time on wall v] to [0]\n set [!mode v] to [jump]\n broadcast (jump pressed v)\n end\n end\n change x by (-3)\n if <(touching wall) = [false]> then\n set [time on wall v] to [0]\n end\nend\n\ndefine goto\ngo to x: ((round (x)) - (round (cam X))) y: ((round (y)) - (round (cam Y)))\n\ndefine Reset\nclear graphic effects\nshow\nset size to (80) %\ngo to x: (0) y: (0)\nset [xvel v] to [0]\nset [yvel v] to [0]\nif <(LEVEL #) = [1]> then\n set [x v] to [112]\n set [y v] to [363]\nelse\n set [x v] to [132]\n set [y v] to [363]\nend\nset [cam x v] to [112]\nset [cam y v] to [364]\nset [!mode v] to [idle]\n\nwhen flag clicked\nshow\nset [level # v] to [1]\nset [held jump v] to [no]\nset rotation style [left-right v]\npoint in direction (90)\nReset\ngo to [front v] layer\ngo [backward v] (1) layers\nwait (0.01) seconds\nforever\n if <<touching color (#a0b4ca)?> or <<<[3000] < (y)> or <(y) < [-40]>> and <(timer) > [1]>>> then\n broadcast (die v)\n Reset\n end\n if <<touching color (#1b47b0)?> and <key (down arrow v) pressed?>> then\n broadcast (next level v)\n repeat (20)\n change size by (-4)\n change [ghost v] effect by (5)\n end\n change [level # v] by (1)\n broadcast (LEVEL - Load v)\n hide\n Reset\n end\n broadcast (Play v)\nend\n\nwhen I receive [play v]\nif <(!MODE) = [edit]> then\n change [x v] by (Xvel)\n change [y v] by (Yvel)\n if <key (d v) pressed?> then\n change [xvel v] by (3)\n end\n if <key (a v) pressed?> then\n change [xvel v] by (-3)\n end\n if <key (w v) pressed?> then\n change [yvel v] by (3)\n end\n if <key (s v) pressed?> then\n change [yvel v] by (-3)\n end\n set [xvel v] to ((Xvel) * (0.8))\n set [yvel v] to ((Yvel) * (0.8))\n goto\n move cam\nelse\n if <(!MODE) = [slide]> then\n switch costume to (crouch hitbox v)\n else\n switch costume to (hitbox v)\n end\n goto\n change y by (-1)\n if <<touching (level hitbox v)?> or <touching (bridge hitbox v)?>> then\n set [touching ground v] to [true]\n if <<<key (up arrow v) pressed?> and <(held jump) = [no]>> and <not <(!MODE) = [slide]>>> then\n broadcast (jump pressed v)\n start sound [Jump v]\n set [yvel v] to [18]\n set [!mode v] to [jump]\n set [touching ground v] to [false]\n end\n else\n set [touching ground v] to [false]\n end\n change y by (1)\n if <(touching ground) = [true]> then\n if <(!MODE) = [slide]> then\n particles (pick random (-5) to (([abs v] of (Xvel) ) * (2)))\n if <key (right arrow v) pressed?> then\n change [xvel v] by (0.05)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-0.05)\n end\n set [xvel v] to ((Xvel) * (0.95))\n else\n if <key (right arrow v) pressed?> then\n change [xvel v] by (5)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-5)\n end\n set [xvel v] to ((Xvel) * (0.75))\n end\n else\n if <key (right arrow v) pressed?> then\n change [xvel v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-0.7)\n end\n set [xvel v] to ((Xvel) * (0.95))\n if <(!MODE) = [slide]> then\n set [!mode v] to [idle]\n end\n end\n if <(touching ground) = [true]> then\n set [double jumpable v] to [false]\n end\n if <<key (up arrow v) pressed?> and <<(double jumpable) = [true]> and <(held jump) = [no]>>> then\n start sound [Flip v]\n set [yvel v] to [18]\n set [double jumpable v] to [false]\n set [!mode v] to [doublejump]\n particles (pick random (3) to (6))\n end\n if <key (space v) pressed?> then\n change x | speed [0.6]\n else\n change x | speed [1]\n end\n change [yvel v] by (-1.6)\n change y\n if <<(round (Yvel)) = [0]> and <(touching ground) = [true]>> then\n if <([abs v] of (Xvel) ) < [9]> then\n set [!mode v] to [walk]\n else\n set [!mode v] to [run]\n if <(pick random (1) to (3)) = [1]> then\n particles [1]\n end\n end\n if <(round (Xvel)) = [0]> then\n set [!mode v] to [idle]\n end\n end\n switch costume to (hitbox v)\n if <<<key (down arrow v) pressed?> and <(touching ground) = [true]>> or <touching (level hitbox v)?>> then\n set [!mode v] to [slide]\n start sound [Wall Slide v]\n end\n if <(!MODE) = [jump]> then\n if <([abs v] of (Xvel) ) < [2]> then\n set [!mode v] to [jump-up]\n else\n set [!mode v] to [jump-side]\n end\n end\n if <<(!MODE) = [wall]> and <(touching wall) = [false]>> then\n set [!mode v] to [jump-up]\n end\n if <(!MODE) = [doublejump]> then\n if <([abs v] of (Xvel) ) < [2]> then\n set [!mode v] to [jump-up]\n set [animate v] to [0]\n else\n set [!mode v] to [doublejump]\n end\n end\n if <<<(!MODE) = [run]> or <(!MODE) = [walk]>> and <(touching ground) = [false]>> then\n set [!mode v] to [jump-side]\n end\n point in direction (Xvel)\n animate\n if <key (r v) pressed?> then\n Reset\n end\n move cam\n go to [front v] layer\n go [backward v] (7) layers\nend\n\nwhen I receive [jump pressed v]\nparticles (pick random (3) to (6))\nset [held jump v] to [yes]\nwait until <not <key (up arrow v) pressed?>>\nset [held jump v] to [no]\nif <(touching wall) = [false]> then\n set [double jumpable v] to [true]\nend\n\ndefine animate\nif <not <(switch) = (!MODE)>> then\n set [animate v] to [1]\nend\nset [switch v] to (!MODE)\nif <(!MODE) = [idle]> then\n change [animate v] by (0.3)\n if <(animate) > [4]> then\n set [animate v] to [1]\n end\nend\nif <(!MODE) = [walk]> then\n change [animate v] by ([abs v] of ((Xvel) / (10)) )\n if <(round (animate)) > [3]> then\n set [animate v] to [1]\n end\nend\nif <(!MODE) = [run]> then\n change [animate v] by ([abs v] of ((Xvel) / (16)) )\n if <(round (animate)) > [6]> then\n set [animate v] to [1]\n end\nend\nif <(!MODE) = [jump-side]> then\n change [animate v] by (0.5)\n if <(round (animate)) > [14]> then\n set [animate v] to [13]\n end\nend\nif <(!MODE) = [jump-up]> then\n change [animate v] by (0.5)\n if <(round (animate)) > [13]> then\n set [animate v] to [12]\n end\nend\nif <(!MODE) = [doublejump]> then\n change [animate v] by (1)\n if <(round (animate)) > [20]> then\n set [animate v] to [19]\n end\nend\nchange y by (3)\nswitch costume to (join (!MODE) (round (animate)))\n\ndefine move cam\nchange [cam x v] by ((x position) * (0.3))\nif <(!MODE) = [slide]> then\n change [cam y v] by (((y position) - (20)) * (0.2))\nelse\n change [cam y v] by ((y position) * (0.3))\nend\nif <(cam X) < [230]> then\n set [cam x v] to [230]\nend\nif <(cam Y) < [167]> then\n set [cam y v] to [167]\nend\nif <(cam X) > [3650]> then\n set [cam x v] to [3650]\nend\n\ndefine particles (amount)\nrepeat (amount)\n create clone of (particles v)\nend\n\nwhen flag clicked\nforever\n if <<(!MODE) = [wall]> or <(!MODE) = [slide]>> then\n play sound [Wall Slide v] until done\n end\n if <<(!MODE) = [walk]> or <(!MODE) = [run]>> then\n play sound [Step v] until done\n end\nend\n\n@level hitbox\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nset [xvel v] to [0]\nset [yvel v] to [0]\nshow\nswitch costume to (blank v)\nset size to (1600) %\nswitch costume to (level 1 v)\ngo to [front v] layer\nforever\n if <(!MODE) = [edit]> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (100)\n end\n switch costume to ((LEVEL #) + (1))\nend\n\nwhen I receive [play v]\ngo to x: ((round (level x)) - (round (cam X))) y: ((round (level y)) - (round (cam Y)))\n\n@tiles\n\nwhen flag clicked\nbroadcast (LEVEL - Load v) and wait\nbroadcast (clone level tiles v) and wait\nforever\n broadcast (position tiles v)\nend\n\ndefine setup\nshow\nset [tile index v] to [1]\nset [tile x v] to [16]\nrepeat (clone count x)\n set [tile y v] to [16]\n repeat (clone count y)\n create clone of (_myself_ v)\n change [tile y v] by (32)\n change [tile index v] by (1)\n end\n change [tile x v] by (32)\n change [tile index v] by ((grid height) - (clone count y))\nend\nhide\n\nwhen I receive [position tiles v]\nif <([abs v] of ((tile x) - (cam X)) ) > ((clone count x) * (16))> then\n if <(tile x) < (cam X)> then\n loop tile x (clone count x)\n else\n loop tile x ((0) - (clone count x))\n end\nend\nif <([abs v] of ((tile y) - (cam Y)) ) > ((clone count y) * (16))> then\n if <(tile y) < (cam Y)> then\n loop tile y (clone count y)\n else\n loop tile y ((0) - (clone count y))\n end\nend\nswitch costume to (big v)\ngo to x: ((tile x) - (cam X)) y: ((tile y) - (cam Y))\nset [tile v] to (item (tile index) of [tiles v])\nif <(tile) < [4]> then\n set [tile v] to [4]\nend\nswitch costume to (costume9 v)\nif <<touching (mouse-pointer v)?> and <(!MODE) = [edit]>> then\n switch costume to (tile select)\n set [ghost v] effect to (50)\nelse\n switch costume to (tile)\n set [ghost v] effect to (0)\nend\ngo to [front v] layer\ngo [backward v] (((clone count x) * (clone count y)) - (1)) layers\nif <(tile) < [24]> then\n go [backward v] (4) layers\nend\nif <[32] < (tile)> then\n go [backward v] (1) layers\nend\n\ndefine loop tile x (tile skip)\nchange [tile x v] by ((tile skip) * (32))\nchange [tile index v] by ((tile skip) * (grid height))\n\ndefine loop tile y (tile skip)\nchange [tile y v] by ((tile skip) * (32))\nchange [tile index v] by (tile skip)\n\nwhen I receive [clone level tiles v]\nset size to (200) %\nset [clone count x v] to [16]\nset [clone count y v] to [13]\nsetup\n\n@generate\n\ndefine generate\ndelete all of [tiles v]\nset [grid width v] to [120]\nset [grid height v] to [90]\nwall column\nrepeat ((grid width) - (2))\n boxed column\nend\nwall column\n\nwhen I receive [generate level v]\nbroadcast (LEVEL - Load v)\n\ngenerate\n\ndefine wall column\nrepeat (grid height)\n add [4] to [tiles v]\nend\n\ndefine boxed column\nadd [5] to [tiles v]\nrepeat ((grid height) - (1))\n add [4] to [tiles v]\nend\n\n@parallax\n\nwhen flag clicked\na\n\nwhen I start as a clone\nshow\nset [clone id v] to (y position)\nswitch costume to (clone id)\nforever\n go to x: ((cam X) / ((-34) / (clone id))) y: ((cam Y) / ((-34) / (clone id)))\n go to [back v] layer\n go [forward v] (clone id) layers\n change y by ((clone id) * (5))\nend\n\ndefine a\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nrepeat (3)\n change y by (1)\n create clone of (_myself_ v)\nend\n\n@shadow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nrepeat (3)\n change y by (1)\n create clone of (_myself_ v)\nend\n\ndefine goto ground\ngo to (player v)\nswitch costume to (small v)\nrepeat until <<touching (level hitbox v)?> or <touching (_edge_ v)?>>\n change y by (-1)\nend\nchange y by (5)\nswitch costume to (down shadow v)\nset [ghost v] effect to (((distance to [player v]) / (2)) + (50))\nswitch costume to (big v)\nset size to (((100) - (distance to [player v])) + (40)) %\nswitch costume to (down shadow v)\n\nwhen I start as a clone\nset [id v] to (y position)\nshow\n\ndefine goto left\ngo to (player v)\nswitch costume to (small v)\nrepeat until <<touching (level hitbox v)?> or <touching (_edge_ v)?>>\n change x by (-1)\nend\nchange x by (-10)\nset [ghost v] effect to ((distance to [player v]) + (50))\nswitch costume to (big v)\nset size to (((100) - (distance to [player v])) / (1)) %\nswitch costume to (left v)\n\ndefine goto right\ngo to (player v)\nswitch costume to (small v)\nrepeat until <<touching (level hitbox v)?> or <touching (_edge_ v)?>>\n change x by (1)\nend\nchange x by (15)\nset [ghost v] effect to ((distance to [player v]) + (50))\nswitch costume to (big v)\nset size to (((100) - (distance to [player v])) / (1)) %\nswitch costume to (left v)\n\ngo to (player v)\nswitch costume to (small v)\nrepeat until <<touching (level hitbox v)?> or <touching (_edge_ v)?>>\n change x by (1)\nend\nchange x by (-1)\nset [ghost v] effect to ((distance to [player v]) + (50))\nswitch costume to (big v)\nset size to (((100) - (distance to [player v])) + (30)) %\nswitch costume to (right v)\n\nwhen I receive [play v]\nif <(id) = [1]> then\n go to [front v] layer\n goto ground\nend\nif <(id) = [2]> then\n go to [front v] layer\n goto left\nend\nif <(id) = [3]> then\n go to [front v] layer\n goto right\nend\n\n@entities\n\ndefine clone (amount)\ngo to x: (0) y: (0)\nrepeat (amount)\n change y by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (4) layers\nclone [7]\n\nwhen I start as a clone\nshow\nset [clone id v] to (y position)\n\nif <(clone ID) = [1]> then\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\ngo to x: ((tree x) - (cam X)) y: ((tree y) - (cam Y))\nif <(clone ID) = [1]> then\n if <(LEVEL #) = [1]> then\n set [tree x v] to [366]\n set [tree y v] to [322]\n switch costume to (tall trees v)\n else\n set [tree x v] to [1215]\n set [tree y v] to [322]\n switch costume to (short trees v)\n end\nelse\n if <(clone ID) = [2]> then\n if <(LEVEL #) = [1]> then\n set [tree x v] to [1628]\n set [tree y v] to [674]\n switch costume to (short trees v)\n else\n set [tree x v] to [590]\n set [tree y v] to [322]\n switch costume to (tall trees v)\n end\n else\n if <(clone ID) = [3]> then\n if <(LEVEL #) = [1]> then\n set [tree x v] to [2752]\n set [tree y v] to [642]\n switch costume to (tall trees v)\n else\n set [tree x v] to [1866]\n set [tree y v] to [1122]\n switch costume to (tall trees v)\n end\n else\n if <(clone ID) = [4]> then\n if <(LEVEL #) = [1]> then\n set [tree x v] to [3617]\n set [tree y v] to [418]\n switch costume to (big rock v)\n else\n set [tree x v] to [2344]\n set [tree y v] to [1120]\n switch costume to (rock v)\n end\n else\n if <(clone ID) = [5]> then\n if <(LEVEL #) = [1]> then\n set [tree x v] to [3100]\n set [tree y v] to [545]\n switch costume to (rock v)\n else\n set [tree x v] to [3180]\n set [tree y v] to [1185]\n switch costume to (big rock v)\n end\n else\n if <(clone ID) = [6]> then\n if <(LEVEL #) = [1]> then\n set [tree x v] to [2158]\n set [tree y v] to [1634]\n switch costume to (rock v)\n else\n set [tree x v] to [2822]\n set [tree y v] to [1888]\n switch costume to (tall trees v)\n end\n else\n if <(clone ID) = [7]> then\n if <(LEVEL #) = [3]> then\n show\n set [tree x v] to [367]\n set [tree y v] to [320]\n switch costume to (make ur own :\) v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\n@border\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@editor\n\ndefine get tile at (x) (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [mouse on v] to (((1) + (tile grid y)) + ((tile grid x) * (grid height)))\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n show\n if <(!MODE) = [edit]> then\n get tile at ((mouse x) + (cam X)) ((mouse y) + (cam Y))\n if <mouse down?> then\n replace item (mouse on) of [tiles v] with (tile select)\n end\n switch costume to (tile select)\n go to x: (0) y: (140)\n else\n hide\n end\nend\n\nwhen [left arrow v] key pressed\nchange [tile select v] by (-1)\nif <(tile select) < [4]> then\n set [tile select v] to [49]\nend\n\nwhen [right arrow v] key pressed\nchange [tile select v] by (1)\nif <[49] < (tile select)> then\n set [tile select v] to [4]\nend\n\nwhen flag clicked\nforever\n if <key (e v) pressed?> then\n set [!mode v] to [edit]\n wait until <not <key (e v) pressed?>>\n wait until <key (e v) pressed?>\n set [!mode v] to [idle]\n wait until <not <key (e v) pressed?>>\n end\nend\n\n@Level Store\n\ndefine write value (value) delimiter (letter)\nset [encoded v] to (join (encoded) (join (value) (letter)))\n\ndefine save level (level #)\nset [encoded v] to []\nwrite value [1] delimiter [_]\nwrite value (grid width) delimiter [_]\nwrite value (grid height) delimiter [_]\nset [tile index v] to [1]\nset [tile v] to (item (tile index) of [tiles v])\nset [length v] to [0]\nrepeat (grid height)\n repeat (grid width)\n if <<(length) < [26]> and <(tile) = (item (tile index) of [tiles v])>> then\n change [length v] by (1)\n else\n if <(tile) = [2]> then\n set [tile v] to []\n end\n write value (tile) delimiter (item (length) of [a to z v])\n set [tile v] to (item (tile index) of [tiles v])\n set [length v] to [1]\n end\n change [tile index v] by (grid height)\n end\n change [tile index v] by ((1) - ((grid width) * (grid height)))\nend\nwrite value (tile) delimiter (item (length) of [a to z v])\nrepeat ((level #) - (length of [level store v]))\n add [] to [level store v]\nend\nreplace item (level #) of [level store v] with (encoded)\n\ndefine load level (level #)\nset [encoded v] to (item (level #) of [level store v])\nset [read index v] to [1]\nread value\nif <not <(value) = [1]>> then\n stop [this script v]\nend\ndelete all of [tiles v]\nread value\nset [grid width v] to (value)\nread value\nset [grid height v] to (value)\nrepeat ((grid width) * (grid height))\n add [] to [tiles v]\nend\nset [tile index v] to [1]\nrepeat until <(read index) > (length of (encoded))>\n read value\n if <(value) = []> then\n set [value v] to [2]\n end\n repeat (item # of (letter) in [a to z v])\n replace item (tile index) of [tiles v] with (value)\n change [tile index v] by (grid height)\n if <(tile index) > ((grid width) * (grid height))> then\n change [tile index v] by ((1) - ((grid width) * (grid height)))\n if <(tile index) > (grid height)> then\n stop [this script v]\n end\n end\n end\nend\n\ndefine read letter\nset [letter v] to (letter (read index) of (encoded))\nchange [read index v] by (1)\n\ndefine read value\nset [value v] to []\nread letter\nrepeat until <<(letter) > [9]> or <(letter) = []>>\n set [value v] to (join (value) (letter))\n read letter\nend\n\nwhen I receive [level - save v]\nsave level (LEVEL #)\n\nwhen I receive [level - load v]\nload level (LEVEL #)\nbroadcast (LEVEL - Done Loading... v) and wait\n\nwhen [o v] key pressed\nbroadcast (LEVEL - Save v)\n\nwhen [p v] key pressed\nbroadcast (LEVEL - Load v)\n\nwhen flag clicked\nset [level # v] to [1]\n\nchange [level # v] by (1)\n\n@bridge hitbox\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (1600) %\nswitch costume to (level 1 v)\n\nwhen I receive [play v]\ngo to x: ((cam X) * (-1)) y: ((cam Y) * (-1))\nswitch costume to ((LEVEL #) + (1))\nif <(!MODE) = [edit]> then\n set [ghost v] effect to (75)\nelse\n set [ghost v] effect to (100)\nend\n\n@particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (smoke1 v)\nset [particle x v] to (x)\nset [particle y v] to ((y) - (10))\nset [particle yvel v] to (((Yvel) * (0.5)) + (pick random (1) to (-1)))\nset [particle x vel v] to (((Xvel) * (0.5)) + (pick random (-3) to (3)))\nset [particle life v] to [0]\nforever\n change [particle yvel v] by (-0.7)\n change [particle x v] by (particle x vel)\n if <touching (level hitbox v)?> then\n change [particle x v] by ((particle x vel) * (-1))\n set [particle x vel v] to [0]\n end\n change [particle y v] by (particle yvel)\n if <touching (level hitbox v)?> then\n change [particle y v] by ((particle yvel) * (-1))\n set [particle yvel v] to [0]\n end\n change [particle life v] by (pick random (0.5) to (1))\n if <(particle life) > [5]> then\n switch costume to (smoke2 v)\n end\n if <(particle life) > [10]> then\n delete this clone\n end\n change [ghost v] effect by ((particle life) / (1.5))\nend\n\nwhen I receive [play v]\ngo to x: ((round (particle x)) - (round (cam X))) y: ((round (particle y)) - (round (cam Y)))\n\n@effects\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (thumbnail v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nswitch costume to (next level v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [ghost v] effect to (100)\nswitch costume to (thumbnail v)\n\nwhen I receive [die v]\nswitch costume to (die v)\nshow\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nswitch costume to (thumbnail v)\n\n
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----EXPLANATION---\nThis game is meant to be played, but it's also meant to be customized by you. You can edit levels, and also make your own. If you want your own levels to save after exiting the page, you will have to remix the project.\n\n ---CONTROLS---\n -In play mode:\nUse arrow keys to move. \nPress space to walk, otherwise you'll run everywhere\nYou can double jump and wall jump.\nPress down arrow when in a portal to go to the next level\n\n-In edit mode:\n\nPress E to toggle edit mode\nUse WASD to move around (you can fly)\nUse left and right arrow keys to change what block you have selected\nTo add a hitbox/collision to the level, press See inside, and go into the level hitbox sprite. Edit the costume to add a hitbox.\nPress O to save your changes (unless you remix, reloading the page will reset changes)
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Night || A Platformer || #All #Games
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@Stage\n\nwhen I receive [start game v]\nforever\n play sound [Music v] until done\nend\n\n@Thumbail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nIntro\n\ndefine Intro\nset [seq v] to [0]\nset [ghost v] effect to (100)\npoint in direction (90)\nset size to (100) %\nrepeat (3)\n switch costume to (b1 v)\n go to x: (-220) y: (0)\n repeat (6)\n create clone of (_myself_ v)\n change x by (80)\n end\n wait (0.2) seconds\n switch costume to (b2 v)\n go to x: (0) y: (150)\n repeat (6)\n create clone of (_myself_ v)\n change y by (-60)\n end\n wait (0.2) seconds\nend\nwait (0.2) seconds\nset [i1 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (name v)\nset [brightness v] effect to (100)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (white bar v)\ngo to x: (0) y: (-150)\nrepeat (4)\n create clone of (_myself_ v)\n change y by (100)\nend\nwait (0.5) seconds\ngo to x: (0) y: (0)\nset [i1 v] to [1]\nswitch costume to (name v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [ghost v] effect to (0)\n set y to (400)\n repeat (18)\n change y by ((y position) / (-3))\n end\nelse\n if <(costume [number v]) = [2]> then\n set [ghost v] effect to (0)\n set x to (400)\n repeat (18)\n change x by ((x position) / (-3))\n end\n else\n if <(costume [number v]) = [3]> then\n if <(i1) = [0]> then\n set size to (0) %\n repeat (30)\n set [i1 v] to (((i1) * (0.8)) + (((100) - (size)) / (3)))\n change size by (i1)\n set y to (i1)\n set x to ((i1) / (3))\n point in direction ((90) + ((i1) / (7)))\n change [ghost v] effect by (-5)\n end\n set [i1 v] to [0]\n repeat (30)\n change [i1 v] by (3)\n change x by ((i1) * (-0.6))\n change y by ((i1) / (2))\n turn left ((i1) / (5)) degrees\n change [ghost v] effect by ((i1) / (1.5))\n end\n else\n clear graphic effects\n repeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\n end\n end\n else\n if <(costume [number v]) = [4]> then\n Particles\n go to x: (0) y: (-300)\n set size to (100) %\n switch costume to (logo v)\n clear graphic effects\n set [i1 v] to [0]\n set [seq v] to [1]\n repeat (26)\n point in direction ((90) + (([tan v] of (i1) ) * (10)))\n change y by ((y position) / (-4))\n change [i1 v] by (7)\n end\n repeat (10)\n change y by ((y position) + (5))\n end\n else\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n set [ghost v] effect to (0)\n repeat (20)\n change x by (i1)\n change y by (i2)\n change [ghost v] effect by (5)\n change [i2 v] by (-2)\n end\n delete this clone\n else\n if <(costume [number v]) = [7]> then\n set size to (0) %\n repeat (20)\n change size by (((100) - (size)) / (4))\n change [ghost v] effect by (-7)\n end\n else\n if <(costume [number v]) = [8]> then\n clear graphic effects\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\ndefine Particles\n\nwhen flag clicked\nplay sound [Intro music v] until done\nbroadcast (Start game v)\nstop [this script v]\n\n@Player\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\nset size to (100) %\ngo to x: (-199) y: (-45)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.5)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (up right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (up left v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>>> then\n switch costume to (normal v)\n end\n change x by (X)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-15]\n set [y v] to [10]\n else\n set [x v] to [15]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\n else\n set [x v] to ((X) * (0.8))\n end\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\n if <(Jump) = [Yes]> then\n set [y v] to [12]\n set [jump v] to [No]\n end\n end\n else\n change [y v] by (-1)\n set [jump v] to [Yes]\n end\n if <(x position) > [240]> then\n show\n switch costume to (normal v)\n set size to (100) %\n point in direction (90)\n go to x: (-199) y: (-45)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Next Level v)\n end\n if <<touching (spikes v)?> or <<touching (saw v)?> or <touching (lava v)?>>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n set size to (100) %\n point in direction (90)\n go to x: (-199) y: (-45)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Sky\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [start game v]\nshow\ngo to x: (36) y: (24)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Ground\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Moon\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\ngo to x: (36) y: (28)\nset size to (100) %\nset [moon size v] to [100]\nforever\n change size by ([cos v] of (Moon Size) )\n change [moon size v] by (5)\nend\n\n@Clouds\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nhide\ngo to [front v] layer\nforever\n set [random v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\nwhen I start as a clone\nset size to (pick random (70) to (80)) %\nshow\nset [ghost v] effect to (15)\nif <(random) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(random) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <[250] < (x position)>\n change x by (1)\n end\n delete this clone\nend\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Saw\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n change [line v] by (0.9)\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([sin v] of ((line) * (2)) ) * (300)))\n if <(costume [number v]) = [3]> then\n go to x: (-74) y: (-100)\n end\n if <(costume [number v]) = [6]> then\n go to x: (32) y: (-103)\n end\n if <(costume [number v]) = [7]> then\n go to x: (51) y: (-22)\n end\n if <(costume [number v]) = [8]> then\n go to x: (197) y: (-102)\n end\nend\n\n@Lava\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n glide (1) secs to x: (36) y: (33)\n glide (1) secs to x: (36) y: (38)\nend\n\n
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★★★★★ Night ★★★★★\n\n ★★★How to play★★★\n- Arrow keys and WAD to move !\n- Don't touch spikes, saw, ...\n\n ★Goals★\n- Up to #10 on #All\n- Up to #15 on Games\n- 20 000+ views\n- 500+ Loves And Favs\n\n ★★★★★★★★★★Credits★★★★★★★★★★★★\n- Thanks to @YRTIM for the intro !\n- Thanks to @TrentonTNT for the cloud art \n- The other codes by me ! \n\n ❤️ + ⭐ = Thanks\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment " Pizza "
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die drei ### platformer 1
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@Stage\n\n@Guy\n\nwhen I start as a clone\n\nswitch costume to (trail1 v)\nclear graphic effects\nrepeat (8)\n change size by (-4)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nSetup\nbroadcast (Game Loop v)\n\ngo to x: (-190) y: (-24)\ngo to x: (-201) y: (14)\n\nwhen flag clicked\n\ndefine Fix Collisions in direction (dir)\nset [temporary dir v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (168)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temporary dir)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine Check Touching Solid\nif <touching (ground v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nhide variable [x v]\n\nwhen flag clicked\nforever\n Check Touching Solid\n if <(touching) > [0]> then\n Fix Collisions in direction [0]\n Fix Collisions in direction [90]\n end\nend\n\ndefine Setup\ngo to x: (-200) y: (50)\npoint in direction (90)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (45) %\nswitch costume to (middle v)\nset drag mode [not draggable v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\n\ndefine Left / Right Movement\nif <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\n\nwhen I receive [game loop v]\nforever\n Set Costume\n Left / Right Movement\n Horizontal Collision and Wall Jump\n Up / Down Movement\n Check Death / Win\nend\n\ndefine Horizontal Collision and Wall Jump\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-3)\n\ndefine Up / Down Movement\nCheck Touching Solid\nif <(touching) = [1]> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [14]\n end\nend\nchange y by (3)\nchange [y v] by (-1)\nchange y by (Y)\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\n\ndefine Check Death / Win\nif <(x position) > [230]> then\n change [level v] by (1)\n broadcast (next level v)\nend\nif <(y position) < [-170]> then\n broadcast (Death v)\nend\nif <touching (spike v)?> then\n broadcast (Death v)\nend\nif <touching (lava v)?> then\n broadcast (Death v)\nend\nif <touching (saw v)?> then\n broadcast (Death v)\nend\n\nwhen I receive [next level v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-245) y: (y position)\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\ngo to x: (-235) y: (-50)\nset [y v] to [0]\nset [x v] to [0]\nshow\nbroadcast (Game Loop v)\ndelete this clone\n\ndefine Set Costume\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\nend\n\nwhen I receive [death v]\n\nwhen I receive [game loop v]\ndelete this clone\n\nwhen I receive [game loop v]\n\nFix Collisions in direction [0]\nFix Collisions in direction [90]\n\nwhen I receive [next level v]\nwait (0.01) seconds\nFix Collisions in direction [0]\n\nwhen I receive [90 v]\nset [y v] to [20]\nchange y by (Y)\n\nwhen I receive [-90 v]\nset [y v] to [-20]\nchange y by (Y)\n\nstop [this script v]\n\nwhen I receive [180 v]\nset [x v] to [25]\n\nwhen I receive [next level v]\nFix Collisions in direction [0]\n\nwhen I receive [game loop v]\nFix Collisions in direction [0]\n\n@ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\nforever\n\nswitch costume to (level1 v)\n\nnext costume\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Figur1\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> or <(Level) = [2]>> then\n go to x: (0) y: (3)\n switch costume to (grass v)\n end\n if <(Level) = [3]> then\n switch costume to (zaun v)\n go to x: (-29) y: (-37)\n end\n if <(Level) = [4]> then\n switch costume to (grass2 v)\n end\n if <(Level) = [6]> then\n switch costume to (city 1 v)\n end\n if <(Level) = [7]> then\n switch costume to (nothing v)\n end\nend\n\n@Figur2\n\nwhen flag clicked\nhide\nforever\n set [y wolke v] to (pick random (115) to (165))\n go to x: (281) y: (y wolke)\n glide (4) secs to x: (-260) y: (y wolke)\n if <(Level) = [2]> then\n show\n end\nend\n\n@Figur3\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nforever\n set [y wolke-2 v] to (pick random (115) to (165))\n go to x: (281) y: (y wolke-2)\n glide (4) secs to x: (-260) y: (y wolke-2)\n if <(Level) = [2]> then\n show\n end\nend\n\n@Figur4\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <(Level) = [7]> then\n broadcast (leuchturm v)\n end\nend\n\nforever\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\n end\n wait (1.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [leuchturm v]\n\n@Figur5\n\nwhen flag clicked\nhide\n\n
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hier habe ich einen Plattfomer im design einer bekannten (kinder-)Serie gemacht \nich hoffes es gefällt euch
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All Colors Platformer [Not Complete Version]
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@Stage\n\nwhen flag clicked\nwait (12.5) seconds\nforever\n play sound [Disfigure - Blank \[NCS Release\] v] until done\n play sound [Cartoon - On & On \(feat. Daniel Levi\) \[NCS Release\] v] until done\n play sound [NIVIRO - Get My Love \[NCS Release\] v] until done\nend\n\n@next\n\nwhen flag clicked\nhide\n\nwhen I receive [幕 v]\ngo to [front v] layer\nshow\ngo to x: (465) y: (0)\nstart sound [ポップ v]\nglide (1) secs to x: (0) y: (0)\nbroadcast (ステージ切り替え v)\nwait (0.3) seconds\nglide (1) secs to x: (-465) y: (0)\nhide\nset [背景明るさ v] to [0]\nset [演出中 v] to [0]\nset [動いてよろしい? v] to [1]\n\n@プレイヤー\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [スタート v]\nset [動いてよろしい? v] to [1]\ngo to [back v] layer\nshow\nset size to (100) %\nswitch costume to (player v)\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [now v] to [1]\nforever\n if <(動いてよろしい?) = [1]> then\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n set [xv v] to ((Xv) * (1.02))\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> 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 [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地形 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n if <<touching (ふわふわ v)?> and <(Yv) < [0]>> then\n set [yv v] to [1]\n change y by (1)\n else\n change [yv v] by (-1)\n end\n change y by (Yv)\n if <touching (地形 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n set [動いてよろしい? v] to [0]\n broadcast (next level v)\n change [now v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <(y position) < [-170]> then\n broadcast (死 v)\n set [演出中 v] to [1]\n start sound [Onmtp-Ding04-1 v]\n set [背景明るさ v] to [100]\n wait (0.1) seconds\n repeat (10)\n change [背景明るさ v] by (-10)\n end\n set [演出中 v] to [0]\n point in direction (90)\n glide (0.5) secs to x: (-201) y: (-50)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n go to x: (-201) y: (-50)\n end\n if <touching (針 &毒 v)?> then\n broadcast (死 v)\n set [演出中 v] to [1]\n start sound [Onmtp-Ding04-1 v]\n set [背景明るさ v] to [100]\n wait (0.1) seconds\n repeat (10)\n change [背景明るさ v] by (-10)\n end\n set [演出中 v] to [0]\n point in direction (90)\n glide (0.5) secs to x: (-201) y: (-50)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n go to x: (-201) y: (-50)\n end\n end\nend\n\nwhen I receive [ステージ切り替え v]\ngo to x: (-201) y: (-50)\n\nwhen flag clicked\ngo to x: (-192) y: (-87)\nwait (12.5) seconds\nbroadcast (スタート v)\n\nrepeat (10)\n hide\nend\n\n@地形\n\nwhen flag clicked\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\n\nwhen I receive [next level v]\nbroadcast (幕 v)\n\nwhen I receive [ステージ切り替え v]\nset [変数 v] to [0]\nnext costume\n\nwhen I receive [スタート v]\nshow\n\n@針 &毒\n\nwhen flag clicked\nset [背景明るさ v] to [0]\nforever\n set [brightness v] effect to ((背景明るさ) * (-1))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\n\nwhen I receive [next level v]\nbroadcast (幕 v)\n\nwhen I receive [ステージ切り替え v]\nset [my variable v] to [0]\nnext costume\n\nwhen I receive [スタート v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\n@takuto_kscratch Intro (仮)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(costume [number v]) = [1]> then\n set size to (0) %\n point in direction (0)\n hide\n wait (((((x position) + (240)) / (240)) + (((y position) + (180)) / (180))) / (5)) seconds\n show\n repeat (30)\n change size by (((105) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n wait until <[5] < (timer)>\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (0) %\n set [variable v] to [0]\n repeat (55)\n set [variable v] to (((variable) * (0.75)) + (((100) - (size)) / (3)))\n change size by (variable)\n end\n point in direction (180)\n change x by (150)\n repeat (20)\n turn right (((90) - (direction)) / (3)) degrees\n change x by (((0) - (x position)) / (3))\n end\n wait until <[4.5] < (timer)>\n hide\n go to x: (0) y: (500)\n go to [front v] layer\n wait until <[7] < (timer)>\n show\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((25) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n if <(variable) = [3.14]> then\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[12] < (timer)>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n else\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (0) %\n repeat (50)\n change size by (((100) - (size)) / (6))\n end\n wait until <[7] < (timer)>\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((-100) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <<[4] < (costume [number v])> and <[10] > (costume [number v])>> then\n if <(variable) = [1]> then\n go to x: (0) y: (0)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (pick random (0) to (30))\n set [variable v] to (pick random (-20) to (20))\n set [?/? v] to (pick random (1) to (360))\n set [? v] to [0]\n repeat (60)\n go to [front v] layer\n point in direction (?/?)\n move (variable) steps\n change [? v] by (variable)\n point in direction ((?) + (?/?))\n if <touching (_edge_ v)?> then\n if on edge, bounce\n set [?/? v] to (direction)\n end\n set [variable v] to ((variable) * (0.95))\n change [ghost v] effect by (3.4)\n end\n delete this clone\n else\n go to (random position v)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (100)\n point in direction (pick random (1) to (360))\n repeat until <[6] < (timer)>\n move (0.2) steps\n if <(pick random (1) to (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n change [ghost v] effect by (-4)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\ndefine ◇\ngo to x: (-240) y: (180)\nswitch costume to (正方形 v)\nrepeat (11)\n repeat (13)\n create clone of (_myself_ v)\n change x by (40)\n end\n set x to (-240)\n change y by (-36)\nend\n\ndefine Dust\nset [variable v] to [1]\nrepeat (20)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\ndefine Back Dust\nset [variable v] to [29]\nrepeat (40)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\nreset timer\nstart sound [Lensko - Cetus \[NCS Release\] v]\n◇\nwait until <[1.8] < (timer)>\nBack Dust\nset [brightness v] effect to (-100)\nDust\nclear graphic effects\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nwait until <[4] < (timer)>\nset [variable v] to [3.14]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-25)\n wait (0.1) seconds\nend\nwait until <[5.25] < (timer)>\nclear graphic effects\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nDust\nDust\nwait until <[9] < (timer)>\nset [variable v] to [8.97]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-25)\n wait (0.1) seconds\nend\n\nwhen flag clicked\ngo to [front v] layer\nbroadcast (intro v)\n\n@サムネ\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@スプライト1\n\nwhen flag clicked\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n
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Please follow @takuto_kscratch\n-------------------------------------------------------------------\nAll Colors Platformer [Not Complete Ver.]\nComplete Ver.↓ \nhttps://scratch.mit.edu/projects/726610310/
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BULLET PLATFORMER~
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@Stage\n\nwhen flag clicked\nswitch backdrop to (サムネ v)\nset [brightness v] effect to (100)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nbroadcast (title v)\n\nwhen I receive [boss v]\nrepeat (50)\n change volume by (-2)\n change [color v] effect by (1.1)\n change [brightness v] effect by (1)\nend\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\nforever\n play sound [bgm_maoudamashii_cyber12 v] until done\nend\n\nwhen I receive [撃破 v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\nforever\n play sound [bgm_maoudamashii_cyber31 v] until done\nend\n\nset [color v] effect to (0)\n\nwhen I receive [クリア v]\nrepeat (100)\n change volume by (-1)\nend\nswitch backdrop to (背景3 v)\nstop [other scripts in sprite v]\nclear graphic effects\nstop all sounds\nset volume to (100) %\nforever\n\nplay sound [bgm_maoudamashii_cyber31 v] until done\n\nwhen I receive [start v]\nswitch backdrop to (背景2 v)\nset volume to (100) %\nforever\n play sound [bgm_maoudamashii_cyber31 v] until done\nend\n\nset [rank v] to [0]\n\nwhen I receive [game over v]\nrepeat (100)\n change volume by (-1)\nend\nstop [other scripts in sprite v]\nclear graphic effects\nstop all sounds\nstop [all v]\n\n@スプライト1\n\nwhen I start as a clone\nif <(costume [name v]) = [目]> then\n set size to (20) %\n switch costume to (目 v)\n show\n go to [front v] layer\n forever\n go to x: (自:x) y: (自:y)\n if <key (right arrow v) pressed?> then\n switch costume to (目 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (目2 v)\n end\n end\nelse\n set size to (100) %\n go to [back v] layer\n switch costume to (太陽 v)\n set [ghost v] effect to (80)\n go to x: (0) y: (-240)\n repeat (960)\n set [pixelate v] effect to (pick random (1) to (60))\n change y by (0.25)\n end\n forever\n set [pixelate v] effect to (pick random (1) to (60))\n end\nend\n\nchange [ghost v] effect by (-0.1)\n\nif <key (up arrow v) pressed?> then\n set [jump v] to [15]\n repeat until <(JUMP) < [-13]>\n change [jump v] by (-1)\n end\n set [jump v] to [0]\nend\n\ndefine 1\nif <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (-5)\n change [x v] by (speed)\n end\n end\n end\n end\n end\nend\n\nwait until <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <not <touching (地面 v)?>>>\n\nif <touching (地面 v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by (1)\n end\nend\n\nchange y by (JUMP)\n\nchange [y v] by (JUMP)\n\nchange [x v] by (-2000)\n\nwhen I receive [boss v]\nif <(costume [name v]) = [体]> then\n switch costume to (太陽 v)\n create clone of (_myself_ v)\n switch costume to (体 v)\nend\n\nwhen I receive [クリア v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n hide\n repeat (1)\n delete this clone\n end\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nset [hp v] to [100]\nset size to (20) %\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n 1\n if <key (right arrow v) pressed?> then\n set [speed v] to [5]\n change [x v] by (-5)\n broadcast (右 v)\n end\n if <key (left arrow v) pressed?> then\n set [speed v] to [-5]\n change [x v] by (5)\n broadcast (左 v)\n end\nend\n\nwhen I receive [start v]\nswitch costume to (目 v)\ncreate clone of (_myself_ v)\nswitch costume to (体 v)\nshow\nforever\n set [自:x v] to (x position)\n set [自:y v] to (y position)\n if <key (right arrow v) pressed?> then\n change [自:x v] by (4)\n end\n if <key (left arrow v) pressed?> then\n change [自:x v] by (-4)\n end\n if <key (up arrow v) pressed?> then\n change [自:y v] by (4)\n end\n if <key (down arrow v) pressed?> then\n change [自:y v] by (-4)\n end\nend\n\nwhen I receive [start v]\nset [jump v] to [0]\nforever\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (地面 v)?>> then\n set [jump v] to [16]\n end\n change y by (1)\n change [jump v] by (-1)\n change y by (JUMP)\n if <touching (地面 v)?> then\n change y by ((JUMP) * (-1))\n set [jump v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0) seconds\nwait until <(x) < [-4000]>\nbroadcast (クリア v)\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n hide\n repeat (1)\n delete this clone\n end\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(y position) < [-180]> then\n broadcast (GAME OVER v)\n stop [this script v]\n end\nend\n\n@地面\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nif < (costume [name v]) contains [road]?> then\n forever\n show\n if <<[460] < (x position)> or <(x position) < [-460]>> then\n hide\n end\n go to x: ((x) + (X座標)) y: ((Y座標) + (Y座標))\n end\nend\n\ndefine x座標 (x) Y座標 (y) にコスチューム (名前) を設置\nswitch costume to (名前)\nset [x座標 v] to (x)\nset [y座標 v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nwhen I receive [撃破 v]\nif <(costume [name v]) = [road8]> then\n switch costume to (road9 v)\nend\n\nwhen I receive [クリア v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nx座標 [0] Y座標 [0] にコスチューム [road] を設置\nx座標 [465] Y座標 [0] にコスチューム [road2] を設置\nx座標 [930] Y座標 [0] にコスチューム [road3] を設置\nx座標 [1365] Y座標 [0] にコスチューム [road4] を設置\nx座標 [1830] Y座標 [0] にコスチューム [road5] を設置\nx座標 [2300] Y座標 [0] にコスチューム [road6] を設置\nx座標 [2765] Y座標 [0] にコスチューム [road7] を設置\nx座標 [3230] Y座標 [0] にコスチューム [road8] を設置\nx座標 [3690] Y座標 [0] にコスチューム [road10] を設置\nx座標 [4150] Y座標 [0] にコスチューム [road11] を設置\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\n@雲\n\nwhen I start as a clone\nif < (costume [name v]) contains [雲]?> then\n set [ghost v] effect to ((100) - (([abs v] of (いろいろ) ) * (15)))\n show\n go to x: (465) y: (y position)\n repeat until <(x position) < [0]>\n change [エックス v] by (いろいろ)\n end\n next costume\n create clone of (_myself_ v)\n switch costume to ((costume [number v]) - (1))\n repeat until <(x position) < [-460]>\n change [エックス v] by (いろいろ)\n end\n delete this clone\nend\n\nchange x by (10)\n\ngo to x: (465) y: (-150)\nswitch costume to (雲 v)\n1\ngo to x: (465) y: (-100)\nswitch costume to (雲2 v)\n1\ngo to x: (465) y: (-50)\nswitch costume to (雲3 v)\n1\n\ndefine 1\nset [いろいろ v] to [-7]\ncreate clone of (_myself_ v)\nset [いろいろ v] to [-5]\ncreate clone of (_myself_ v)\nset [いろいろ v] to [-3]\ncreate clone of (_myself_ v)\n\ngo to x: (465) y: (-150)\nswitch costume to (雲 v)\nset [いろいろ v] to [-7]\ncreate clone of (_myself_ v)\ngo to x: (465) y: (-100)\nswitch costume to (雲2 v)\nset [いろいろ v] to [-5]\ncreate clone of (_myself_ v)\ngo to x: (465) y: (-50)\nswitch costume to (雲3 v)\nset [いろいろ v] to [-3]\ncreate clone of (_myself_ v)\n\ndefine 2\nset [いろいろ v] to [-1]\nrepeat (10)\n next costume\n create clone of (_myself_ v)\n change y by (-20)\n change [いろいろ v] by (-1)\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [雲]?> then\n set [エックス v] to [465]\n forever\n hide\n set x to (エックス)\n if <(表示) = [1]> then\n show\n end\n end\nend\n\nset [エックス v] to (x position)\n\nwhen I receive [右 v]\nchange [エックス v] by ((いろいろ) / (-6))\n\nwhen I receive [左 v]\nchange [エックス v] by ((いろいろ) / (6))\n\nwhen I start as a clone\nforever\n if <(削除) = [1]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I receive [start v]\nset [表示 v] to [1]\n\nwhen flag clicked\nset [削除 v] to [0]\nset [表示 v] to [0]\ngo to x: (465) y: (-50)\n2\n\n@陰陽\n\nwhen I start as a clone\nshow\n位置設定\n\ndefine x座標 (x) Y座標 (y) にコスチューム (名前) を設置 タイプ (type) 間隔 (w) 秒\nswitch costume to (名前)\nset [wait v] to (w)\nset [x座標 v] to (x)\nset [y座標 v] to (y)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [陰陽]> then\n set size to (20) %\n forever\n change [y座標 v] by ([cos v] of (いろいろ) )\n change [いろいろ v] by (5)\n end\nend\n\ndefine 敵弾生成 X座標 (x) y座標 (y) 種類 (type) 向き (111) カスタム (a)\nadd (x) to [敵弾x v]\nadd (y) to [敵弾y v]\nadd (type) to [敵弾種類 v]\nadd (111) to [敵弾向き v]\nadd (a) to [敵弾その他 v]\ncreate clone of (スプライト2 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [陰陽]> then\n set rotation style [don't rotate v]\n forever\n if <not <<[240] < (x position)> or <(x position) < [-240]>>> then\n if <(type) = [0]> then\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [0] 向き (direction) カスタム []\n else\n if <(type) = [1]> then\n turn right (14) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [1] 向き (direction) カスタム []\n else\n if <(type) = [2]> then\n wait (1) seconds\n point towards (スプライト1 v)\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き (direction) カスタム []\n turn right (5) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き (direction) カスタム []\n turn right (-10) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き (direction) カスタム []\n else\n if <(type) = [3]> then\n end\n end\n end\n wait (((1) - ((rank) / (30))) * (wait)) seconds\n end\n end\nelse\n if <(costume [name v]) = [水母]> then\n set size to (25) %\n set rotation style [don't rotate v]\n wait until <(x) < [-2800]>\n broadcast (boss v)\n wait (1) seconds\n 羽\n switch costume to (水母 v)\n wait (1) seconds\n set [いろいろ v] to [15]\n repeat (25)\n change [y座標 v] by (いろいろ)\n change [いろいろ v] by (-0.5)\n end\n wait (1) seconds\n エフェクト1\n forever\n repeat (((rank) / (7)) + (2))\n repeat (((rank) / (2)) + (10))\n 敵弾生成 X座標 ((X座標) + (pick random (-80) to (80))) y座標 ((y position) + (pick random (-80) to (0))) 種類 [1] 向き (pick random (1) to (360)) カスタム [3]\n rank依存 [0.5] 秒待つ\n end\n wait (1.5) seconds\n rank依存 [1.5] 秒待つ\n end\n repeat (80)\n switch costume to (水母2 v)\n change [x座標 v] by (-5)\n end\n repeat (2)\n repeat (8)\n turn right (14) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [1] 向き (direction) カスタム [4]\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き (direction) カスタム [4]\n switch costume to (水母3 v)\n repeat (10)\n change [x座標 v] by (10)\n end\n end\n repeat (8)\n turn right (14) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [1] 向き (direction) カスタム [4]\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き (direction) カスタム [4]\n switch costume to (水母2 v)\n repeat (10)\n change [x座標 v] by (-10)\n end\n end\n end\n repeat (80)\n switch costume to (水母3 v)\n change [x座標 v] by (5)\n end\n set [いろいろ v] to [0]\n switch costume to (水母 v)\n repeat (20)\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き (いろいろ) カスタム [4]\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き ([abs v] of (いろいろ) ) カスタム [4]\n change [いろいろ v] by (-21)\n repeat (4)\n change [y座標 v] by (-2)\n end\n end\n point towards (スプライト1 v)\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [3] 向き (direction) カスタム [-90]\n repeat (5)\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [4] 向き (pick random (1) to (360)) カスタム [90]\n wait (1) seconds\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [4] 向き (pick random (1) to (360)) カスタム [-90]\n wait (1) seconds\n end\n switch costume to (水母2 v)\n repeat (80)\n change [x座標 v] by (-5)\n change [y座標 v] by (-0.5)\n end\n repeat (2)\n repeat (8)\n turn right (14) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [0] 向き (direction) カスタム [0]\n switch costume to (水母3 v)\n repeat (10)\n change [x座標 v] by (10)\n end\n end\n repeat (8)\n turn right (14) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [0] 向き (direction) カスタム [0]\n switch costume to (水母2 v)\n repeat (10)\n change [x座標 v] by (-10)\n end\n end\n end\n switch costume to (水母3 v)\n repeat (80)\n change [x座標 v] by (5)\n end\n switch costume to (水母 v)\n repeat (100)\n change [y座標 v] by (2)\n end\n repeat (2)\n set [いろいろ v] to [4]\n repeat (10)\n turn right (15) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [5] 向き (direction) カスタム (いろいろ)\n change [いろいろ v] by (0.15)\n wait (0.1) seconds\n end\n wait (1) seconds\n end\n wait (3) seconds\n repeat (5)\n 敵弾生成 X座標 ((X座標) + (pick random (-80) to (80))) y座標 ((y position) + (pick random (-80) to (0))) 種類 [3] 向き (pick random (1) to (360)) カスタム [-90]\n wait (1.5) seconds\n end\n wait (2) seconds\n repeat (5)\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [3] 向き (direction) カスタム [-90]\n point towards (スプライト1 v)\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き (direction) カスタム []\n turn right (15) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き (direction) カスタム []\n turn right (-30) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き (direction) カスタム []\n turn right (45) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き (direction) カスタム []\n turn right (-60) degrees\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [2] 向き (direction) カスタム []\n wait (2) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [陰陽]> then\n repeat (20)\n wait until <touching (銃 v)?>\n start sound [Laser2 v]\n end\n start sound [se_maoudamashii_explosion06 v]\n switch costume to (爆発 v)\n create clone of (_myself_ v)\n delete this clone\nelse\n if <(costume [name v]) = [水母]> then\n wait until <(x) < [-2800]>\n wait (2) seconds\n repeat ((500) + ((rank) * (20)))\n wait until <touching (銃 v)?>\n broadcast (damage v)\n start sound [Laser2 v]\n end\n stop [other scripts in sprite v]\n broadcast (1 v)\n set [いろいろ v] to [1]\n start sound [se_maoudamashii_explosion06 v]\n switch costume to (波 v)\n create clone of (_myself_ v)\n switch costume to (水母 v)\n wait (1) seconds\n repeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\n start sound [se_maoudamashii_explosion06 v]\n 敵弾生成 X座標 (X座標) y座標 (y position) 種類 [6] 向き (direction) カスタム (いろいろ)\n switch costume to (波 v)\n create clone of (_myself_ v)\n switch costume to (水母 v)\n change [いろいろ v] by (1)\n end\n start sound [se_maoudamashii_explosion05 v]\n broadcast (撃破 v)\n delete this clone\n else\n if < (costume [name v]) contains [爆発]?> then\n set size to (50) %\n switch costume to (爆発 v)\n repeat (10)\n next costume\n end\n delete this clone\n end\n end\nend\n\nwait (0.1) seconds\n\nforever\n\nforever\n\nforever\n\nwhen I start as a clone\nif <(costume [name v]) = [水母]> then\n forever\n replace item (1) of [boss x y v] with (X座標)\n replace item (2) of [boss x y v] with (Y座標)\n end\nelse\n if <(costume [name v]) = [羽]> then\n set rotation style [all around v]\n point in direction (0)\n set size to (10) %\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-1)\n change size by (1)\n turn right (いろいろ) degrees\n change [いろいろ v] by ((いろいろ) / (-50))\n end\n set [いろいろ3 v] to [0]\n forever\n turn right ([cos v] of (いろいろ3) ) degrees\n change [いろいろ3 v] by ((2) * (いろいろ))\n end\n else\n if <(costume [name v]) = [羽2]> then\n set rotation style [all around v]\n point in direction (0)\n set size to (10) %\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-1)\n change size by (1)\n turn left (いろいろ) degrees\n change [いろいろ v] by ((いろいろ) / (-50))\n end\n set [いろいろ3 v] to [0]\n forever\n turn left ([cos v] of (いろいろ3) ) degrees\n change [いろいろ3 v] by ((2) * (いろいろ))\n end\n else\n if <(costume [name v]) = [波]> then\n clear graphic effects\n go to [front v] layer\n set [brightness v] effect to (100)\n set size to (20) %\n repeat (20)\n change size by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\n end\nend\n\nx座標 [3000] Y座標 [-100] にコスチューム [水母] を設置 タイプ [0] 間隔 [] 秒\n\nrepeat (10)\n 敵弾生成 X座標 ((X座標) + (pick random (-80) to (80))) y座標 ((y position) + (pick random (-80) to (0))) 種類 [1] 向き (pick random (1) to (360)) カスタム [3]\n wait (0.5) seconds\nend\n\ndefine 羽\nswitch costume to (羽2 v)\nset [いろいろ v] to [3]\ncreate clone of (_myself_ v)\nset [いろいろ v] to [3.5]\ncreate clone of (_myself_ v)\nset [いろいろ v] to [4]\ncreate clone of (_myself_ v)\nswitch costume to (羽 v)\nset [いろいろ v] to [3]\ncreate clone of (_myself_ v)\nset [いろいろ v] to [3.5]\ncreate clone of (_myself_ v)\nset [いろいろ v] to [4]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ndelete all of [boss x y v]\nrepeat (2)\n add [なにか] to [boss x y v]\nend\n\nwhen [space v] key pressed\n\nwhen I receive [撃破 v]\nif < (costume [name v]) contains [羽]?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [クリア v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\ndefine エフェクト1\nrepeat (5)\n wait (0.2) seconds\n switch costume to (波 v)\n create clone of (_myself_ v)\n switch costume to (水母 v)\nend\n\ndelete this clone\n\ndefine 位置設定\nforever\n show\n if < (costume [name v]) contains [羽]?> then\n if <(costume [name v]) = [羽]> then\n if <<[220] < (x position)> or <(x position) < [-330]>> then\n hide\n end\n else\n if <<[330] < (x position)> or <(x position) < [-220]>> then\n hide\n end\n end\n go to x: ((x) + (item (1) of [boss x y v])) y: ((y) + (item (2) of [boss x y v]))\n else\n if <<[240] < (x position)> or <(x position) < [-240]>> then\n hide\n end\n go to x: ((x) + (X座標)) y: ((y) + (Y座標))\n end\nend\n\nwhen I receive [1 v]\nif <(costume [name v]) = [水母]> then\n 位置設定\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nhide\nset size to (20) %\nset [x v] to [0]\nset [y v] to [0]\nwait (0) seconds\nset [wait v] to [0.5]\nx座標 [300] Y座標 [-100] にコスチューム [陰陽] を設置 タイプ [0] 間隔 [1] 秒\nx座標 [500] Y座標 [120] にコスチューム [陰陽] を設置 タイプ [2] 間隔 [3] 秒\nx座標 [900] Y座標 [100] にコスチューム [陰陽] を設置 タイプ [1] 間隔 [1] 秒\nx座標 [1200] Y座標 [-100] にコスチューム [陰陽] を設置 タイプ [0] 間隔 [1] 秒\nx座標 [1500] Y座標 [-100] にコスチューム [陰陽] を設置 タイプ [2] 間隔 [1] 秒\nx座標 [1750] Y座標 [-60] にコスチューム [陰陽] を設置 タイプ [1] 間隔 [0.5] 秒\nx座標 [2300] Y座標 [-80] にコスチューム [陰陽] を設置 タイプ [1] 間隔 [0.5] 秒\nx座標 [2400] Y座標 [-100] にコスチューム [陰陽] を設置 タイプ [1] 間隔 [0.2] 秒\nx座標 [3000] Y座標 [-100] にコスチューム [水母] を設置 タイプ [0] 間隔 [] 秒\nswitch costume to (羽2 v)\n\ndefine rank依存 (number or text) 秒待つ\nwait ((number or text) - ((rank) / (15))) seconds\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\n@スプライト2\n\ndefine (number1) 度づつ (number2) 回繰り返す\nrepeat (number2)\n turn right (number1) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [name v]) = [生産]> then\n change [オーダー v] by (1)\n hide\n go to x: ((x) + (item (オーダー) of [敵弾x v])) y: ((y) + (item (オーダー) of [敵弾y v]))\n set [x座標 v] to (item (オーダー) of [敵弾x v])\n set [y座標 v] to (item (オーダー) of [敵弾y v])\n switch costume to (弾 v)\n point in direction (item (オーダー) of [敵弾向き v])\n set [color v] effect to (pick random (1) to (130))\n if <(item (オーダー) of [敵弾種類 v]) = [0]> then\n set [speed v] to (((rank) / (5)) + (3))\n point towards (スプライト1 v)\n turn left ((11) * (((rank) + (2)) / (2))) degrees\n (11) 度づつ ((rank) + (1)) 回繰り返す\n else\n if <(item (オーダー) of [敵弾種類 v]) = [1]> then\n set [speed v] to ((2.5) + (rank))\n 円 ((8) + (rank))\n else\n if <(item (オーダー) of [敵弾種類 v]) = [2]> then\n set [speed v] to (((rank) / (2)) + (3))\n 列弾 (((rank) / (2.5)) + (2))\n else\n if <(item (オーダー) of [敵弾種類 v]) = [3]> then\n 交差\n else\n if <(item (オーダー) of [敵弾種類 v]) = [4]> then\n set [speed v] to ((4) + ((rank) / (6)))\n switch costume to (弾2 v)\n set [いろいろ v] to (item (オーダー) of [敵弾その他 v])\n a\n else\n if <(item (オーダー) of [敵弾種類 v]) = [5]> then\n set [speed v] to (item (オーダー) of [敵弾その他 v])\n switch costume to (弾3 v)\n 円 ((rank) + (7))\n else\n if <(item (オーダー) of [敵弾種類 v]) = [6]> then\n set [speed v] to (item (オーダー) of [敵弾その他 v])\n switch costume to (弾 v)\n 円 ((rank) + (15))\n end\n end\n end\n end\n end\n end\n end\n delete this clone\nelse\n if <(costume [name v]) = [弾]> then\n 最初の処理\n repeat (200)\n 移動処理\n end\n repeat (20)\n change [ghost v] effect by (5)\n 移動処理\n end\n delete this clone\n else\n if <<(costume [name v]) = [弾2]> or <(costume [name v]) = [弾3]>> then\n 最初の処理\n repeat (30)\n 移動処理\n end\n if <(costume [name v]) = [弾2]> then\n change [絶対角度 v] by (いろいろ)\n else\n point towards (スプライト1 v)\n if < (direction) contains [-]?> then\n set [絶対角度 v] to (([abs v] of (direction) ) + (90))\n else\n set [絶対角度 v] to ((join [-] (direction)) + (90))\n end\n change [speed v] by (-1)\n end\n repeat (100)\n 移動処理\n end\n repeat (20)\n change [ghost v] effect by (5)\n 移動処理\n end\n delete this clone\n end\n end\nend\n\nif < (x) contains [-]?> then\n set [いろいろ3\(座標\) v] to [0]\nelse\n set [絶対角度 v] to [0]\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [弾]?> then\n forever\n go to x: ((x) + (X座標)) y: ((Y座標) + (y))\n if <<(distance to [スプライト1 v]) < [10]> and <not <touching (_edge_ v)?>>> then\n start sound [ポップ v]\n change [hp v] by (-10)\n delete this clone\n end\n if <touching (シールド v)?> then\n change [hp v] by (1)\n delete this clone\n end\n end\nend\n\nwhen flag clicked\n\nif < (X座標) contains [-]?> then\n set [x座標 v] to ([abs v] of (X座標) )\nelse\n set [x座標 v] to (join [-] (X座標))\nend\n\ndefine 最初の処理\nset size to (30) %\nif < (direction) contains [-]?> then\n set [絶対角度 v] to (([abs v] of (direction) ) + (90))\nelse\n set [絶対角度 v] to ((join [-] (direction)) + (90))\nend\nchange [x座標 v] by ((speed) * ([cos v] of (絶対角度) ))\nchange [y座標 v] by ((speed) * ([sin v] of (絶対角度) ))\n\ndefine 移動処理\nshow\nchange [x座標 v] by ((speed) * ([cos v] of (絶対角度) ))\nchange [y座標 v] by ((speed) * ([sin v] of (絶対角度) ))\nif <touching (_edge_ v)?> then\n hide\n if <<(y position) < [-180]> or <[180] < (y position)>> then\n delete this clone\n end\n if <<((x) + (X座標)) < [-1000]> or <[1000] < ((x) + (X座標))>> then\n delete this clone\n end\nend\n\ndefine 円 (way)\nrepeat (way)\n create clone of (_myself_ v)\n turn right ((360) / (way)) degrees\nend\n\nwhen I receive [クリア v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\ndefine 列弾 (number or text)\nrepeat (number or text)\n create clone of (_myself_ v)\n change [speed v] by (1)\nend\n\n円 ((6) + (rank))\n\ndefine 交差\nset [speed v] to [3]\nrepeat (((rank) / (3)) + (1))\n switch costume to (弾2 v)\n set [いろいろ v] to ([abs v] of (item (オーダー) of [敵弾その他 v]) )\n 円 [15]\n turn right (12) degrees\n set [いろいろ v] to (item (オーダー) of [敵弾その他 v])\n 円 [15]\n change [speed v] by (0.5)\nend\n\nwhen I receive [start v]\nforever\n switch costume to (生産 v)\n set [オーダー v] to [0]\n delete all of [敵弾x v]\n delete all of [敵弾y v]\n delete all of [敵弾向き v]\n delete all of [敵弾種類 v]\n delete all of [敵弾その他 v]\n wait (pick random (1) to (3.0)) seconds\nend\n\ndefine a\nrepeat (((rank) / (2)) + (1))\n 円 ((rank) + (7))\n change [speed v] by (1)\nend\n\ndefine a2\nrepeat (((rank) / (5)) + (1))\n 円 ((6) + (rank))\n change [speed v] by (3)\nend\n\n列弾 (((rank) / (2)) + (1))\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\n@銃\n\nwhen I start as a clone\nset rotation style [all around v]\nturn right ((pick random (2) to (-2)) * (1)) degrees\nswitch costume to (line v)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (z v) pressed?> then\n start sound [魔王魂 銃05 v]\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [start v]\nswitch costume to (コスチューム1 v)\nset size to (200) %\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\n set [brightness v] effect to (0)\n go to (スプライト1 v)\n set rotation style [left-right v]\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\n@演出\n\nwhen I receive [クリア v]\nif <(costume [name v]) = [ああああ]> then\n switch costume to (コスチューム1 v)\n go to [front v] layer\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n show\n repeat (100)\n change [ghost v] effect by (-1)\n end\n set [削除 v] to [1]\n broadcast (削除 v)\n repeat (100)\n change [ghost v] effect by (1)\n end\n hide\nend\n\nstop [all v]\n\nwhen I start as a clone\nshow\nforever\n if <(削除) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [damage v]\nif <(costume [name v]) = [line]> then\n change x by ((480) / (((rank) * (-20)) - (500)))\nend\n\nwhen I receive [boss v]\nif <(costume [name v]) = [ああああ]> then\n go to x: (0) y: (173)\n switch costume to (line v)\n create clone of (_myself_ v)\n switch costume to (ああああ v)\nend\n\nwhen I receive [撃破 v]\nif <(costume [name v]) = [line]> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [line2]> then\n go to x: (-185) y: (100)\n forever\n set x to ((ゲージ) - (290))\n end\nelse\n if <(costume [name v]) = [line3]> then\n go to x: (-185) y: (130)\n forever\n set y to (120)\n set x to ((HP) - (290))\n if <(HP) < [0]> then\n broadcast (GAME OVER v)\n end\n end\n else\n if <(costume [name v]) = [枠]> then\n go to x: (-145) y: (100)\n go to [front v] layer\n end\n end\nend\n\nwhen I receive [start v]\nswitch costume to (ああああ v)\nif <(costume [name v]) = [ああああ]> then\n set [削除 v] to [0]\n hide\n switch costume to (line2 v)\n create clone of (_myself_ v)\n switch costume to (枠 v)\n create clone of (_myself_ v)\n switch costume to (line3 v)\n create clone of (_myself_ v)\n switch costume to (ああああ v)\nend\n\nwhen flag clicked\nswitch costume to (ああああ v)\n\nwhen I receive [game over v]\nif <(costume [name v]) = [ああああ]> then\n set [brightness v] effect to (-100)\n switch costume to (コスチューム1 v)\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n repeat (100)\n change [ghost v] effect by (-1)\n end\n set [削除 v] to [1]\n broadcast (削除 v)\n repeat (100)\n change [ghost v] effect by (1)\n end\n hide\nelse\n stop [other scripts in sprite v]\n forever\n if <(削除) = [1]> then\n delete this clone\n end\n end\nend\n\n@シールド\n\nwhen flag clicked\n\nwhen I receive [start v]\nset [ゲージ v] to [100]\nforever\n change [ゲージ v] by (1)\n if <[100] < (ゲージ)> then\n set [ゲージ v] to [100]\n end\n if <[100] < (HP)> then\n set [hp v] to [100]\n end\nend\n\nwhen I receive [start v]\nforever\n hide\n if <key (x v) pressed?> then\n if <[0] < (ゲージ)> then\n change [ゲージ v] by (-5)\n go to (スプライト1 v)\n set size to (150) %\n go to [front v] layer\n show\n else\n repeat (10)\n wait until <not <key (x v) pressed?>>\n end\n end\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [クリア v]\nstop [other scripts in sprite v]\nforever\n if <(削除) = [1]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\n@タイトル\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [タイトル]> then\n go to x: (0) y: (-190)\n set [ghost v] effect to (20)\n set [いろいろ v] to [23]\n repeat (23)\n change y by (いろいろ)\n change [いろいろ v] by (-1)\n end\n set [いろいろ v] to [0]\n switch costume to (ボタン v)\n create clone of (_myself_ v)\n switch costume to (タイトル v)\n forever\n turn left (([cos v] of (いろいろ) ) / (3)) degrees\n change [いろいろ v] by (10)\n end\nelse\n if < (costume [name v]) contains [\(\)]?> then\n set size to (10) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\n end\n set [いろいろ v] to [0]\n forever\n set size to (110) %\n if <touching (mouse-pointer v)?> then\n set size to (140) %\n if <mouse down?> then\n if < (costume [name v]) contains [biginner]?> then\n set [rank v] to [0]\n else\n if < (costume [name v]) contains [easy]?> then\n set [rank v] to [2]\n else\n if < (costume [name v]) contains [normal]?> then\n set [rank v] to [4]\n else\n if < (costume [name v]) contains [hard]?> then\n set [rank v] to [10]\n else\n if < (costume [name v]) contains [lunatic]?> then\n set [rank v] to [14]\n end\n end\n end\n end\n end\n broadcast (start v)\n end\n end\n turn left (([cos v] of (いろいろ) ) / (2)) degrees\n change [いろいろ v] by (10)\n end\n end\nend\n\nwhen flag clicked\nset size to (100) %\nhide\nswitch costume to (タイトル v)\ncreate clone of (_myself_ v)\nswitch costume to (ああああ v)\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [ボタン]> then\n go to x: (0) y: (-50)\n set size to (10) %\n set [ghost v] effect to (100)\n repeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\n end\n set [いろいろ v] to [0]\n forever\n set size to (110) %\n if <touching (mouse-pointer v)?> then\n set size to (140) %\n if <mouse down?> then\n broadcast (難易度 v)\n end\n end\n turn left (([cos v] of (いろいろ) ) / (2)) degrees\n change [いろいろ v] by (10)\n end\nend\n\nwhen I receive [難易度 v]\nif <<(costume [name v]) = [ボタン]> or <(costume [name v]) = [タイトル]>> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n switch costume to (biginner\(\) v)\n go to x: (0) y: (100)\n create clone of (_myself_ v)\n switch costume to (easy\(\) v)\n go to x: (0) y: (50)\n create clone of (_myself_ v)\n switch costume to (normal\(\) v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n switch costume to (hard\(\) v)\n go to x: (0) y: (-50)\n create clone of (_myself_ v)\n switch costume to (lunatic\(\) v)\n go to x: (0) y: (-100)\n create clone of (_myself_ v)\n switch costume to (ああああ v)\nend\n\nwhen I receive [start v]\nif < (costume [name v]) contains [\(\)]?> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@サムネ\n\nwhen I receive [start v]\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n
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初めて作ったプラットフォーマーです!!\nなのでちゃんとできてるか心配です。\nThis is my first platformer!!\n\n<How to Play>\n十字キー 移動\narrow keys・・・Move\n\nzキー ショット\nxキー シールド\nz key・・・Shot\nx key・・・Shield
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✦Kippel's World v3.0.9 || A multiplayer scrolling platformer game #All #Trending #games ✦
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@Stage\n\nwhen flag clicked\nswitch backdrop to (sky2 v)\n\nwhen I receive [@@@ v]\nswitch backdrop to (sky v)\n\nwhen [timer v] > (⏱️ Timer)\nswitch backdrop to (sky v)\n\n@Blank\n\nwhen I receive [start game v]\nforever\n play sound [8 Bit Street! Funky City Chiptune Game Music by HeatleyBros v] until done\nend\n\n@Font\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (1) seconds\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\nshow\nswitch costume to (connected v)\ngo [forward v] (1322) layers\nplay sound [Connect v] until done\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nplay sound [Disconnect v] until done\nshow\n\nwhen I receive [stop things v]\nstop [other scripts in sprite v]\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n Fix overlap\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ p1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ p2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ p3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ p4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ p5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ p6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ p7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ p8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ p9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ p10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen I receive [stop things v]\nstop [other scripts in sprite v]\n\ndefine Fix overlap\nif <<([abs v] of (y position) ) > [140]> or <([abs v] of (x position) ) > [200]>> then\n go to [front v] layer\n move (-52.6) steps\n switch costume to (arrow v)\n point towards (player v)\n set rotation style [all around v]\nelse\n switch costume to (normal v)\n set rotation style [don't rotate v]\nend\n\nif on edge, bounce\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK Y) > [0.3]>> then\n if <(sx) > [0]> then\n set [sx v] to [-18]\n else\n set [sx v] to [18]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n broadcast (lose life v)\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (gears v)?> then\n broadcast (lose life v)\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nclear graphic effects\nset [exit v] to []\nstart sound [Oops v]\nset [set v] to [Hide]\nrepeat (20)\n change [ghost v] effect by (8)\nend\nset [set v] to [Show]\n\ndefine Game - Win\nstart sound [Teleport2 v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\ngo [forward v] (1) layers\nhide\nset [ghost v] effect to (100)\nset size to (100) %\npoint in direction (90)\nchange [level v] by (1)\nwait (1) seconds\nshow\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<(STICK X) < [-0.3]> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\n if <(jetpack?) = [0]> then\n switch costume to (left v)\n end\nend\nif <<(STICK X) > [0.3]> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\n if <(jetpack?) = [0]> then\n switch costume to (right v)\n end\nend\nif <<<(STICK Y) > [0.3]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<(STICK X) < [-0.3]> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n if <(jetpack?) = [0]> then\n switch costume to (left up v)\n end\nend\nif <<<(STICK Y) > [0.3]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<(STICK X) > [0.3]> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <(jetpack?) = [0]> then\n switch costume to (right up v)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<(STICK Y) > [0.3]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say [Hi!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say [Bye!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say [Yes]\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say [Help Please!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say [No]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say [This Way!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say [Lol!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say [I Am Lagging :\(]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say [Got To Go!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [sy v] to [0]\n set [jetpack? v] to [1]\n switch costume to (3b v)\n else\n set [jetpack? v] to [0]\n end\nend\n\nwhen I receive [stop things v]\nstop [other scripts in sprite v]\n\nwhen I receive [{._.} v]\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\nelse\n if <(username) = []> then\n broadcast (no username v)\n end\n broadcast (Full v)\nend\nbroadcast (Begin v)\n\nwhen I receive [...win v]\nhide\ngo to [back v] layer\n\nwhen I receive [begin v]\nswitch costume to (up v)\nforever\n set volume to (10000) %\n if <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n play sound [Jump v] until done\n end\n end\nend\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen I receive [play game v]\nset [set v] to [Show]\nset [_health v] to [10]\nforever\n if <(Connected?) = [1]> then\n if <(set) = [Show]> then\n show health bar (_health) of [10] offset y [25]\n if <(EXIT) = [die]> then\n change [_health v] by (-1)\n end\n if <(_health) = [0]> then\n set [_health v] to [10]\n broadcast (stop things v)\n Test - Die\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(COLOR) = [Orange]> then\n set [color v] effect to (95)\n else\n if <(COLOR) = [Yellow]> then\n set [color v] effect to (110)\n else\n if <(COLOR) = [Green]> then\n set [color v] effect to (130)\n else\n if <(COLOR) = [Light Blue]> then\n set [color v] effect to (175)\n else\n if <(COLOR) = [Blue]> then\n set [color v] effect to (0)\n else\n if <(COLOR) = [Purple]> then\n set [color v] effect to (25)\n else\n if <(COLOR) = [Pink]> then\n set [color v] effect to (50)\n else\n if <(COLOR) = [Red]> then\n set [color v] effect to (80)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Particle \n\ndefine Particles (#type)\nset [#type v] to (#type)\nrepeat (pick random (12) to (20))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nSetup\nif <(#type) = [1]> then\n go to (mouse-pointer v)\n go to [front v] layer\n show\n repeat until <[99] < (@Duration)>\n move (_vel) steps\n change size by ((_vel) / (2.5))\n change y by (Height)\n change [height v] by ((([abs v] of ((Height) * (Height)) ) / ((Height) * (8))) * (-2))\n set [_vel v] to ((_vel) * (0.9))\n change [ghost v] effect by (2.5)\n change [@duration v] by (2.5)\n end\n delete this clone\nend\nif <(#type) = [2]> then\n go to [front v] layer\n repeat until <[99] < (@Duration)>\n move (_vel) steps\n change size by ((_vel) / (2.5))\n change y by (Height)\n change [height v] by ((([abs v] of ((Height) * (Height)) ) / ((Height) * (5))) * (-0.2))\n set [_vel v] to ((_vel) * (0.2))\n change [ghost v] effect by (2.5)\n change [@duration v] by (2.5)\n end\n delete this clone\nend\nif <(#type) = [3]> then\n go to [front v] layer\n repeat until <[99] < (@Duration)>\n move (_vel) steps\n change size by ((_vel) / (2.5))\n change y by (Height)\n change [height v] by (-0.7)\n set [_vel v] to ((_vel) * (0.9))\n change [ghost v] effect by (2.5)\n change [@duration v] by (2.5)\n end\n delete this clone\nend\n\ngo to (mouse-pointer v)\n\ndefine Setup\nset [@duration v] to [0]\nset size to (pick random (pick random (1) to (50)) to (pick random (25) to (75))) %\nset [ghost v] effect to (pick random (1) to (pick random (1) to (45)))\nset [brightness v] effect to (pick random (pick random (-1) to (-25)) to (pick random (1) to (25)))\nswitch costume to (middle v)\npoint in direction (pick random (0) to (360))\nset [height v] to (pick random (2) to (5))\nset [_vel v] to (pick random (5) to (7))\ngo to [front v] layer\nshow\nstop [this script v]\n\nwhen I receive [lose life v]\ngo to (player v)\nrepeat (3)\n Particles [3]\nend\n\nwhen flag clicked\nforever\n if <(COLOR) = [Orange]> then\n set [color v] effect to (95)\n else\n if <(COLOR) = [Yellow]> then\n set [color v] effect to (110)\n else\n if <(COLOR) = [Green]> then\n set [color v] effect to (130)\n else\n if <(COLOR) = [Light Blue]> then\n set [color v] effect to (175)\n else\n if <(COLOR) = [Blue]> then\n set [color v] effect to (0)\n else\n if <(COLOR) = [Purple]> then\n set [color v] effect to (25)\n else\n if <(COLOR) = [Pink]> then\n set [color v] effect to (50)\n else\n if <(COLOR) = [Red]> then\n set [color v] effect to (80)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (193) y: (-120)\nset size to (100) %\n\nwhen I receive [stop things v]\nstop [other scripts in sprite v]\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n go to [front v] layer\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (([cos v] of ((timer) * (100)) ) * (10))\nend\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\nwhen I receive [stop things v]\nstop [other scripts in sprite v]\n\n@Control Stick\n\nwhen flag clicked\nset [.mobilr=e v] to [false]\nhide\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n go to [front v] layer\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.4))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen I receive [begin v]\nif <(.mobilr=e) = [true]> then\n show\n go to [front v] layer\n set [myself v] to [Control Stick]\n set size to (140) %\n set [max stick v] to ((size) / (4))\n switch costume to (base v)\n set [ghost v] effect to (60)\n create clone of (_myself_ v)\nelse\n hide\nend\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to x: (0) y: (0)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\nend\n\n@Collectables\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((Collectables: x) - (SCROLL X)) ((([cos v] of ((timer) * (100)) ) * (10)) + ((Collectables: y) - (SCROLL Y)))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n change [total coins v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nhide variable [total coins v]\nset [collected max v] to [0]\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [110] y: [0]\n Clone at x: [500] y: [-60]\n Clone at x: [200] y: [-60]\n Clone at x: [340] y: [-60]\n Clone at x: [900] y: [90]\n Clone at x: [680] y: [0]\n Clone at x: [1072] y: [-15]\n Clone at x: [1206] y: [35]\n Clone at x: [1081] y: [118]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [196] y: [-16]\n Clone at x: [410] y: [23]\n Clone at x: [511] y: [90]\n Clone at x: [670] y: [80]\n Clone at x: [788] y: [190]\n Clone at x: [980] y: [60]\n Clone at x: [867] y: [90]\n Clone at x: [1234] y: [100]\n Clone at x: [1350] y: [100]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [113] y: [30]\n Clone at x: [250] y: [40]\n Clone at x: [400] y: [-40]\n Clone at x: [469] y: [0]\n Clone at x: [550] y: [-40]\n Clone at x: [714] y: [-66]\n Clone at x: [837] y: [9]\n Clone at x: [974] y: [9]\n Clone at x: [1226] y: [30]\n Clone at x: [1545] y: [-60]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [183] y: [27]\n Clone at x: [340] y: [27]\n Clone at x: [530] y: [27]\n Clone at x: [738] y: [27]\n Clone at x: [1124] y: [27]\n Clone at x: [1334] y: [27]\n Clone at x: [1564] y: [-30]\n Clone at x: [1627] y: [90]\n Clone at x: [2470] y: [-50]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [189] y: [50]\n Clone at x: [375] y: [60]\n Clone at x: [432] y: [170]\n Clone at x: [759] y: [230]\n Clone at x: [958] y: [160]\n Clone at x: [1078] y: [140]\n Clone at x: [1340] y: [120]\n Clone at x: [1341] y: [-50]\n end\n end\n end\n end\nend\nset [collectables: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [1336] y: [19]\nClone at x: [1441] y: [19]\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen I start as a clone\nforever\n next costume\nend\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I start as a clone\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [460] y: [0]\n wait (0.1) seconds\n Clone at x: [460] y: [0]\n wait (0.1) seconds\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo [forward v] (3) layers\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n broadcast (...win v)\n end\nend\n\n@Gears\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n point in direction ((90) + (([sin v] of ((Name) * (1.5)) ) * (300)))\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n change [name v] by (1)\nend\n\nwhen I receive [tick v]\nPosition ((Gears: x) - (SCROLL X)) ((Gears: y) - (SCROLL Y))\n\ndefine Clone x: (x) y: (y)\nset [gears: x v] to (x)\nset [gears: y v] to (y)\nchange [collected max v] by (1)\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 [setup v]\nhide\nset [gears: y v] to [0]\nset [gears: x v] to [0]\nif <(LEVEL) = [3]> then\n Clone x: [10] y: [100]\n Clone x: [350] y: [100]\nelse\n if <(LEVEL) = [4]> then\n Clone x: [1150] y: [-90]\n Clone x: [2291] y: [-110]\n Clone x: [2470] y: [70]\n else\n end\nend\nset [gears: y v] to [-99999999999]\n\n@Landskape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\n Clone at x: [470] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [460] y: [0]\n wait (0.1) seconds\n Clone at x: [460] y: [0]\n wait (0.1) seconds\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n else\n if <(LEVEL) = [5]> then\n else\n if <(LEVEL) = [6]> then\n end\n end\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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo [forward v] (3) layers\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n broadcast (...win v)\n end\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [2000] y: [-68]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [1900] y: [-68]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [2000] y: [-68]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [2700] y: [-68]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n Clone at x: [1820] y: [-30]\n else\n if <(LEVEL) = [6]> then\n switch costume to (closed v)\n Clone at x: [6500] y: [0]\n end\n end\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)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nwhen I receive [open portal v]\nstart sound [Teleport v]\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n repeat until <(costume [number v]) = [5]>\n next costume\n wait (0.03) seconds\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n wait (0.03) seconds\n end\nend\n\n@Colors (Player)\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nrepeat ((([sin v] of (timer \(e\)) ) * (4)) + (50))\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (check mark v)\ngo to x: (30) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nforever\n if <(change open?) = [y]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n set [brightness v] effect to (25)\n if <mouse down?> then\n if <(change open?) = [y]> then\n set [x pos v] to (x position)\n set [color v] to (color)\n end\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n go to x: (-120) y: (0)\n set [z unique v] to [4]\n set [color v] to [Blue]\n end\n if <(costume [number v]) = [2]> then\n go to x: (-90) y: (0)\n set [z unique v] to [3]\n set [color v] to [Orange]\n end\n if <(costume [number v]) = [3]> then\n go to x: (-60) y: (0)\n set [z unique v] to [4]\n set [color v] to [Yellow]\n end\n if <(costume [number v]) = [4]> then\n go to x: (-30) y: (0)\n set [z unique v] to [3]\n set [color v] to [Green]\n end\n if <(costume [number v]) = [5]> then\n go to x: (0) y: (0)\n set [z unique v] to [4]\n set [color v] to [Light Blue]\n end\n if <(costume [number v]) = [6]> then\n go to x: (30) y: (0)\n set [z unique v] to [3]\n set [color v] to [Red]\n end\n if <(costume [number v]) = [7]> then\n go to x: (60) y: (0)\n set [z unique v] to [4]\n set [color v] to [Purple]\n end\n if <(costume [number v]) = [8]> then\n go to x: (90) y: (0)\n set [z unique v] to [3]\n set [color v] to [Pink]\n end\n change [timer \(e\) v] by (1)\n if <(costume [number v]) = [9]> then\n set x to (X POS)\n set y to (0)\n end\nend\n\nwhen flag clicked\nset [x pos v] to [30]\nset [variable v] to [3]\nrepeat (50)\n set [color v] to [Blue]\nend\n\nwhen I receive [tick v]\n\nwhen flag clicked\nset [color v] to [Red]\n\n@Button7\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (2))\n else\n change size by (((50) - (size)) / (2))\n end\nend\n\nwhen this sprite clicked\nstart sound [Click v]\nbroadcast (close all XD v)\nhide\n\nwhen I receive [help? v]\nshow\n\nwhen I receive [...help v]\nshow\n\nwhen I receive [...credits v]\nshow\n\nwhen I receive [...level v]\nshow\n\n@Back\n\nwhen I receive [begin v]\nshow\nforever\n go to [back v] layer\n go to x: ((((SCROLL X) * (-0.5)) mod (480)) - (240)) y: ((SCROLL Y) * (-0.5))\nend\n\nwhen flag clicked\nhide\n\n@Score &Time\n\nwhen I receive [second v]\nif <<<(last) = [0]> or <(last) = [1]>> and <not <(last) = [2]>>> then\n if <not <(second) = [59]>> then\n change [second v] by (1)\n else\n broadcast (minute v)\n set [second v] to [0]\n end\nend\n\nwhen I receive [start game v]\nset [. v] to [0]\nset [second v] to [0]\nset [minute v] to [0]\nset [time v] to [0]\nforever\n if <(.ss) = [1]> then\n if <not <(.) = [9]>> then\n change [. v] by (1)\n wait (0.05) seconds\n else\n broadcast (second v)\n set [. v] to [0]\n end\n end\nend\n\nwhen I receive [minute v]\nif <<<(last) = [0]> or <(last) = [1]>> and <not <(last) = [2]>>> then\n change [minute v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (0.5) seconds\nbroadcast (Start Game v)\nshow\nstop [this script v]\n\nwhen I receive [start game v]\nset [.ss v] to [0]\nforever\n set [. v] to [0]\n if <<key (any v) pressed?> or <(STICK POWER) > [0.1]>> then\n set [.ss v] to [1]\n stop [this script v]\n end\nend\n\n@End\n\nwhen flag clicked\nhide\nset [level v] to [0]\nforever\n if <(LEVEL) = [5]> then\n broadcast (stop things v)\n start sound [recording1 v]\n set [win move v] to [15]\n switch costume to (end v)\n go to [front v] layer\n show\n go to x: (0) y: (0)\n repeat ((Win move) * (2))\n go [forward v] (10000000) layers\n go to x: (pick random ((Win move) - ((Win move) * (2))) to (Win move)) y: (pick random ((Win move) - ((Win move) * (2))) to (Win move))\n change [win move v] by (-0.5)\n end\n go to [front v] layer\n stop [this script v]\n else\n set [win move v] to [30]\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Time - Minute\n\nwhen I receive [start game v]\nwait (0.1) seconds\nsetup\n\nwhen I start as a clone\nshow\nforever\n if <(minute) > [9]> then\n change costume to (join [a] (letter (.index) of (minute)))\n else\n change costume to (join [a] (letter (.index) of (join [0] (minute))))\n end\n if <(minute) > [9]> then\n set x to ((((.index) - (0.5)) - ((length of (minute)) / (2))) * ((size) / (5.88235294118)))\n else\n set x to ((((.index) - (0.5)) - ((length of (join [0] (minute))) / (2))) * ((size) / (5.88235294118)))\n end\n change x by (137)\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\ngo to x: (145) y: (152)\nset [.index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change x by ((size) / (5.88235294118))\n change [.index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nchange [minute v] by (-1)\n\nwhen I receive [start game v]\ndelete this clone\n\n@Time - .\n\nwhen I receive [start game v]\nwait (0.1) seconds\nsetup\n\nwhen I start as a clone\nshow\nforever\n change costume to (join [a] (letter (.index) of (.)))\n set x to ((((.index) - (0.5)) - ((length of (.)) / (2))) * ((size) / (5.88235294118)))\n change x by (213)\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\ngo to x: (175) y: (152)\nset [.index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change x by ((size) / (5.88235294118))\n change [.index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nchange [. v] by (1)\n\nwhen I receive [start game v]\ndelete this clone\n\n@Time - Second\n\nwhen I receive [start game v]\nwait (0.1) seconds\nsetup\n\nwhen I start as a clone\nshow\nforever\n if <(second) > [9]> then\n change costume to (join [a] (letter (.index) of (second)))\n else\n change costume to (join [a] (letter (.index) of (join [0] (second))))\n end\n if <(second) > [9]> then\n set x to ((((.index) - (0.5)) - ((length of (second)) / (2))) * ((size) / (5.88235294118)))\n else\n set x to ((((.index) - (0.5)) - ((length of (join [0] (second))) / (2))) * ((size) / (5.88235294118)))\n end\n change x by (182)\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\ngo to x: (175) y: (152)\nset [.index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change x by ((size) / (5.88235294118))\n change [.index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (120) %\nend\n\nchange [second v] by (1)\n\nwhen I receive [start game v]\ndelete this clone\n\n@Sprite5\n\nwhen this sprite clicked\nchange size by (((50) - (size)) / (2))\nset [.mobilr=e v] to [False]\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [@@@ v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen I receive [@hide intro v]\nhide\n\n@Sprite1\n\nwhen this sprite clicked\nchange size by (((50) - (size)) / (2))\nbroadcast (@Hide intro v)\n\nwhen flag clicked\nhide\n\nwhen I receive [@hide intro v]\nhide\n\nwhen I receive [@@@ v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\n@TB\n\nwhen [timer v] > (⏱️ Timer)\nwait (0.1) seconds\nshow\nset size to (200) %\nset [ghost v] effect to (100)\nrepeat (100)\n change size by (((size) - (100)) / (-3))\n change [ghost v] effect by (-10)\n change size by (((size) - (100)) / (-8))\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nreset timer\nforever\n set [⏱️ timer v] to (timer)\nend\n\nwhen I receive [{._.} v]\nclear graphic effects\nrepeat (100000)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [@hide intro v]\nshow\nset [level v] to [Loading...]\nset [ghost v] effect to (0)\nswitch costume to (tb v)\nforever\n go to [back v] layer\nend\n\nwhen [timer v] > (⏱️ Timer)\ngo to [front v] layer\nforever\n switch costume to (thumbnail v)\n go to x: (0) y: (0)\nend\n\nwhen I receive [@@@ v]\nshow\nswitch costume to (tb v)\ngo to x: (153) y: (0)\nforever\n go to [back v] layer\n if <(costume [name v]) = [TB]> then\n set x to ((((Name) * (-3)) mod (480)) - (240))\n end\nend\n\nwhen I receive [_hide v]\nclear graphic effects\nrepeat (100000)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange size by (((50) - (size)) / (2))\nset [.mobilr=e v] to [true]\n\nwhen I receive [@hide intro v]\nhide\n\nwhen I receive [@@@ v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [@hide intro v]\nhide\n\nwhen I receive [@@@ v]\nset size to (0) %\nshow\ngo to [back v] layer\nforever\n change size by (((100) - (size)) / (2))\nend\n\n@Button2\n\nwhen flag clicked\ngo to x: (0) y: (-100)\n\nwhen this sprite clicked\nchange size by (((95) - (size)) / (4))\nbroadcast (...help v)\nplay sound [Click v] until done\n\nwhen I receive [aaabbbccc v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [@hide intro v]\nshow\nset size to (0) %\ngo to x: (-118) y: (-60)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n switch costume to (button3-b2 v)\n else\n change size by (((100) - (size)) / (2))\n switch costume to (button3-b v)\n end\nend\n\ndefine logo float\nchange [y thing v] by (4)\nchange y by (([sin v] of (y thing) ) / (2))\n\n@Button4\n\nwhen flag clicked\ngo to x: (0) y: (-50)\n\nwhen this sprite clicked\nchange size by (((95) - (size)) / (4))\nbroadcast (...level v)\nplay sound [Click v] until done\n\nwhen I receive [aaabbbccc v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [@hide intro v]\nshow\nset size to (0) %\ngo to x: (-117) y: (-9)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n switch costume to (button3-b2 v)\n else\n change size by (((100) - (size)) / (2))\n switch costume to (button3-b v)\n end\nend\n\nlogo float\n\ndefine logo float\nchange [y thing v] by (4)\nchange y by (([sin v] of (y thing) ) / (2))\n\n@Button3\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nstart sound [click v]\nchange size by (((95) - (size)) / (4))\nbroadcast (aaabbbccc v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [@hide intro v]\nset [_ v] to [0]\nshow\nset size to (0) %\ngo to x: (-117) y: (40)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n switch costume to (play v)\n else\n change size by (((100) - (size)) / (2))\n switch costume to (play hover v)\n end\nend\n\nwhen I receive [@hide intro v]\nrepeat until <(Connected?) = [1]>\n play sound [Title Begin v] until done\nend\n\nwhen I receive [connected v]\nstop [other scripts in sprite v]\n\n@Button6\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nset [_ v] to [true]\nstart sound [Start v]\nchange size by (((95) - (size)) / (4))\nbroadcast ({._.} v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [aaabbbccc v]\nset [_ v] to [0]\nshow\nset size to (0) %\ngo to x: (-117) y: (25)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n switch costume to (play v)\n else\n change size by (((100) - (size)) / (2))\n switch costume to (play hover v)\n end\nend\n\nlogo float\n\ndefine logo float\nchange [y thing v] by (4)\nchange y by (([sin v] of (y thing) ) / (2))\n\nwhen I receive [@hide intro v]\nrepeat until <(_) = [true]>\n play sound [Title intro v] until done\nend\n\nstop all sounds\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\n\nwhen I receive [{._.} v]\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [_hide v]\nhide\n\n@Button5\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nset [_ v] to [true]\nstart sound [Start v]\nchange size by (((95) - (size)) / (4))\nbroadcast (_hide v)\nbroadcast (Begin v)\nbroadcast (Connected v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [aaabbbccc v]\nset [_ v] to [0]\nshow\nset size to (0) %\ngo to x: (-117) y: (-40)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n switch costume to (play v)\n else\n change size by (((100) - (size)) / (2))\n switch costume to (play hover v)\n end\nend\n\nlogo float\n\ndefine logo float\nchange [y thing v] by (4)\nchange y by (([sin v] of (y thing) ) / (2))\n\nwhen I receive [@hide intro v]\nrepeat until <(_) = [true]>\n play sound [Title intro v] until done\nend\n\nstop all sounds\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\n\nwhen I receive [{._.} v]\nhide\n\nset [connected? v] to [1]\n\n@Bouncing icon\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (⏱️ Timer)\nwait (0.15) seconds\nshow\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (-300) y: (-148)\nchange x by (-100)\nforever\n go to [front v] layer\n change [ghost v] effect by (-10)\n change x by (vel)\n set [vel v] to (((vel) * (0.6)) + (((x position) - (-203)) * (-0.2)))\nend\n\nwhen [timer v] > (⏱️ Timer)\nforever\n wait until <touching (mouse-pointer v)?>\n repeat (10)\n change [brightness v] effect by (5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change [brightness v] effect by (-5)\n end\n clear graphic effects\nend\n\nwhen [timer v] > (⏱️ Timer)\nforever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) - (100)) / (-4))\n end\n wait until <not <touching (mouse-pointer v)?>>\n start sound [Boing v]\n set size to (100) %\n set [__stop_effect_size_vel v] to [20]\n repeat (17)\n change [__stop_effect_size_vel v] by (-2.5)\n change size by (__stop_effect_size_vel)\n end\nend\n\nwhen [timer v] > (⏱️ Timer)\nforever\n go to [front v] layer\nend\n\n@health bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\nend\ndelete this clone\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen I start as a clone\nforever\n if <(EXIT) = [die]> then\n go to [front v] layer\n hide\n wait (0) seconds\n delete this clone\n else\n show\n end\nend\n\n@Intro\n\nwhen flag clicked\nshow\nswitch costume to (intro v)\nrepeat (47)\n wait (.05) seconds\n next costume\nend\nbroadcast (@@@ v)\nhide\n\n@Bouncing icon2\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (⏱️ Timer)\nwait (0.15) seconds\nshow\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (-200)\nchange y by (-100)\nforever\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (vel)\n set [vel v] to (((vel) * (0.6)) + (((y position) - (0)) * (-0.2)))\nend\n\n@clock\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\n\n@Help\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [...help v]\nshow\n\nwhen I receive [close all xd v]\nhide\n\n@High Scores\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [...level v]\nshow\n\nwhen I receive [close all xd v]\nhide\n\n@back (customize)\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <not <(shop open?) = [y]>> then\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\n if <mouse down?> then\n set [change open? v] to [n]\n end\n else\n change size by (((50) - (size)) / (5))\n go to x: (114) y: (-156)\n end\nend\nif <(change open?) = [y]> then\n show\nelse\n hide\nend\nif <(shop open?) = [y]> then\n hide\nelse\nend\n\nwhen flag clicked\nset [shop open? v] to [n]\n\n@customize\n\nwhen flag clicked\ngo to x: (193) y: (-156)\nset [change open? v] to [0]\nset size to (50) %\n\nwhen I receive [tick v]\nshow\nif <not <<(change open?) = [y]> or <(shop open?) = [y]>>> then\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\n if <mouse down?> then\n set [change open? v] to [y]\n end\n else\n change size by (((50) - (size)) / (5))\n end\nend\nif <(change open?) = [y]> then\n hide\nelse\n show\nend\nif <(shop open?) = [y]> then\n hide\nend\n\nwhen flag clicked\nhide\n\n@cloud\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\ngo to x: (0) y: (150)\nshow\nset [ghost v] effect to (100)\nrepeat (30)\n change [f v] by (1)\n if <[29] < (f)> then\n set [f v] to [1]\n end\n set size to (100) %\n switch costume to (join [f] (f))\n change [ghost v] effect by (-10)\n change y by (((y position) - (30)) / (-4))\nend\nrepeat until <(connecting.status) = [3]>\n change [f v] by (1)\n if <[29] < (f)> then\n set [f v] to [1]\n end\n switch costume to (join [f] (f))\nend\nrepeat (30)\n change size by (((size) - (100)) / (-3))\n change [f v] by (1)\n if <[29] < (f)> then\n set [f v] to [1]\n end\n switch costume to (join [f] (f))\n change [ghost v] effect by (-10)\nend\nset [connecting.status v] to [6]\nrepeat (70)\n change size by (((size) - (100)) / (-3))\n change [f v] by (1)\n if <[29] < (f)> then\n set [f v] to [1]\n end\n switch costume to (join [f] (f))\n change [ghost v] effect by (-10)\nend\nset [modus v] to [lobby]\nstart sound [wadasdalan woooooo v]\nhide\n\nwhen I receive [connected v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [@hide intro v]\nshow\n\nwhen I receive [{._.} v]\nhide\n\nwhen I receive [_hide v]\nhide\n\n
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⫷⫸Kippel's World⫸⫸⠀⠀⠀⠀⠀⠀⠀⠀⠀\n✦→A ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ sᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ɢᴀᴍᴇ←✦\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀✦✦Iɴsᴛʀᴜᴄᴛɪᴏɴs✦✦⠀⠀⠀⠀⠀⠀⠀⠀⠀\n➥Added customize character ability \n➥Space for parachute\n➥Usᴇ ᴀʀʀᴏᴡ ᴋᴇʏs ᴛᴏ ᴍᴏᴠᴇ || Cᴏɴᴛʀᴏʟ sᴛɪᴄᴋ ᴀᴠᴀɪʟᴀʙʟᴇ!\n➥Iꜰ ᴏɴ ᴍᴏʙɪʟᴇ ᴛʜᴇɴ ᴜsᴇ ᴛʜᴇ ᴄᴏɴᴛʀᴏʟ sᴛɪᴄᴋ ᴛᴏ ᴍᴏᴠᴇ\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ✦✦Nᴏᴛᴇs✦✦⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n➥Gᴏᴛ sᴏᴍᴇ ᴀʀᴛᴡᴏʀᴋ ɪᴅᴇᴀs ꜰʀᴏᴍ ʏᴏᴜᴛᴜʙᴇ || Fᴏʟʟᴏᴡ ᴍᴇ!\n➥Usᴇᴅ 3-4 ᴡᴇᴇᴋs ᴛᴏ ꜰɪɴɪsʜ ᴛʜɪs ɢᴀᴍᴇ\n➥Fɪɴᴅ ᴍᴇ ʜᴇʀᴇ - @Jɪʙʀᴀɴ_ʟᴀʙs || Lɪᴋᴇ ᴀɴᴅ Hᴇᴀʀᴛ ❤️/⭐\n➥MY TIMER : 57 || Full screen Recomended\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀✦✦Cʀᴇᴅɪᴛs✦✦⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n➥ @Gʀɪꜰꜰᴘᴀᴛᴄʜ @Jɪʙʀᴀɴ_ʟᴀʙs @TimMcCool \n➥ @-LeafFighter- @Jarvin36 @beckster05\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀✦✦Tags ✦✦⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n➥ #All #Trending #games #Kippel's World \n***READ---> OK, now that you have read everything make sure to hit the like and fav button and be sure to follow me for more fun games!⠀⠀⠀⠀⠀⠀⠀⠀⠀\n ◢◣◥◤◢◣◥◤◢◣ ◥◤◢◣◥◤◢◣◥◤◢◣◥◤
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Minecraft - A Platformer #Games #All
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@Stage\n\nwhen I receive [start game v]\nforever\n play sound [Alone For Now v] until done\nend\n\n@Blank\n\n@Player\n\nforever\n if <not <touching (ladder v)?>> then\n repeat until <<touching (ladder v)?> or <touching (_edge_ v)?>>\n change y by ((round (Y vel)) - (5))\n change [y vel v] by (-0.35)\n end\n end\n set [y vel v] to [0]\nend\n\nif <(y position) < [-170]> then\n set y to (-170)\nend\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move-In steps (steps )\nchange [falling v] by (1)\nrepeat (steps )\n set [last value v] to (x position)\n change x by ((speed x) / (steps ))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X- Slope or wall\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps ))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y-Ceiling or floor \n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (fishiee v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick-player v]\nMoved- By Moving Platform \nswitch backdrop to <touching (level v)?>\nControls - Up and Down \nControls - Left and Right\nMove-In steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down \nif <<key (up arrow v) pressed?> or <(STICK Y) > [0.5]>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide \n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\nShow Health (LIVES) of (max health) offset y [40]\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <(STICK X) > [0.5]>> - <<key (left arrow v) pressed?> or <(STICK X) < [-0.5]>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELARATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\n Show Health (LIVES) of (max health) offset y [40]\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnernable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y : (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick-First v)\n broadcast (Tick- Platforms v)\n broadcast (Tick-Player v)\n broadcast (Tick-Last v)\nend\n\nwhen I receive [tick-last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE#) + (1)) go to x, y : [-235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE#) + (100)) go to x, y : [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE#) + (-100)) go to x, y : [] [180]\nend\nif <touching (danger v)?> then\n broadcast (lose life v)\nend\nif <touching (lava v)?> then\n broadcast (lava lose life v)\nend\n\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE#) + (-1)) go to x, y : [235] []\nend\n\ndefine Begin Scene # (scene#) go to x, y : (x) (y)\nset [scene# v] to (scene#)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to change scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix collision in Direction [0]\nelse\n Fix collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick-first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump2 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((1) + ((frame) mod (10))) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X- Slope or wall\nCheck Can Wall Slide \nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y-Ceiling or floor \nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide \nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnernable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Head Shake v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (GAME OVER v)\nend\n\ndefine Moved- By Moving Platform \nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find closest way out to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (lose life v)\n end\nend\n\ndefine Find closest way out to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [accelaration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (setup v) and wait\nset [lives v] to [4]\nset [max health v] to (LIVES)\nset [spawn scene v] to [1]\nset [spawn x v] to [-88]\nset [spawn y v] to [-19]\nset [xv v] to [0]\nset [yv v] to [0]\nReset and Begin Level\n\nwhen I receive [player bounce v]\nset [speed y v] to [10]\n\nwhen I receive [lava die v]\nbroadcast (lava lose life v)\nReset and Begin Level\n\nwhen flag clicked\nforever\n change [xv v] by ((<key (right arrow v) pressed?> * (2)) + (<key (left arrow v) pressed?> * (-2)))\n set [xv v] to ((Xv) * (0.88))\n change x by (Xv)\n if <touching (water v)?> then\n change y by (([abs v] of ((Xv) / (2)) ) + (1))\n change [yv v] by (0.05)\n else\n change [yv v] by (-2.07)\n end\n set [yv v] to ((Yv) * (0.98))\n change y by (Yv)\n if <touching (water v)?> then\n change [yv v] by (0.0001)\n end\n if <key (up arrow v) pressed?> then\n if <touching (water v)?> then\n change [yv v] by (1.24)\n end\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.86)\n end\nend\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen I receive [lava lose life v]\nset [invulnernable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Head Shake v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (GAME OVER v)\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE#))\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [game over v]\nswitch costume to (game over v)\ngo to [front v] layer\nshow\n\n@lava\n\nwhen I receive [lava v]\nforever\n set y to ((4) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\nif <(SCENE#) = [1]> then\n broadcast (lava v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [game loop v]\nforever\n if <touching (player v)?> then\n broadcast (Lava Die v)\n end\nend\n\n@Main Menu \n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (-10) y: (-100)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@animal\n\nwhen flag clicked\nset size to (80) %\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE#) = [7]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [186] [-34] dir [-90]\n else\n Spawn [Red] at [-189] [-35] dir [90]\n end\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move Left or right \n Move Down\n change [frame v] by (0.11)\n switch costume to ((1) + (([floor v] of (frame) ) mod (6)))\n set rotation style [left-right v]\n if <<(INVULNERNABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move Left or right \nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (fishiee v)?>>> then\n stop [this script v]\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwait (0.1) seconds\n\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player Bounce v)\n start sound [Squish Pop v]\n switch costume to (red5 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (lose life v)\n\nif <([x position v] of [player v]) < [0]> then\n Spawn [Red] at [111] [-17] dir [90]\nelse\n Spawn [Red] at [-44] [-76] dir [90]\nend\n\n@Background\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\n\n@Health Bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\nend\ndelete this clone\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\n@Sun\n\nwhen flag clicked\nreset timer\nshow\nforever\n set [ghost v] effect to (20)\n set size to ((100) - ((([sin v] of ((timer) * (50)) ) * (200)) / (10))) %\nend\n\nwhen flag clicked\nforever\n if <(SCENE#) = [9]> then\n switch costume to (blank v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Joystick\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (-168) y: (-110)\nset size to (95) %\nset [base v] to [Joystick]\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\n\nwhen I start as a clone\nswitch costume to (stick v)\nset [ghost v] effect to (25)\ngo [forward v] (1) layers\nforever\n set [stick x v] to [0]\n set [stick y v] to [0]\n set [stick power v] to []\n repeat until <mouse down?>\n go to (Base)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Drag Stick\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Drag Stick\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (Base)\n turn right (180) degrees\n set [stick dir v] to (direction)\n set [stick power v] to (distance to [(Base) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIR) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIR) ))\nend\n\nwhen I receive [start game v]\nshow\ncreate clone of (_myself_ v)\n\n@Particle \n\nwhen flag clicked\nhide\nforever\n if then\n Particles [1]\n wait until <not <key (space v) pressed?>>\n end\n if then\n Particles [2]\n wait until <not <key (f v) pressed?>>\n end\n if then\n Particles [3]\n wait until <not <key (b v) pressed?>>\n end\n if then\n wait until <not <key (l v) pressed?>>\n set [#type v] to [4]\n repeat until <not <key (l v) pressed?>>\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n wait until <not >\n end\nend\n\ndefine Particles (#type)\nset [#type v] to (#type)\nrepeat (pick random (12) to (20))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nSetup\nif <(#type) = [1]> then\n go to (mouse-pointer v)\n go to [front v] layer\n show\n repeat until <[99] < (@Duration)>\n move (_vel) steps\n change size by ((_vel) / (2.5))\n change y by (Height)\n change [height v] by ((([abs v] of ((Height) * (Height)) ) / ((Height) * (8))) * (-2))\n set [_vel v] to ((_vel) * (0.9))\n change [ghost v] effect by (2.5)\n change [@duration v] by (2.5)\n end\n delete this clone\nend\nif <(#type) = [2]> then\n go to [front v] layer\n repeat until <[99] < (@Duration)>\n move (_vel) steps\n change size by ((_vel) / (2.5))\n change y by (Height)\n change [height v] by ((([abs v] of ((Height) * (Height)) ) / ((Height) * (5))) * (-0.2))\n set [_vel v] to ((_vel) * (0.2))\n change [ghost v] effect by (2.5)\n change [@duration v] by (2.5)\n end\n delete this clone\nend\nif <(#type) = [3]> then\n go to [front v] layer\n repeat until <[99] < (@Duration)>\n move (_vel) steps\n change size by ((_vel) / (2.5))\n change y by (Height)\n change [height v] by (-0.7)\n set [_vel v] to ((_vel) * (0.9))\n change [ghost v] effect by (2.5)\n change [@duration v] by (2.5)\n end\n delete this clone\nend\n\ngo to (mouse-pointer v)\n\ndefine Setup\nset [@duration v] to [0]\nset size to (pick random (pick random (1) to (50)) to (pick random (25) to (75))) %\nset [ghost v] effect to (pick random (1) to (pick random (1) to (45)))\nset [brightness v] effect to (pick random (pick random (-1) to (-25)) to (pick random (1) to (25)))\nswitch costume to (middle v)\npoint in direction (pick random (0) to (360))\nset [height v] to (pick random (2) to (5))\nset [_vel v] to (pick random (5) to (7))\ngo to [front v] layer\nshow\n\ndefine Clone at X: (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [lose life v]\nif <(SCENE#) = [1]> then\n go to (player v)\n repeat (5)\n Particles [3]\n end\nend\nif <(SCENE#) = [2]> then\n go to (player v)\n repeat (5)\n Particles [3]\n end\nend\nif <(SCENE#) = [3]> then\n go to (player v)\n repeat (5)\n Particles [3]\n end\nend\nif <(SCENE#) = [4]> then\n go to (player v)\n repeat (5)\n Particles [3]\n end\nend\nif <(SCENE#) = [5]> then\n go to (player v)\n repeat (5)\n Particles [3]\n end\nend\nif <(SCENE#) = [6]> then\n go to (player v)\n repeat (5)\n Particles [3]\n end\nend\nif <(SCENE#) = [7]> then\n go to (player v)\n repeat (5)\n Particles [3]\n end\nend\n\nstop [this script v]\n\nbroadcast (do not \(play\) part v)\n\nwhen I receive [do not \(play\) part v]\nstop [other scripts in sprite v]\n\n@Border\n\nwhen I receive [main menu v]\ngo to [front v] layer\n\nwhen I receive [start game v]\ngo to [front v] layer\n\n@Objects \n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (0)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\n\n@notif\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Fishiee\n\nwhen I receive [change scene v]\nswitch costume to (fish v)\nhide\nif <(SCENE#) = [1]> then\n set [pixelate v] effect to (15)\n Spawn [Platform] at [0] [-136] dir [-90] turn []\nend\n\ndefine Animate Platform\nshow\nforever\n glide (2) secs to x: (x position) y: ((y position) + (90))\n wait (1) seconds\n glide (2) secs to x: (x position) y: ((y position) - (90))\n wait (1) seconds\nend\n\nwhen I receive [tick- platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Math CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nshow\nforever\n glide (3) secs to x: (-1) y: (-136)\n point in direction (-90)\n wait (0.5) seconds\n glide (3) secs to x: (-198) y: (-136)\n point in direction (90)\n wait (0.5) seconds\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nset size to (80) %\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [Key]> then\n Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nAnimate 2\n\ndefine Rotation Math CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\n@Danger \n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\n\n@Collectables, cheackpoints ,etc\n\nwhen I receive [change scene v]\nif <(SCENE#) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.3) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n start sound [Chomp v]\n change [coins v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spawn scene v] to (SCENE#)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [coins v] to [0]\nhide\nPlace [Green Flag] scene [3] xy [72] [76]\nPlace [Green Flag] scene [4] xy [-153] [31]\nPlace [Green Flag] scene [6] xy [46] [39]\nPlace [Green Flag] scene [8] xy [5] [-20]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\nPlace [apple] scene [1] xy [78] [-63]\nPlace [apple] scene [1] xy [-38] [-61]\n\n
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-------------------------------------------------------------------------\n★★★Welcome to Minecraft A Platformer!★★★\n-------------------------------------------------------------------------\nCongratulations @Hypixel_Pro for the shoutout :)\n-------------------------------------------------------------------------\n◈For a shoutout FOLLOW @Pizza_Codes and put "done" in the comments! :)\n==========================================\n◈It took a lot of hard-work and planning, So Please Like, Fav and Follow (★1300+ Blocks & 100+ Scripts)\n==========================================\n◽Right Arrow ▶︎ to move Right\n◽Left Arrow ◀︎ to move Left\n◽Up Arrow ▲ to move Up\n-------------------------------------------------------------------------\n◈Mobile Controls ◆Joystick◆\n==========================================\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags:-\n#Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games\n#Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Trending #All #Pizza_Codes #ScratchCat #Minecraft
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Sheep - Platformer
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@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-178) y: (70)\nhide\n\nwhen I receive [start v]\nshow variable [deaths v]\nset [deaths v] to [0]\nset [level number v] to [1]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\nset size to (100) %\ngo to [front v] layer\nshow\ngo [backward v] (3) layers\nwait (1) seconds\nforever\n Move\nend\n\ndefine Move\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\nend\nchange x by (x)\nif <touching (level v)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\nelse\n set [x v] to ((x) * (0.9))\nend\nchange y by (y)\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n end\nelse\n change [y v] by (-1)\nend\n\ngo to x: (0) y: (0)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\n\nwhen I receive [start v]\nforever\n if <(x position) > [240]> then\n change [level number v] by (1)\n go to x: (-239) y: (-57)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (spike v)?> or <<touching (hole v)?> or <touching (bullets v)?>>> then\n go to x: (-195) y: (-57)\n change [deaths v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (r v) pressed?> then\n go to x: (-195) y: (-57)\n wait (2) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level number) = [11]> then\n if <touching (wolf v)?> then\n go to x: (-195) y: (-57)\n change [deaths v] by (1)\n end\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nset size to (100) %\nswitch costume to (1 v)\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [start v]\nforever\n if <(level number) = [1]> then\n switch costume to (1 v)\n else\n if <(level number) = [2]> then\n switch costume to (2 v)\n else\n if <(level number) = [3]> then\n switch costume to (3 v)\n else\n if <(level number) = [4]> then\n switch costume to (4 v)\n else\n if <(level number) = [5]> then\n switch costume to (5 v)\n else\n if <(level number) = [6]> then\n switch costume to (6 v)\n else\n if <(level number) = [7]> then\n switch costume to (7 v)\n else\n if <(level number) = [8]> then\n switch costume to (8 v)\n else\n if <(level number) = [9]> then\n switch costume to (9 v)\n else\n if <(level number) = [10]> then\n switch costume to (10 v)\n else\n if <(level number) = [11]> then\n switch costume to (11 v)\n else\n if <(level number) = [12]> then\n switch costume to (12 v)\n else\n if <(level number) = [13]> then\n switch costume to (13 v)\n else\n if <(level number) = [14]> then\n switch costume to (14 v)\n else\n if <(level number) = [15]> then\n switch costume to (15 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [start v]\nforever\n if <(level number) = [1]> then\n hide\n else\n if <(level number) = [2]> then\n hide\n else\n if <(level number) = [3]> then\n hide\n else\n if <(level number) = [4]> then\n show\n switch costume to (1 v)\n else\n if <(level number) = [5]> then\n show\n switch costume to (2 v)\n else\n if <(level number) = [6]> then\n show\n switch costume to (3 v)\n else\n if <(level number) = [7]> then\n show\n switch costume to (4 v)\n else\n if <(level number) = [8]> then\n hide\n else\n if <(level number) = [9]> then\n hide\n else\n if <(level number) = [10]> then\n show\n switch costume to (5 v)\n else\n if <(level number) = [11]> then\n hide\n else\n if <(level number) = [12]> then\n hide\n else\n if <(level number) = [13]> then\n show\n switch costume to (6 v)\n else\n if <(level number) = [14]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Hole\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nswitch costume to (1 v)\ngo to [back v] layer\n\nwhen I receive [start v]\nforever\n if <(level number) = [1]> then\n hide\n else\n if <(level number) = [2]> then\n hide\n else\n if <(level number) = [3]> then\n go to x: (19) y: (-172)\n switch costume to (hole v)\n show\n else\n if <(level number) = [4]> then\n hide\n else\n if <(level number) = [5]> then\n hide\n else\n if <(level number) = [6]> then\n hide\n else\n if <(level number) = [7]> then\n hide\n else\n if <(level number) = [8]> then\n show\n else\n if <(level number) = [9]> then\n show\n else\n if <(level number) = [10]> then\n show\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Sheep\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nset rotation style [left-right v]\nset size to (500) %\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\nforever\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (3))\nend\n\nwhen I receive [start v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (jump v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <touching (level v)?> then\n switch costume to (walk v)\n wait (0.3) seconds\n switch costume to (idle v)\n wait (0.3) seconds\n end\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (jump v)\n end\n if <touching (level v)?> then\n switch costume to (idle v)\n end\n end\nend\n\n@Dirt\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [start v]\nforever\n if <(level number) = [1]> then\n switch costume to (1 v)\n else\n if <(level number) = [2]> then\n switch costume to (2 v)\n else\n if <(level number) = [3]> then\n switch costume to (3 v)\n else\n if <(level number) = [4]> then\n switch costume to (4 v)\n else\n if <(level number) = [5]> then\n switch costume to (5 v)\n else\n if <(level number) = [6]> then\n switch costume to (6 v)\n else\n if <(level number) = [7]> then\n switch costume to (7 v)\n else\n if <(level number) = [8]> then\n switch costume to (8 v)\n else\n if <(level number) = [9]> then\n switch costume to (9 v)\n else\n if <(level number) = [10]> then\n switch costume to (10 v)\n else\n if <(level number) = [11]> then\n switch costume to (11 v)\n else\n if <(level number) = [12]> then\n switch costume to (12 v)\n else\n if <(level number) = [13]> then\n switch costume to (13 v)\n else\n if <(level number) = [14]> then\n switch costume to (14 v)\n else\n if <(level number) = [15]> then\n switch costume to (15 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Sign\n\nwhen flag clicked\nset [sign thing v] to [no]\nswitch costume to (1 v)\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (5) layers\ngo to x: (-86) y: (-51)\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <touching (player v)?> then\n broadcast (Sign thing v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level number) = [1]> then\n show\n end\n if <(level number) = [2]> then\n hide\n end\nend\n\n@Sign text\n\nwhen flag clicked\nset [press space v] to [no]\nset [sign thing v] to [0]\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (-130)\nhide\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [backward v] (7) layers\n\nwhen I receive [sign thing v]\nforever\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n switch costume to (2 v)\n wait (3) seconds\n switch costume to (3 v)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n hide\n stop [this script v]\nend\n\n@Intro\n\nwhen flag clicked\nstart sound [kevin macleod a mission v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nwhen I receive [start screen v]\nwait (3) seconds\nhide\n\n@Intro text\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nbroadcast (Start screen v)\nhide\n\n@Start screen\n\nwhen flag clicked\nhide variable [deaths v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\n\nwhen I receive [start screen v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > ((Time) + (0.01))\nshow\nset y to (-400)\ngo to [front v] layer\nhide variable [deaths v]\nrepeat (10)\n set y to ((y position) / (2))\nend\nstop [other scripts in sprite v]\nstop [all v]\n\n@Start button\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nset [direction v] to [0]\nset [ghost v] effect to (100)\nswitch costume to (1 v)\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (3) layers\nhide\n\nwhen I receive [start screen v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n change size by (((120) - (size)) / (5))\n if <mouse down?> then\n broadcast (Transition v)\n wait (0.5) seconds\n broadcast (Start v)\n hide\n stop [this script v]\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (5))\n end\n change [direction v] by (7)\n point in direction ((([sin v] of (direction) ) * (2)) + (90))\nend\n\n@Transition\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (100) %\ngo to [front v] layer\nhide\n\nwhen I receive [transition v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Wolf\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (500) %\nswitch costume to (idk v)\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level number) = [1]> then\n hide\n end\n if <(level number) = [11]> then\n go to x: (154) y: (-66)\n show\n wait (1) seconds\n repeat until <(level number) = [12]>\n point towards (player v)\n move (6) steps\n end\n hide\n end\n if <(level number) = [13]> then\n show\n switch costume to (3 v)\n point in direction (-90)\n go to x: (201) y: (92)\n end\n if <(level number) = [14]> then\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level number) = [11]> then\n switch costume to (2 v)\n wait (0.3) seconds\n switch costume to (1 v)\n wait (0.3) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level number) = [11]> then\n set y to (-66)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level number) = [11]> then\n if <touching (player v)?> then\n wait (0.01) seconds\n go to x: (154) y: (-66)\n end\n end\nend\n\nset [level number v] to [2]\nset [level number v] to [13]\n\n@Sound button\n\nwhen I receive [start v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n change size by (((120) - (size)) / (5))\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n switch costume to (1 v)\n set volume to (100) %\n end\n end\n if <(costume [number v]) = [1]> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n switch costume to (2 v)\n set volume to (0) %\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (5))\n end\n change [direction v] by (9)\n point in direction ((([sin v] of (direction) ) * (5)) + (90))\nend\n\nwhen flag clicked\nset [sound off v] to [no]\nset volume to (100) %\ngo to x: (-212) y: (-156)\nswitch costume to (1 v)\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\n\nwhen I receive [start v]\nstop all sounds\nforever\n play sound [Mechanolith - Kevin MacLeod v] until done\nend\n\nset [level number v] to [13]\n\n@Bullets\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset size to (100) %\ngo [forward v] (4) layers\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nforever\n if <(level number) = [13]> then\n repeat until <(level number) = [14]>\n wait (2) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\ngo to x: (([x position v] of [wolf v]) - (60)) y: ([y position v] of [wolf v])\nshow\nrepeat until <<touching (player v)?> or <touching (_edge_ v)?>>\n change x by (-5)\nend\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> or <touching (_edge_ v)?>> then\n if <(level number) = [14]> then\n hide\n end\n wait (0.0001) seconds\n hide\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level number) = [14]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\n
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Oh no! All the grass has turned into DIRT!\nGet to the end to FIND THE GRASS!\n\nMove: WASD or Arrow keys
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A Reverse Platformer
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@Stage\n\nwhen I receive [go v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [platformer v]\nforever\n play sound (pick random (2) to (4)) until done\n wait (2) seconds\nend\n\nwhen I receive [cutscene v]\nhide variable [☁ boss timer v]\nhide variable [☁ time \(pixel\) v]\nstop [other scripts in sprite v]\nstop all sounds\nwait (5.5) seconds\nrepeat until <(part) = [Music]>\n play sound [It's A Mystery v] until done\nend\nstop all sounds\n\nwhen I receive [music v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound (pick random (5) to (7)) until done\n wait (2) seconds\nend\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\nforever\n play sound [It's A Mystery v] until done\nend\n\nwhen I receive [music 2 v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound (pick random (9) to (12)) until done\n wait (2) seconds\nend\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide variable [☁ boss timer v]\nhide variable [☁ time \(pixel\) v]\nstop all sounds\nrepeat until <(part) = [Music]>\n play sound [It's A Mystery v] until done\nend\nstop all sounds\n\nwhen I receive [final music v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [Undertale - Megalovania v] until done\n wait (1) seconds\nend\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen flag clicked\nhide variable [☁ boss timer v]\nhide variable [☁ time \(pixel\) v]\n\nbroadcast (Cutscene2 v)\n\nwhen flag clicked\nif <(username) = [chipm0nk]> then\n set [chipmonk seen? v] to [YES!]\nend\n\n@BLANK\n\n@INTRO\n\ndefine Smooth Glide x (x) y (y) direction (direction) size (size) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (direction)) = (round (direction))> and <(round (size)) = (round (size))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((direction) - (direction)) / (3)) degrees\n change size by (((size) - (size)) / (speed))\nend\n\ndefine CLONE (id) quantity (amount)\nset [id v] to (id)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait (0) seconds\nset [watched? v] to [1]\nplay sound [Naeleck & Hige Driver - Virtual Gaming \(Tokyo Machine Remix\) v] until done\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [part v] to [N/A]\ngo to x: (0) y: (0)\nset [spin v] to [0]\npoint in direction (90)\nhide\nswitch costume to (1 v)\nset size to (200) %\nclear graphic effects\nwait (0) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\nwait (6) seconds\nswitch costume to (2 v)\nset size to (100) %\nSmooth Glide x [0] y [0] direction [90] size [200] speed [20]\nwait (4.5) seconds\nset [part v] to [Wait]\nCLONE [2] quantity [1]\nwait (0) seconds\nCLONE [3] quantity [1]\nwait (0.5) seconds\nset [part v] to [WORDS]\nswitch costume to (3 v)\nwait (1) seconds\nset [part v] to [Wait]\nCLONE [4] quantity [1]\nrepeat (3)\n wait (1) seconds\n next costume\n set [part v] to [0]\n wait (1) seconds\nend\nrepeat (2)\n wait (.5) seconds\n next costume\n set [part v] to [0]\n wait (.5) seconds\nend\nwait (1) seconds\nset [part v] to [STOP]\nswitch costume to (9 v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (3) seconds\nbroadcast (Intro v)\n\nwhen I start as a clone\nif <(id) = [1]> then\n point in direction (90)\n go to [back v] layer\n clear graphic effects\n switch costume to (wind v)\n go to x: (258) y: (pick random (-241) to (241))\n set size to (50) %\n show\n repeat until <<(x position) = [-258]> or <[-259] > (x position)>>\n change x by (-10)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n wait (0) seconds\n if <(part) = [Wait]> then\n wait (1) seconds\n end\n CLONE [1] quantity [1]\n if <(part) = [Wait]> then\n wait (1) seconds\n end\n if <(part) = [STOP]> then\n stop [this script v]\n end\n wait (.2) seconds\nend\n\nwhen I start as a clone\nif <(id) = [2]> then\n point in direction (90)\n go to [front v] layer\n clear graphic effects\n switch costume to (t1 v)\n go to x: (-35) y: (0)\n set size to (100) %\n show\n repeat (9)\n change x by (10)\n end\n wait until <(part) = [WORDS]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [3]> then\n point in direction (90)\n go to [front v] layer\n clear graphic effects\n switch costume to (t2 v)\n go to x: (50) y: (0)\n set size to (100) %\n show\n repeat (10)\n change x by (-10)\n end\n wait until <(part) = [WORDS]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n point in direction (90)\n clear graphic effects\n go to [front v] layer\n switch costume to (transition v)\n repeat (4)\n go to x: (-400) y: (0)\n show\n repeat (80)\n change x by (10)\n end\n end\n delete this clone\nend\n\nwhen I receive [intro v]\nswitch backdrop to (backdrop2 v)\nswitch costume to (name v)\nset size to (200) %\ngo to x: (0) y: (80)\nclear graphic effects\nCLONE [5] quantity [1]\nwait (0) seconds\nCLONE [7] quantity [1]\nwait (0) seconds\nshow\nforever\n set [spin v] to (((Spin) + (10)) mod (360))\n turn right (([sin v] of ((Spin) + (100)) ) * (0.5)) degrees\n change size by (([sin v] of (Spin) ) * (0.5))\n change y by (([sin v] of (Spin) ) * (0.5))\n change x by (([sin v] of ((Spin) + (100)) ) * (0.5))\nend\n\nwhen flag clicked\nset [spin v] to [0]\nerase all\n\nwhen I receive [intro v]\nwait (0) seconds\nforever\n erase all\n SHADOW\n wait (0) seconds\nend\n\ndefine SHADOW\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\nwhen I start as a clone\nif <(id) = [5]> then\n point in direction (90)\n clear graphic effects\n switch costume to (sun v)\n go to x: (225) y: (170)\n set size to (100) %\n show\n repeat until <(part) = [Play]>\n turn right (1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [6]> then\n point in direction (90)\n go to [back v] layer\n clear graphic effects\n set [color v] effect to (pick random (1) to (100))\n switch costume to (pick random (16) to (21))\n go to x: (pick random (258) to (-258)) y: (-241)\n set size to (50) %\n show\n repeat until <<(y position) = [180]> or <(y position) > [180]>>\n change y by (5)\n end\n delete this clone\nend\n\nwhen I receive [intro v]\nwait (1) seconds\nforever\n CLONE [6] quantity [1]\n wait (.2) seconds\nend\n\nwhen I start as a clone\nif <(id) = [7]> then\n wait (0) seconds\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n stop [other scripts in sprite v]\n stop all sounds\n play sound [CHOSEN v] until done\n wait (.5) seconds\n repeat (25)\n change [ghost v] effect by (4)\n change size by (-2)\n end\n wait (1) seconds\n set [part v] to [Play]\n broadcast (Go v)\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [7]> then\n go to x: (0) y: (-85)\n point in direction (90)\n clear graphic effects\n go to [front v] layer\n switch costume to (play v)\n show\n repeat until <(part) = [Play]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n change size by (((300) - (size)) / (5))\n end\n change size by (((200) - (size)) / (5))\n end\n delete this clone\nend\n\nwhen flag clicked\n\nplay sound [GOT EM v] until done\nplay sound [got em music v] until done\n\nwhen I receive [go v]\nerase all\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [platformer v]\n\nforever\n play sound (pick random (2) to (21)) until done\nend\n\nwhen I receive [intro v]\nwait (0) seconds\nrepeat until <(part) = [Play]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n change size by (((300) - (size)) / (5))\n end\n change size by (((200) - (size)) / (5))\nend\n\nset [watched? v] to [0]\n\nwhen flag clicked\nif <(Watched?) = [1]> then\n stop [other scripts in sprite v]\n broadcast (Intro v)\n repeat until <(part) = [Play]>\n play sound (pick random (4) to (13)) until done\n wait (5) seconds\n end\n stop all sounds\nend\n\n@Glitch\n\nwhen I receive [go v]\nset size to (150) %\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\npoint in direction (90)\nshow\nstart sound [Glitch Sound Effects2 v]\nwait (1) seconds\nrepeat (3)\n repeat (20)\n switch costume to (pick random (1) to (4))\n go to x: (pick random (-10) to (10)) y: (0)\n end\n switch costume to (costume1 v)\n wait (2) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\npoint in direction (90)\n\n@Text Engine by squig3\n\ndefine wait\nshow\ngo to x: ((-188) + (386)) y: ((textbox.y) + (-62))\ngo to [front v] layer\nrepeat until <not <mouse down?>>\n switch costume to (join [wait] (((round ((timer) / (0.1))) mod (7)) + (1)))\nend\nrepeat until <mouse down?>\n switch costume to (join [wait] (((round ((timer) / (0.1))) mod (7)) + (1)))\nend\nhide\nwait until <not <mouse down?>>\n\nwhen I receive [text.newline v]\nif <not <(Text Engine by squig3: behavior) = [&]>> then\n if <(Text Engine by squig3: txt.line) = [1]> then\n delete this clone\n end\n if <(Text Engine by squig3: txt.line) = [2]> then\n glide (0.1) secs to x: (x position) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n set [text engine by squig3: txt.line v] to [1]\n end\nend\n\nwhen I receive [text.remove v]\ndelete this clone\n\ndefine type (txt) n (name)\nset [brightness v] effect to (100)\nif <<(name) = []> or <(name) = [#]>> then\n set [textbox.hasname? v] to [0]\nelse\n set [text engine by squig3: behavior v] to [&]\n set [text engine by squig3: behavior v] to [g]\n nm (name)\n set [textbox.hasname? v] to [1]\nend\nset [text engine by squig3: i v] to [1]\ngo to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\nhide\nset [text engine by squig3: behavior v] to [n]\nset [text engine by squig3: txt.line v] to [1]\nrepeat (length of (txt))\n if <(letter (Text Engine by squig3: i) of (txt)) = [@]> then\n if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n wait\n broadcast (text.remove v)\n nm (name)\n go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n set [text engine by squig3: txt.line v] to [1]\n set [text engine by squig3: behavior v] to [n]\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: i) > (length of (txt))> then\n broadcast (text.remove v)\n stop [this script v]\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n if <(Text Engine by squig3: txt.line) > [1]> then\n wait\n end\n change [text engine by squig3: txt.line v] by (1)\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: txt.line) = [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n end\n if <(Text Engine by squig3: txt.line) > [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n broadcast (text.newline v) and wait\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n change [text engine by squig3: i v] by (3)\n end\n switch costume to (letter (Text Engine by squig3: i) of (txt))\n if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n create clone of (_myself_ v)\n change x by (14)\n if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (-4)\n end\n if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (2)\n end\n change [text engine by squig3: i v] by (1)\n start sound [plat4 v]\n if <<mouse down?> and <(Text Engine by squig3: i) > [10]>> then\n if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n wait\n broadcast (text.remove v)\n nm (name)\n go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n set [text engine by squig3: txt.line v] to [1]\n set [text engine by squig3: behavior v] to [n]\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: i) > (length of (txt))> then\n broadcast (text.remove v)\n stop [this script v]\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n if <(Text Engine by squig3: txt.line) > [1]> then\n wait\n end\n change [text engine by squig3: txt.line v] by (1)\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: txt.line) = [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n end\n if <(Text Engine by squig3: txt.line) > [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n broadcast (text.newline v) and wait\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n change [text engine by squig3: i v] by (3)\n end\n switch costume to (letter (Text Engine by squig3: i) of (txt))\n if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n create clone of (_myself_ v)\n change x by (14)\n if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (-4)\n end\n if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (2)\n end\n change [text engine by squig3: i v] by (1)\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n wait\n broadcast (text.remove v)\n nm (name)\n go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n set [text engine by squig3: txt.line v] to [1]\n set [text engine by squig3: behavior v] to [n]\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: i) > (length of (txt))> then\n broadcast (text.remove v)\n stop [this script v]\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n if <(Text Engine by squig3: txt.line) > [1]> then\n wait\n end\n change [text engine by squig3: txt.line v] by (1)\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: txt.line) = [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n end\n if <(Text Engine by squig3: txt.line) > [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n broadcast (text.newline v) and wait\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n change [text engine by squig3: i v] by (3)\n end\n switch costume to (letter (Text Engine by squig3: i) of (txt))\n if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n create clone of (_myself_ v)\n change x by (14)\n if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (-4)\n end\n if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (2)\n end\n change [text engine by squig3: i v] by (1)\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n wait\n broadcast (text.remove v)\n nm (name)\n go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n set [text engine by squig3: txt.line v] to [1]\n set [text engine by squig3: behavior v] to [n]\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: i) > (length of (txt))> then\n broadcast (text.remove v)\n stop [this script v]\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n if <(Text Engine by squig3: txt.line) > [1]> then\n wait\n end\n change [text engine by squig3: txt.line v] by (1)\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: txt.line) = [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n end\n if <(Text Engine by squig3: txt.line) > [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n broadcast (text.newline v) and wait\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n change [text engine by squig3: i v] by (3)\n end\n switch costume to (letter (Text Engine by squig3: i) of (txt))\n if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n create clone of (_myself_ v)\n change x by (14)\n if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (-4)\n end\n if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (2)\n end\n change [text engine by squig3: i v] by (1)\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n wait\n broadcast (text.remove v)\n nm (name)\n go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n set [text engine by squig3: txt.line v] to [1]\n set [text engine by squig3: behavior v] to [n]\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: i) > (length of (txt))> then\n broadcast (text.remove v)\n stop [this script v]\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n if <(Text Engine by squig3: txt.line) > [1]> then\n wait\n end\n change [text engine by squig3: txt.line v] by (1)\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: txt.line) = [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n end\n if <(Text Engine by squig3: txt.line) > [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n broadcast (text.newline v) and wait\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n change [text engine by squig3: i v] by (3)\n end\n switch costume to (letter (Text Engine by squig3: i) of (txt))\n if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n create clone of (_myself_ v)\n change x by (14)\n if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (-4)\n end\n if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (2)\n end\n change [text engine by squig3: i v] by (1)\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n wait\n broadcast (text.remove v)\n nm (name)\n go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n set [text engine by squig3: txt.line v] to [1]\n set [text engine by squig3: behavior v] to [n]\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: i) > (length of (txt))> then\n broadcast (text.remove v)\n stop [this script v]\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n if <(Text Engine by squig3: txt.line) > [1]> then\n wait\n end\n change [text engine by squig3: txt.line v] by (1)\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: txt.line) = [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n end\n if <(Text Engine by squig3: txt.line) > [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n broadcast (text.newline v) and wait\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n change [text engine by squig3: i v] by (3)\n end\n switch costume to (letter (Text Engine by squig3: i) of (txt))\n if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n create clone of (_myself_ v)\n change x by (14)\n if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (-4)\n end\n if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (2)\n end\n change [text engine by squig3: i v] by (1)\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [/]> then\n wait\n broadcast (text.remove v)\n nm (name)\n go to x: ((-188) - (4)) y: ((textbox.y) - ((20) * (textbox.hasName?)))\n set [text engine by squig3: txt.line v] to [1]\n set [text engine by squig3: behavior v] to [n]\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: i) > (length of (txt))> then\n broadcast (text.remove v)\n stop [this script v]\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [+]> then\n if <(Text Engine by squig3: txt.line) > [1]> then\n wait\n end\n change [text engine by squig3: txt.line v] by (1)\n change [text engine by squig3: i v] by (2)\n if <(Text Engine by squig3: txt.line) = [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n end\n if <(Text Engine by squig3: txt.line) > [2]> then\n go to x: ((-188) - (4)) y: (((textbox.y) - (34)) - ((10) * (textbox.hasName?)))\n broadcast (text.newline v) and wait\n end\n end\n if <(letter (Text Engine by squig3: i) of (txt)) = [\[]> then\n set [text engine by squig3: behavior v] to (letter ((Text Engine by squig3: i) + (1)) of (txt))\n change [text engine by squig3: i v] by (3)\n end\n switch costume to (letter (Text Engine by squig3: i) of (txt))\n if <not <(Text Engine by squig3: i) > (length of (txt))>> then\n create clone of (_myself_ v)\n change x by (14)\n if <[kerning short v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (-4)\n end\n if <[kerning long v] contains (letter (Text Engine by squig3: i) of (txt))?> then\n change x by (2)\n end\n change [text engine by squig3: i v] by (1)\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [x v] to (x position)\nset [y v] to (y position)\nif <(x position) > [230]> then\n delete this clone\nend\nif <(Text Engine by squig3: behavior) = [n]> then\n stop [this script v]\nend\nif <(Text Engine by squig3: behavior) = [#]> then\n set [color v] effect to (32)\n set [brightness v] effect to (0)\n stop [this script v]\nend\nif <(Text Engine by squig3: behavior) = [&]> then\n set [ghost v] effect to (50)\n stop [this script v]\nend\nforever\n if <(Text Engine by squig3: behavior) = [s]> then\n go to x: (((pick random (1) to (-1)) * (1)) + (x)) y: (((pick random (1) to (-1)) * (1)) + (y))\n end\n if <(Text Engine by squig3: behavior) = [w]> then\n go to x: (x) y: ((([sin v] of (((timer) * (520)) + (((x) * (-2)) + ((y) * (3)))) ) * (2)) + (y))\n end\nend\n\ndefine #end\nset [textbox.shown v] to [0]\nbroadcast (text.remove v) and wait\n\ndefine nm (n)\nif <not <(n) = [#]>> then\n set [text engine by squig3: name.i v] to [1]\n go to x: ((textbox.x) - (4)) y: ((textbox.y) + (6))\n repeat (length of (n))\n switch costume to (letter (Text Engine by squig3: name.i) of (n))\n create clone of (_myself_ v)\n change x by (14)\n if <[kerning short v] contains (letter (Text Engine by squig3: name.i) of (n))?> then\n change x by (-4)\n end\n if <[kerning long v] contains (letter (Text Engine by squig3: name.i) of (n))?> then\n change x by (2)\n end\n change [text engine by squig3: name.i v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show char name v]\nset [brightness v] effect to (100)\nset [textbox.x v] to [-220]\nset [textbox.y v] to [160]\nnm [???]\n\nwhen flag clicked\nset [textbox.y v] to [-99]\nset [textbox.x v] to [-188]\nhide\ndelete this clone\n\nwhen I receive [go v]\nwait (11) seconds\ntype [um...hello? /] n [Player]\ntype [is anyone there? /] n [Player]\ntype [... /] n [Player]\ntype [\[s\] HUH?!/] n [Unknown]\ntype [\[s\] What are you doing here?! /] n [Unknown]\ntype [To play a platformer./] n [Player]\ntype [Obviously /] n [Player]\ntype [\[#\]oh.../] n [Unknown]\ntype [._./] n [Player]\ntype [Anywaays, i don't have time for + this,/] n [Unknown]\ntype [so how about you play this hard + platformer?/] n [Unknown]\ntype [\[#\]OK! I LOVE A GOOD CHALLENGE! /] n [Player]\ntype [Well, i don't think you'll + like this/] n [Unknown]\ntype [because the goal changes/] n [Unknown]\ntype [..../] n [Player]\ntype [\[s\] HUH?!/] n [Player]\ntype [OK! BYE!/] n [Unknown]\ntype [sigh -_-/] n [Player]\n#end\nbroadcast (platformer v)\n\nwhen I receive [cutscene2 v]\nswitch backdrop to (backdrop4 v)\ntype [..../] n [Unknown]\ntype [Fascinating../] n [Unknown]\ntype [OH! YOU'RE BACK!/] n [Player]\ntype [Yes I am/] n [Unknown]\ntype [Who was the guy that + was in the cutscene?/] n [Player]\ntype [Oh, the stickman?/] n [Unknown]\ntype [Yeah./] n [Player]\ntype [Well, he's the guy that is+ doing the text./] n [Unknown]\ntype [\[#\] In This Platformer/] n [Unknown]\ntype [\[&\] you won't see him again + though../] n [Unknown]\ntype [Because...I'm finished what I + was doing, so I'm free/] n [Unknown]\ntype [\[s\]AND IT'S TIME FOR THE LAST + PART!/] n [Unknown]\ntype [.../] n [Player]\ntype [sigh.../] n [Player]\ntype [BUT THIS TIME...ITS IN PIXEL!/] n [Unkown]\ntype [\[s\] WAIT WHAT?!/] n [Player]\ntype [\[w\]HAHAHAHAHA!/] n [Unkown]\ntype [\[s\] THERE'S ALSO A TIMER!/] n [Unkown]\ntype [\[w\] GOOD LUCK!/] n [Unkown]\n#end\nbroadcast (Pixel Timer v)\nwait (0) seconds\nbroadcast (Music 2 v)\nwait (.1) seconds\nbroadcast (Round 3 v)\n\nwhen I receive [cutscene 3 v]\nswitch backdrop to (backdrop4 v)\ntype [\[s\]HOW?!/] n [Unknown]\ntype [\[s\] HOW DID YOU BEAT THIS?!/] n [Unknown]\ntype [Because.../] n [Player]\ntype [\[w\] I'm like that /] n [Player]\ntype [.../] n [Unknown]\ntype [YOU KNOW WHAT/] n [Unknown]\ntype [?/] n [Player]\ntype [\[s\]It's time for you to + fight a boss/] n [Unknown]\ntype [\[w\]WHICH IS ME!/] n [Unknown]\ntype [uh...but how can you do that? + I don't even know you./] n [Player]\ntype [Well, I'm a pretty popular + scratcher./] n [Unknown]\ntype [And a lot of people know me../] n [Unknown]\ntype [ok...?/] n [Player]\ntype [The name is..../] n [Unknown]\ntype [..../] n [Unknown]\ntype [FUNNYTOONS/] n [FunnyToons]\ntype [?!/] n [Player]\ntype [Wait a minute..+ \[s\] I KNOW YOU!/] n [Player]\ntype [\[s\] You are the scratcher + that got 1k in 1 month/] n [Player]\ntype [Indeed.../] n [FunnyToons]\ntype [\[#\]AND NOW YOU'LL HAVE TO + DEFEAT ME!/] n [FunnyToons]\ntype [\[w\] HAHAHAHAHAHAHAHAHA/] n [FunnyToons]\ntype [..../] n [Player]\ntype [\[&\] *gulp*/] n [Player]\n#end\nbroadcast (Cutscene4 v)\n\n@PLAYER\n\ndefine Touching Level\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n set [leveltouch v] to [1]\nelse\n set [leveltouch v] to [0]\nend\n\ndefine Control - UP and Down\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [jump falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to ((direction) / ((90) * (7)))\n end\n if <<(jump falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [jump falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (jump DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (force)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (gravity)\nif <(wall slide) > [0]> then\n Check Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Move in steps (steps)\nchange [jump falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Touching Level\n if <(leveltouch) > [0]> then\n Collide X - Slope\n end\n set [last value v] to (y position)\n if <<touching (trampoline v)?> or > then\n set [speed y v] to [27]\n end\n change y by ((speed y) / (steps))\n Touching Level\n if <(leveltouch) > [0]> then\n Collide Y: Down Slope\n end\nend\n\ndefine Collide X - Slope\nCheck Slide\nchange y by (1)\nTouching Level\nif <(leveltouch) > [0]> then\n change y by (1)\n Touching Level\n if <(leveltouch) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nslide\n\ndefine Check Slide\nif <(jump falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nset rotation style [left-right v]\nTouching Level\nset [wall slide v] to (leveltouch)\nset rotation style [don't rotate v]\n\ndefine Controls - Left and Right\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by ((0) - (acceleration))\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (acceleration)\nend\nset [speed x v] to ((speed x) * (slowed))\nif <<(jump falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\nend\n\ndefine Collide Y: Down Slope\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(jump falling) > [0]> then\n set [jump falling v] to [0]\n slide\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine slide\nchange y by (-2)\nchange x by (1)\nTouching Level\nif <(leveltouch) < [1]> then\n set [jump falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nTouching Level\nif <(leveltouch) < [1]> then\n set [jump falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\nwhen flag clicked\nRESET\n\ndefine RESET\nhide\nset size to (100) %\ngo to x: (-192) y: (-85)\npoint in direction (90)\nset rotation style [left-right v]\nset [jump duration v] to [6]\nset [speed y v] to [0]\nset [jump falling v] to [0]\nset [force v] to [12]\nset [slowed v] to [0.8]\nset [acceleration v] to [1.5]\nset [jump falling v] to [99]\nset [gravity v] to [-1]\nclear graphic effects\n\nwhen I receive [platformer v]\nclear graphic effects\nswitch backdrop to (backdrop5 v)\nshow\nforever\n Control - UP and Down\n Controls - Left and Right\n Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n if <(Level) = [7]> then\n if <(y position) < [-178]> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n go to x: (250) y: (-90)\n broadcast (Again v)\n clear graphic effects\n end\n end\n if <(y position) < [-196]> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n if <(Level) = [1]> then\n go to x: (192) y: (-85)\n else\n if <(Level) = [2]> then\n go to x: (192) y: (-85)\n else\n if <(Level) = [3]> then\n go to x: (-192) y: (-49)\n else\n if <(Level) = [4]> then\n go to x: (228) y: (170)\n else\n if <(Level) = [5]> then\n go to x: (0) y: (0)\n else\n if <(Level) = [6]> then\n go to x: (-250) y: (-90)\n else\n if <(Level) = [8]> then\n go to x: (-250) y: (-90)\n else\n if <(Level) = [9]> then\n go to x: (250) y: (-90)\n else\n if <(Level) = [10]> then\n go to x: (-135) y: (160)\n end\n end\n end\n end\n end\n end\n end\n end\n broadcast (Again v)\n clear graphic effects\n end\n end\n if then\n repeat (25)\n change [ghost v] effect by (4)\n end\n if <(Level) = [1]> then\n go to x: (192) y: (-85)\n else\n if <(Level) = [2]> then\n go to x: (192) y: (-85)\n else\n if <(Level) = [3]> then\n go to x: (-192) y: (-49)\n else\n if <(Level) = [4]> then\n go to x: (228) y: (170)\n else\n if <(Level) = [5]> then\n go to x: (0) y: (0)\n else\n if <(Level) = [6]> then\n go to x: (-250) y: (-90)\n else\n if <(Level) = [7]> then\n go to x: (250) y: (-90)\n else\n if <(Level) = [8]> then\n go to x: (-250) y: (-90)\n else\n if <(Level) = [8]> then\n go to x: (250) y: (-90)\n else\n if <(Level) = [9]> then\n go to x: (250) y: (-90)\n else\n if <(Level) = [10]> then\n go to x: (-135) y: (160)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n broadcast (Again v)\n clear graphic effects\n end\n end\n if <(Level) = [1]> then\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (192) y: (-85)\n end\n else\n if <(Level) = [2]> then\n if <[-250] > (x position)> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-192) y: (-49)\n end\n else\n if <(Level) = [3]> then\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (228) y: (170)\n end\n else\n if <(Level) = [4]> then\n if <<(x position) > [235]> and <[-130] > (y position)>> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (0) y: (0)\n end\n else\n if <(Level) = [5]> then\n if <(x position) > [250]> then\n set [level v] to [1]\n broadcast (Again v)\n go to x: (-192) y: (-85)\n else\n if <[-250] > (x position)> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-250) y: (-85)\n end\n end\n else\n if <(Level) = [6]> then\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (250) y: (-90)\n set size to (30) %\n end\n else\n if <(Level) = [7]> then\n if <<(x position) > [230]> and <(y position) > [59]>> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-250) y: (-90)\n set size to (100) %\n end\n else\n if <(Level) = [8]> then\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (250) y: (-90)\n set size to (100) %\n end\n else\n if <(Level) = [9]> then\n if <<[-250] > (x position)> and <(y position) > [146]>> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-135) y: (160)\n set size to (100) %\n end\n else\n if <(Level) = [10]> then\n if <<[-250] > (x position)> and <(y position) > [-115]>> then\n change [level v] by (1)\n broadcast (Cutscene v)\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 [platformer v]\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up v)\n create clone of (_myself_ v)\n else\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n create clone of (_myself_ v)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (left v)\n create clone of (_myself_ v)\n else\n switch costume to (idle v)\n end\n end\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n switch costume to (clone trail v)\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [round 2 v]\nclear graphic effects\nswitch backdrop to (backdrop5 v)\nwait (0) seconds\nif <(Level) = [11]> then\n go to x: (-177) y: (20)\nelse\n if <(Level) = [12]> then\n go to x: (210) y: (94)\n else\n if <(Level) = [13]> then\n go to x: (-183) y: (0)\n else\n if <(Level) = [14]> then\n go to x: (-189) y: (-47)\n else\n if <(Level) = [15]> then\n go to x: (230) y: (105)\n else\n if <(Level) = [16]> then\n go to x: (-182) y: (-65)\n else\n if <(Level) = [17]> then\n go to x: (202) y: (-61)\n end\n end\n end\n end\n end\n end\nend\nshow\nforever\n Control - UP and Down\n Controls - Left and Right\n Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n if <(y position) < [-196]> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n if <(Level) = [11]> then\n go to x: (-177) y: (20)\n else\n if <(Level) = [12]> then\n go to x: (210) y: (94)\n else\n if <(Level) = [13]> then\n go to x: (-183) y: (0)\n else\n if <(Level) = [14]> then\n go to x: (-189) y: (-47)\n else\n if <(Level) = [15]> then\n go to x: (230) y: (105)\n else\n if <(Level) = [16]> then\n go to x: (-182) y: (-65)\n else\n if <(Level) = [17]> then\n go to x: (202) y: (-61)\n end\n end\n end\n end\n end\n end\n end\n broadcast (Round 2 v)\n clear graphic effects\n end\n if then\n repeat (25)\n change [ghost v] effect by (4)\n end\n if <(Level) = [11]> then\n go to x: (-177) y: (20)\n else\n if <(Level) = [12]> then\n go to x: (210) y: (94)\n else\n if <(Level) = [13]> then\n go to x: (-183) y: (0)\n else\n if <(Level) = [14]> then\n go to x: (-189) y: (-47)\n else\n if <(Level) = [15]> then\n go to x: (230) y: (105)\n else\n if <(Level) = [16]> then\n go to x: (-182) y: (-65)\n else\n if <(Level) = [17]> then\n go to x: (202) y: (-61)\n end\n end\n end\n end\n end\n end\n end\n broadcast (Round 2 v)\n clear graphic effects\n end\n if <(Level) = [11]> then\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (210) y: (94)\n end\n else\n if <(Level) = [12]> then\n if <[-250] > (x position)> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-183) y: (0)\n end\n else\n if <(Level) = [13]> then\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-190) y: (-45)\n end\n else\n if <(Level) = [14]> then\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (230) y: (105)\n end\n else\n if <(Level) = [15]> then\n if <[-250] > (x position)> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-182) y: (-65)\n end\n else\n if <(Level) = [16]> then\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (202) y: (-61)\n end\n else\n if <(Level) = [17]> then\n if <[-250] > (x position)> then\n change [level v] by (1)\n broadcast (Cutscene2 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [round 2 v]\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up v)\n create clone of (_myself_ v)\n else\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n create clone of (_myself_ v)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (left v)\n create clone of (_myself_ v)\n else\n switch costume to (idle v)\n end\n end\n end\nend\n\nbroadcast (platformer v)\n\nwhen I receive [round 2 v]\ndelete this clone\n\nwhen I receive [music v]\nRESET\n\nset [level v] to [1]\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss v]\n\nclear graphic effects\nswitch backdrop to (backdrop9 v)\nwait (0) seconds\ngo to x: (-198) y: (-46)\nshow\nforever\n Control - UP and Down\n Controls - Left and Right\n Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n if <(y position) < [-196]> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n end\n if <<touching (boss v)?> and <(Attack) = [NO]>> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n broadcast (HP v)\n wait (0) seconds\n broadcast (Final Music v)\n wait (0) seconds\n broadcast (Boss v)\n end\nend\n\nwhen I receive [hp v]\nwait (0) seconds\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up v)\n create clone of (_myself_ v)\n else\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n create clone of (_myself_ v)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (left v)\n create clone of (_myself_ v)\n else\n switch costume to (idle v)\n end\n end\n end\nend\n\nwhen I receive [boss v]\nwait (0) seconds\nforever\n if <<touching (boss v)?> and <(Attack) = [YES]>> then\n set [speed y v] to [10]\n change [boss hp v] by (-5)\n wait until <not <touching (boss v)?>>\n end\nend\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss v]\ndelete this clone\n\nwhen I receive [hp v]\nclear graphic effects\nswitch backdrop to (backdrop9 v)\nwait (0) seconds\ngo to x: (-198) y: (-46)\nshow\nforever\n Control - UP and Down\n Controls - Left and Right\n Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n if <(y position) < [-196]> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n end\n if <<touching (boss v)?> and <(Attack) = [NO]>> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (0) seconds\n broadcast (Final Music v)\n clear graphic effects\n switch backdrop to (backdrop9 v)\n go to x: (-198) y: (-46)\n wait (0) seconds\n show\n wait (0) seconds\n broadcast (Boss v)\n end\nend\n\n@Level\n\ndefine SHADOW\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-5)\nchange x by (-10)\nstamp\nchange y by (5)\nchange x by (10)\nclear graphic effects\n\ndefine OUTLINE\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [platformer v]\nshow\nswitch costume to (Level)\n\nwhen I receive [next level v]\ngo to x: (36) y: (28)\nerase all\nswitch costume to (Level)\nwait (0) seconds\nif <(costume [number v]) = [12]> then\n OUTLINE\n SHADOW\nend\nif <(costume [number v]) = [13]> then\n Layer\nend\nif <(costume [number v]) = [16]> then\n set [ghost v] effect to (100)\nend\nif <not <(costume [number v]) = [16]>> then\n clear graphic effects\nend\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset size to (93) %\ngo to x: (36) y: (28)\nerase all\n\nwhen I receive [next level v]\n\nwhen flag clicked\nhide\n\nif <(costume [number v]) = [34]> then\nif <(costume [number v]) = [35]> then\nif <(costume [number v]) = [36]> then\n\nwait (0) seconds\nif <(costume [number v]) = [23]> then\n reset timer\n forever\nelse\n stop [this script v]\nend\n\nwhen I receive [again v]\nclear graphic effects\nerase all\nswitch costume to (Level)\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [round 2 v]\ngo to x: (36) y: (28)\nshow\nerase all\nswitch costume to (Level)\nwait (0) seconds\nif <not <(costume [number v]) = [16]>> then\n clear graphic effects\nend\nif <(costume [number v]) = [12]> then\n OUTLINE\n SHADOW\nend\nif <(costume [number v]) = [13]> then\n Layer\nend\nif <(costume [number v]) = [16]> then\n set [ghost v] effect to (100)\nend\n\ndefine Layer\ngo to x: (0) y: (0)\nrepeat (30)\n create clone of (_myself_ v)\n change x by (-0.5)\n change y by (-2)\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\nclear graphic effects\n\nwhen I receive [boss v]\nswitch costume to (boss level v)\ngo to x: (-6) y: (-10)\nshow\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\n\n@Danger\n\nwhen I receive [next level v]\nbroadcast (Delete v)\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\ngo to [back v] layer\nswitch costume to (join [costume] (Level))\nif <(costume [number v]) = [6]> then\n repeat until <not <(costume [number v]) = [6]>>\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(costume [number v]) = [12]> then\n repeat until <not <(costume [number v]) = [12]>>\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(costume [number v]) = [13]> then\n go to [front v] layer\n Layer\nend\nif <(costume [number v]) = [14]> then\n repeat until <not <(costume [number v]) = [14]>>\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(costume [number v]) = [15]> then\n repeat until <not <(costume [number v]) = [15]>>\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [platformer v]\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\n\ngo to x: (36) y: (28)\npoint in direction (90)\nnext costume\nif <(costume [number v]) = [19]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(costume [number v]) = [25]> then\n hide\n wait (1) seconds\n show\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(costume [number v]) = [27]> then\n go to x: (59) y: (-155)\n set [spin v] to [20]\n repeat until <not <(costume [number v]) = [27]>>\n repeat (40)\n turn right (spin) degrees\n change [spin v] by (-1)\n end\n repeat (40)\n turn right (spin) degrees\n change [spin v] by (1)\n end\n end\nend\nif <(costume [number v]) = [28]> then\n go to x: (59) y: (-148)\n set [motion s v] to [0]\n repeat until <not <(costume [number v]) = [28]>>\n repeat (20)\n change x by (motion s)\n change [motion s v] by (-1)\n end\n set [motion s v] to [0]\n repeat (20)\n change x by (motion s)\n change [motion s v] by (1)\n end\n set [motion s v] to [0]\n end\nend\nif <(costume [number v]) = [29]> then\n go to x: (82) y: (-148)\n set [motion s v] to [0]\n repeat until <not <(costume [number v]) = [29]>>\n repeat (10)\n change x by (motion s)\n change [motion s v] by (-1)\n end\n set [motion s v] to [0]\n repeat (10)\n change x by (motion s)\n change [motion s v] by (1)\n end\n set [motion s v] to [0]\n end\nend\nif <(costume [number v]) = [32]> then\n forever\n set y to ((10) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(costume [number v]) = [37]> then\n create clone of (_myself_ v)\nend\nif <(costume [number v]) = [38]> then\n wait (0) seconds\n go to x: (59) y: (-155)\n set [motion s v] to [0]\n repeat until <not <(costume [number v]) = [38]>>\n repeat (15)\n change x by (motion s)\n change [motion s v] by (-1)\n end\n set [motion s v] to [0]\n repeat (15)\n change x by (motion s)\n change [motion s v] by (1)\n end\n set [motion s v] to [0]\n end\nend\nif <(costume [number v]) = [39]> then\n go to x: (59) y: (-155)\nend\n\nwhen I receive [again v]\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nswitch costume to (join [costume] (Level))\nif <(costume [number v]) = [6]> then\n repeat until <not <(costume [number v]) = [6]>>\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\nwhen I receive [round 2 v]\nbroadcast (Delete v)\nswitch costume to (join [costume] (Level))\ngo to [back v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nwait (0) seconds\nif <(costume [number v]) = [11]> then\n repeat until <not <(costume [number v]) = [11]>>\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(costume [number v]) = [13]> then\n go to [front v] layer\n Layer\nend\nif <(costume [number v]) = [14]> then\n repeat until <not <(costume [number v]) = [14]>>\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\nif <(costume [number v]) = [15]> then\n repeat until <not <(costume [number v]) = [15]>>\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\ndefine Layer\ngo to x: (0) y: (0)\nrepeat (20)\n create clone of (_myself_ v)\n change x by (-0.5)\n change y by (-3)\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\nhide\n\n@Text\n\nwhen flag clicked\nclear graphic effects\nset [level v] to [1]\nset size to (100) %\nswitch costume to (text1 v)\nhide\ngo to x: (0) y: (122)\n\nwhen I receive [next level v]\nif <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [4]> or <<(Level) = [5]> or <<(Level) = [7]> or <<(Level) = [8]> or <<(Level) = [10]> or >>>>>>> then\n go to [front v] layer\n switch costume to (join [Text] (Level))\n go to x: (0) y: (190)\n show\n wait (.1) seconds\n glide (0.1) secs to x: (0) y: (122)\n wait until <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>>\n glide (0.1) secs to x: (0) y: (190)\n hide\nelse\n hide\nend\n\nwhen I receive [platformer v]\ngo to [front v] layer\nswitch costume to (join [Text] (Level))\ngo to x: (0) y: (190)\nshow\nwait (.1) seconds\nglide (0.1) secs to x: (0) y: (122)\nwait until <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>\nwait until <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>>\nglide (0.1) secs to x: (0) y: (190)\nhide\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [music v]\ngo to [front v] layer\nswitch costume to (join [Text] (Level))\ngo to x: (0) y: (190)\nshow\nwait (.1) seconds\nglide (0.1) secs to x: (0) y: (122)\nwait until <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>\nwait until <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<touching (mouse-pointer v)?> and <mouse down?>>>>\nglide (0.1) secs to x: (0) y: (190)\nhide\n\ndefine Layer\ngo to x: (0) y: (0)\nrepeat (30)\n create clone of (_myself_ v)\n change x by (-0.5)\n change y by (-3)\nend\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\n@ARROW\n\ndefine SHADOW\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine OUTLINE\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [platformer v]\nswitch costume to (Level)\nshow\n\nwhen I receive [next level v]\nclear graphic effects\nerase all\nswitch costume to (Level)\nif <(costume [number v]) = [13]> then\n Layer\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (36) y: (28)\nerase all\n\nwhen I receive [next level v]\n\nwhen flag clicked\nhide\n\nwait (0) seconds\nif <(costume [number v]) = [23]> then\n reset timer\n forever\nelse\n stop [this script v]\nend\n\nwhen I receive [again v]\nclear graphic effects\nerase all\nswitch costume to (Level)\n\nwhen I receive [cutscene v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [round 2 v]\nshow\nclear graphic effects\nerase all\nswitch costume to (Level)\nif <(costume [number v]) = [13]> then\n Layer\nend\n\ndefine Layer\ngo to x: (36) y: (28)\nrepeat (4)\n create clone of (_myself_ v)\n change x by (-1)\n change y by (-1)\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\n@Cutscene\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (0 v)\nclear graphic effects\nhide\nset size to (120) %\n\nwhen I receive [cutscene v]\nswitch backdrop to (backdrop5 v)\nswitch costume to (0 v)\nshow\nwait (1) seconds\nstart sound [Low Whoosh v]\nrepeat (7)\n next costume\n wait (0.06) seconds\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nwait (2) seconds\nset [part v] to [HIDE]\nswitch costume to (8 v)\nswitch backdrop to (backdrop4 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat (9)\n wait until <<key (space v) pressed?> or <mouse down?>>\n wait until <not <<key (space v) pressed?> or <mouse down?>>>\n start sound [Hurt v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\nset [part v] to [Music]\nbroadcast (Music v)\nwait (0) seconds\nbroadcast (Round 2 v)\n\nwhen I receive [cutscene4 v]\ngo to x: (0) y: (0)\nswitch costume to (18 v)\nset [ghost v] effect to (100)\nshow\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat (7)\n wait until <<key (space v) pressed?> or <mouse down?>>\n wait until <not <<key (space v) pressed?> or <mouse down?>>>\n start sound [Hurt v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\nwait (4) seconds\nswitch backdrop to (backdrop8 v)\nswitch costume to (31 v)\nshow\nrepeat (6)\n wait until <<key (space v) pressed?> or <mouse down?>>\n wait until <not <<key (space v) pressed?> or <mouse down?>>>\n start sound [Hurt v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\nset [part v] to [Music]\nwait (4) seconds\nswitch backdrop to (backdrop8 v)\nswitch costume to (31 v)\nbroadcast (HP v)\nwait (0) seconds\nbroadcast (Final Music v)\nbroadcast (Boss v)\nwait (0) seconds\nbroadcast (Boss Timer v)\n\nwhen I receive [final cutscene v]\nhide variable [☁ boss timer v]\nhide variable [☁ time \(pixel\) v]\nset [part v] to [0]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\ngo to [front v] layer\nswitch costume to (anim0 v)\nset size to (120) %\nwait (2) seconds\nshow\nswitch backdrop to (backdrop5 v)\nstart sound [Sneaky Adventure v]\nwait (5) seconds\nstart sound [Kirby screaming and falling \(1\) v]\nrepeat (14)\n next costume\nend\nwait (1) seconds\nswitch costume to (anim15 v)\nwait (3) seconds\nstart sound [pop v]\nswitch costume to (anim16 v)\nset size to (200) %\nwait (2) seconds\nstart sound [oh_ v]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nrepeat (50)\n change [brightness v] effect by (-1)\nend\nstart sound [oh no \(1\) v]\nswitch costume to (anim17 v)\nrepeat until <(part) = [STOP]>\n go to x: (pick random (10) to (-10)) y: (pick random (10) to (-10))\nend\nstop all sounds\nhide\nwait (4) seconds\nswitch costume to (33 v)\ngo to x: (-11) y: (-24)\nclear graphic effects\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nstart sound [Hurt v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nstart sound [Hurt v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\nbroadcast (End v)\n\nwhen I start as a clone\nswitch costume to (dark v)\ngo to x: (300) y: (0)\ngo to [front v] layer\nshow\nglide (3) secs to x: (200) y: (0)\nset [part v] to [STOP]\ndelete this clone\n\n@Zoom\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\nset size to (100) %\n\nwhen I receive [cutscene v]\nset [part v] to [0]\nswitch costume to (0 v)\ngo to [front v] layer\nshow\nwait until <(part) = [HIDE]>\nhide\n\nbroadcast (Cutscene v)\n\n@Pixel Player\n\ndefine Move in steps (steps)\nchange [jump falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Touching Level\n if <(leveltouch) > [0]> then\n Collide X - Slope\n end\n set [last value v] to (y position)\n if <touching (trampoline v)?> then\n set [speed y v] to [27]\n end\n change y by ((speed y) / (steps))\n Touching Level\n if <(leveltouch) > [0]> then\n Collide Y: Down Slope\n end\nend\n\ndefine Touching Level\nif <<touching (pixel level v)?> or <touching (block v)?>> then\n set [leveltouch v] to [1]\n if <touching (block v)?> then\n set [part v] to [Touch]\n end\nelse\n set [leveltouch v] to [0]\nend\n\ndefine Collide X - Slope\nCheck Slide\nchange y by (1)\nTouching Level\nif <(leveltouch) > [0]> then\n change y by (1)\n Touching Level\n if <(leveltouch) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nslide\n\ndefine Check Slide\nif <(jump falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nset rotation style [left-right v]\nTouching Level\nset [wall slide v] to (leveltouch)\nset rotation style [don't rotate v]\n\ndefine Controls - Left and Right\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by ((0) - (acceleration))\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (acceleration)\nend\nset [speed x v] to ((speed x) * (slowed))\nif <<(jump falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\nend\n\ndefine Collide Y: Down Slope\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(jump falling) > [0]> then\n set [jump falling v] to [0]\n slide\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine slide\nchange y by (-2)\nchange x by (1)\nTouching Level\nif <(leveltouch) < [1]> then\n set [jump falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nTouching Level\nif <(leveltouch) < [1]> then\n set [jump falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine RESET\nhide\nset size to (150) %\ngo to x: (-153) y: (-120)\npoint in direction (90)\nset rotation style [left-right v]\nset [jump duration v] to [6]\nset [speed y v] to [0]\nset [jump falling v] to [0]\nset [force v] to [12]\nset [slowed v] to [0.8]\nset [acceleration v] to [1.5]\nset [jump falling v] to [99]\nset [gravity v] to [-1]\nclear graphic effects\n\ndefine Control - UP and Down\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <<(jump falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [jump falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (jump DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (force)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (gravity)\n\nif <(jumping) = [0]> then\n set [jumping v] to [1]\n set [jump falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to ((direction) / ((90) * (7)))\nend\n\nif <(wall slide) > [0]> then\n Check Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n switch costume to (clone trail v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [round 3 v]\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (up v)\n create clone of (_myself_ v)\n else\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n create clone of (_myself_ v)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (left v)\n create clone of (_myself_ v)\n else\n switch costume to (idle v)\n end\n end\n end\nend\n\nwhen I receive [round 3 v]\nset size to (150) %\ngo to x: (item (Level) of [player pos x v]) y: (item (Level) of [player pos y v])\nclear graphic effects\nshow\nforever\n Control - UP and Down\n Controls - Left and Right\n Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n if <<touching (goal v)?> and <(Key) > [0]>> then\n stop [other scripts in sprite v]\n broadcast (Change v)\n stop [this script v]\n end\n if <(y position) < [-179]> then\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n go to x: (Player Pos X) y: (Player Pos Y)\n broadcast (Round 3 v)\n end\n if then\n stop [other scripts in sprite v]\n repeat (25)\n change [ghost v] effect by (4)\n end\n go to x: (Player Pos X) y: (Player Pos Y)\n broadcast (Round 3 v)\n end\nend\n\nwhen I receive [next v]\ngo to x: (item (Level) of [player pos x v]) y: (item (Level) of [player pos y v])\n\nwhen flag clicked\nRESET\n\nbroadcast (Change v) and wait\ngo to x: (Player Pos X) y: (Player Pos Y)\nclear graphic effects\nshow\n\nwhen I receive [change v]\nstart sound [Homing v]\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-1)\nend\nchange [level v] by (1)\nwait (.1) seconds\nif <(Level) = [11]> then\n broadcast (Cutscene 3 v)\n stop [this script v]\nelse\n go to x: (item (Level) of [player pos x v]) y: (item (Level) of [player pos y v])\n broadcast (Next v)\n wait (0) seconds\n broadcast (Round 3 v)\nend\n\nwhen flag clicked\ndelete all of [player pos x v]\ndelete all of [player pos y v]\nadd [-153] to [player pos x v]\nadd [-121] to [player pos y v]\nadd [-160] to [player pos x v]\nadd [108] to [player pos y v]\nadd [-157] to [player pos x v]\nadd [-130] to [player pos y v]\nadd [162] to [player pos x v]\nadd [130] to [player pos y v]\nadd [-165] to [player pos x v]\nadd [-133] to [player pos y v]\nadd [-150] to [player pos x v]\nadd [-80] to [player pos y v]\nadd [-161] to [player pos x v]\nadd [-121] to [player pos y v]\nadd [-161] to [player pos x v]\nadd [-129] to [player pos y v]\nadd [-169] to [player pos x v]\nadd [-70] to [player pos y v]\nadd [-168] to [player pos x v]\nadd [-126] to [player pos y v]\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [round 3 v]\nforever\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [other scripts in sprite v]\n broadcast (Round 3 v)\n end\nend\n\n@Pixel Level\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nclear graphic effects\nerase all\nswitch costume to (Level)\nif <(Level) = [9]> then\n switch backdrop to (backdrop7 v)\nend\n\nwhen I receive [round 3 v]\ngo to x: (0) y: (0)\nshow\nclear graphic effects\nerase all\nswitch costume to (Level)\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset size to (400) %\ngo to x: (0) y: (0)\nerase all\n\nwhen I receive [music 2 v]\nset [level v] to [1]\nswitch backdrop to (backdrop6 v)\nswitch costume to (1 v)\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\n@Goal\n\nwhen flag clicked\nshow list [goal position x v]\nshow list [goal position y v]\nshow list [player pos x v]\nshow list [player pos y v]\ngo to x: (0) y: (0)\nset size to (150) %\nclear graphic effects\nswitch costume to (goal6 v)\nhide\n\nwhen I receive [music 2 v]\nshow\ngo to x: (item (Level) of [goal position x v]) y: (item (Level) of [goal position y v])\nforever\n switch costume to (goal1 v)\n repeat (5)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\nend\n\nwhen I receive [next v]\ngo to x: (item (Level) of [goal position x v]) y: (item (Level) of [goal position y v])\n\nwhen flag clicked\ndelete all of [goal position x v]\ndelete all of [goal position y v]\nadd [105] to [goal position x v]\nadd [105] to [goal position y v]\nadd [-156] to [goal position x v]\nadd [-145] to [goal position y v]\nadd [-157] to [goal position x v]\nadd [41] to [goal position y v]\nadd [-67] to [goal position x v]\nadd [-15] to [goal position y v]\nadd [162] to [goal position x v]\nadd [105] to [goal position y v]\nadd [-134] to [goal position x v]\nadd [56] to [goal position y v]\nadd [161] to [goal position x v]\nadd [52] to [goal position y v]\nadd [163] to [goal position x v]\nadd [-154] to [goal position y v]\nadd [163] to [goal position x v]\nadd [-154] to [goal position y v]\nadd [162] to [goal position x v]\nadd [-151] to [goal position y v]\n\nwhen I receive [round 3 v]\ngo to x: (item (Level) of [goal position x v]) y: (item (Level) of [goal position y v])\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\n@Danger2\n\nwhen I receive [round 3 v]\ngo to [back v] layer\nclear graphic effects\nif <(Level) = [1]> then\n hide\nend\nif <(Level) = [9]> then\n go to x: (-135) y: (164)\n wait (0) seconds\n Clone Spike [30]\nend\nif <(Level) = [10]> then\n go to x: (-135) y: (164)\n wait (0) seconds\n Clone Spike [30]\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [next v]\nset [part v] to [0]\ngo to [back v] layer\npoint in direction (90)\nclear graphic effects\nif <(Level) = [2]> then\n switch costume to (2 v)\n set size to (100) %\n go to x: (0) y: (0)\n show\nelse\n if <(Level) = [3]> then\n hide\n switch costume to (cannon v)\n set size to (200) %\n go to x: (164) y: (-158)\n CLONE [1] quantity [1]\n wait (0) seconds\n CLONE [2] quantity [1]\n wait (0) seconds\n else\n if <(Level) = [4]> then\n hide\n switch costume to (cannon v)\n set size to (200) %\n go to x: (164) y: (-158)\n wait (0) seconds\n CLONE [5] quantity [1]\n else\n if <(Level) = [5]> then\n hide\n switch costume to (cannon v)\n set size to (200) %\n go to x: (164) y: (-158)\n CLONE [6] quantity [1]\n wait (0) seconds\n CLONE [4] quantity [1]\n wait (0) seconds\n else\n if <(Level) = [6]> then\n hide\n CLONE [8] quantity [1]\n wait (0) seconds\n else\n if <(Level) = [7]> then\n hide\n else\n if <(Level) = [8]> then\n hide\n CLONE [9] quantity [1]\n wait (0) seconds\n CLONE [10] quantity [1]\n wait (0) seconds\n CLONE [11] quantity [1]\n wait (0) seconds\n CLONE [12] quantity [1]\n wait (0) seconds\n else\n if <(Level) = [9]> then\n go to x: (-135) y: (164)\n hide\n wait (0) seconds\n Clone Spike [30]\n else\n if <(Level) = [10]> then\n go to x: (-135) y: (164)\n hide\n wait (0) seconds\n Clone Spike [30]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine CLONE (id) quantity (amount)\nset [id v] to (id)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n point in direction (90)\n switch costume to (cannon v)\n set size to (200) %\n go to x: (164) y: (46)\n show\n repeat until <not <(Level) = [3]>>\n wait (3) seconds\n CLONE [3] quantity [1]\n end\n delete this clone\nend\n\nswitch costume to (Level)\n\nwhen I start as a clone\nif <(ID) = [1]> then\n point in direction (90)\n switch costume to (cannon v)\n set size to (200) %\n go to x: (164) y: (-158)\n show\n repeat until <not <(Level) = [3]>>\n wait (3) seconds\n CLONE [3] quantity [1]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [3]> then\n start sound [laser shot v]\n point in direction (90)\n switch costume to (pix ball v)\n set size to (150) %\n show\n repeat until <<touching (pixel level v)?> or <(part) = [Stop]>>\n change x by (-5)\n end\n delete this clone\nend\n\nwhen I receive [change v]\nstop [other scripts in sprite v]\nset [part v] to [Stop]\n\nwhen I receive [next v]\nset [part v] to [0]\ndelete this clone\n\nwhen I receive [round 3 v]\nset [part v] to [0]\n\nwhen I start as a clone\nif <(ID) = [4]> then\n switch costume to (cannon2 v)\n set size to (200) %\n go to x: (-164) y: (-52)\n show\n repeat until <not <(Level) = [5]>>\n wait (3) seconds\n CLONE [7] quantity [1]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [5]> then\n point in direction (90)\n switch costume to (cannon v)\n set size to (200) %\n go to x: (164) y: (-158)\n show\n repeat until <not <(Level) = [4]>>\n wait (3) seconds\n CLONE [3] quantity [1]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [6]> then\n point in direction (90)\n switch costume to (cannon v)\n set size to (200) %\n go to x: (164) y: (-158)\n show\n repeat until <not <(Level) = [5]>>\n wait (3) seconds\n CLONE [3] quantity [1]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [7]> then\n start sound [laser shot v]\n point in direction (90)\n switch costume to (pix ball v)\n set size to (150) %\n show\n repeat until <<touching (pixel level v)?> or <(part) = [Stop]>>\n change x by (5)\n end\n delete this clone\nend\n\npoint in direction (90)\n\nwhen I start as a clone\nif <(ID) = [8]> then\n point in direction (90)\n switch costume to (cannon v)\n set size to (200) %\n go to x: (164) y: (-158)\n show\n repeat until <not <(Level) = [6]>>\n wait (3) seconds\n CLONE [3] quantity [1]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [9]> then\n point in direction (90)\n switch costume to (cannon3 v)\n set size to (250) %\n go to x: (-83) y: (150)\n show\n repeat until <not <(Level) = [8]>>\n play sound [Panic Code Red Alert Alarm Sound Effect v] until done\n CLONE [Laser] quantity [1]\n wait (3) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [10]> then\n point in direction (90)\n switch costume to (cannon3 v)\n set size to (250) %\n go to x: (-20) y: (150)\n show\n repeat until <not <(Level) = [8]>>\n wait (2.37) seconds\n CLONE [Laser] quantity [1]\n wait (3) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [11]> then\n point in direction (90)\n switch costume to (cannon3 v)\n set size to (250) %\n go to x: (50) y: (150)\n show\n repeat until <not <(Level) = [8]>>\n wait (2.37) seconds\n CLONE [Laser] quantity [1]\n wait (3) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [12]> then\n point in direction (90)\n switch costume to (cannon3 v)\n set size to (250) %\n go to x: (100) y: (150)\n show\n repeat until <not <(Level) = [8]>>\n wait (2.37) seconds\n CLONE [Laser] quantity [1]\n wait (3) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Laser]> then\n go to [back v] layer\n set y to (-10)\n start sound [laser shot v]\n point in direction (90)\n switch costume to (laser v)\n set size to (500) %\n show\n change x by (-10)\n wait (3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Spike]> then\n point in direction (30)\n switch costume to (fall spike v)\n set size to (100) %\n show\n forever\n switch costume to (fall spike\(hitbox\) v)\n if <touching (pixel player v)?> then\n switch costume to (fall spike v)\n change y by (-5)\n repeat until <<touching (pixel level v)?> or <touching (_edge_ v)?>>\n change [speed v] by (-0.5)\n change y by (Speed)\n end\n delete this clone\n else\n switch costume to (fall spike v)\n end\n end\nend\n\nswitch costume to (2 v)\n\nchange x by (-10)\nwait (3) seconds\ndelete this clone\n\nswitch costume to (laser v)\n\nset [level v] to [9]\n\nwhen I receive [round 3 v]\nif <<(Level) = [9]> or <(Level) = [10]>> then\n set [speed v] to [0]\n delete this clone\nend\n\ndefine Clone Spike (amount)\nrepeat (amount)\n CLONE [Spike] quantity [1]\n wait (0) seconds\n change x by (10)\nend\n\npoint in direction (30)\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\n@Key\n\nwhen flag clicked\nshow list [key x v]\nshow list [key y v]\ngo to x: (0) y: (0)\nset size to (50) %\nclear graphic effects\nswitch costume to (1 v)\nhide\n\nwhen I receive [next v]\nset [key v] to [1]\nif <<(Level) = [1]> or <<(Level) = [6]> or <<(Level) = [8]> or >>> then\n hide\nelse\n go to x: (item (Level) of [key x v]) y: (item (Level) of [key y v])\n set [key v] to [0]\n show\nend\n\nwhen flag clicked\nhide variable [key v]\nshow list [key x v]\nshow list [key y v]\ndelete all of [key x v]\ndelete all of [key y v]\nadd [] to [key x v]\nadd [] to [key y v]\nadd [130] to [key x v]\nadd [-10] to [key y v]\nadd [-97] to [key x v]\nadd [-145] to [key y v]\nadd [169] to [key x v]\nadd [-15] to [key y v]\nadd [169] to [key x v]\nadd [-38] to [key y v]\nadd [] to [key x v]\nadd [] to [key y v]\nadd [0] to [key x v]\nadd [0] to [key y v]\nadd [] to [key x v]\nadd [] to [key y v]\nadd [] to [key x v]\nadd [] to [key y v]\nadd [-146] to [key x v]\nadd [11] to [key y v]\n\nwhen I receive [round 3 v]\nset [key v] to [1]\nif <<(Level) = [1]> or <<(Level) = [6]> or <<(Level) = [8]> or >>> then\n hide\nelse\n set [key v] to [0]\n clear graphic effects\n show\n wait until <touching (pixel player v)?>\n start sound [Collect v]\n hide\n change [key v] by (1)\nend\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\n@Block\n\nwhen I receive [next v]\nif <(Level) = [6]> then\n hide\n Clone At [-95] [-122]\n Clone At [-85] [-122]\n Clone At [-75] [-122]\n Clone At [-65] [-122]\n Clone At [-7] [-95]\n Clone At [4] [-95]\n Clone At [10] [-95]\n Clone At [73] [-63]\n Clone At [80] [-63]\n Clone At [90] [-63]\n Clone At [134] [-27]\n Clone At [144] [-27]\n Clone At [154] [-27]\n Clone At [164] [-27]\n Clone At [0] [39]\n Clone At [-10] [39]\n Clone At [-20] [39]\n Clone At [-30] [39]\nelse\n if <(Level) = [10]> then\n hide\n Clone At [30] [-62]\n Clone At [19] [-56]\n Clone At [-30] [-44]\n Clone At [-128] [-7]\n Clone At [-138] [-7]\n Clone At [-148] [-7]\n Clone At [-158] [-7]\n Clone At [-168] [-7]\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\nswitch costume to (dissapear v)\nhide\n\ndefine Clone At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nrepeat until <not <<(Level) = [6]> or <<(Level) = [10]> or <(part) = [Stop]>>>>\n show\n wait until <(part) = [Touch]>\n repeat (4)\n set [ghost v] effect to (30)\n wait (.07) seconds\n set [ghost v] effect to (0)\n wait (.5) seconds\n end\n hide\n set [part v] to [0]\n wait (5) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nif <(part) = [Stop]> then\n delete this clone\nend\n\nshow\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nhide\n\n@Boss\n\ndefine Smooth Glide x (x) y (y) direction (direction) size (size) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (direction)) = (round (direction))> and <(round (size)) = (round (size))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nclear graphic effects\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\ndefine CLONE (id) quantity (amount)\nset [id \(boss\) v] to (id)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I receive [boss v]\nrepeat until <<(Boss HP) = [15]> or <(Boss HP) < [15]>>\n set [part v] to [0]\n Attack\n wait (1) seconds\nend\nstop [this script v]\n\ndefine Attack\nset size to (150) %\nhide\nset [attack v] to [YES]\ngo to x: (0) y: (53)\nCLONE [NONE] quantity [1]\nwait (14) seconds\nset [part v] to [Start]\npoint in direction (90)\nwait (.2) seconds\nswitch costume to (face v)\nshow\nset [attack v] to [DANGER]\nwait (2) seconds\nset [attack v] to [NO]\nCLONE [Face] quantity [1]\nhide\ngo to x: (280) y: (-142)\nrepeat (14)\n CLONE [Spike] quantity (pick random (1) to (4))\n wait (1) seconds\nend\nset [part v] to [GO]\nwait until <(part) = [Next]>\nwait (1) seconds\ngo to x: (280) y: (-142)\nrepeat (20)\n CLONE [Spike2] quantity [1]\n change x by (-30)\n wait (.08) seconds\nend\nwait (.1) seconds\nset size to (250) %\ngo to x: (-83) y: (160)\nCLONE [Canon] quantity [1]\nwait (0) seconds\ngo to x: (12) y: (160)\nCLONE [Canon2] quantity [1]\nwait (0) seconds\ngo to x: (158) y: (160)\nCLONE [Canon3] quantity [1]\nwait until <(part) = [Follow]>\nCLONE [Follow] quantity [1]\nwait until <(part) = [SAW]>\nwait (2) seconds\nCLONE [SAW] quantity [1]\nwait (15) seconds\nset [part v] to [UNSAW]\nwait (1) seconds\nrepeat (10)\n CLONE [Acid] quantity [3]\n wait (1) seconds\nend\nwait (4) seconds\n\ngo to x: (280) y: (53)\n\nwhen I start as a clone\nif <(Id \(boss\)) = [NONE]> then\n point in direction (90)\n switch costume to (face2 v)\n set size to (150) %\n go to x: (0) y: (53)\n show\n set rotation style [all around v]\n repeat until <(part) = [Start]>\n turn right (3) degrees\n end\n Smooth Glide x [0] y [53] direction [90] size [150] speed [5]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Face]> then\n point in direction (90)\n switch costume to (face3 v)\n set size to (150) %\n go to x: (0) y: (53)\n show\n wait until <(part) = [GO]>\n Smooth Glide x [0] y [220] direction [90] size [150] speed [3]\n go to x: (-205) y: (223)\n go to [back v] layer\n repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n turn right (3) degrees\n change y by (-5)\n end\n hide\n wait (.5) seconds\n show\n go to x: (-90) y: (223)\n repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n turn right (3) degrees\n change y by (-5)\n end\n hide\n wait (.5) seconds\n show\n go to x: (0) y: (223)\n repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n turn right (3) degrees\n change y by (-5)\n end\n hide\n wait (.5) seconds\n show\n go to x: (90) y: (223)\n repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n turn right (3) degrees\n change y by (-5)\n end\n hide\n wait (.5) seconds\n show\n go to x: (205) y: (223)\n repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n turn right (3) degrees\n change y by (-5)\n end\n set [part v] to [Next]\n delete this clone\nend\n\nrepeat until <<(x position) = [285]> or <(x position) > [285]>>\n turn right (3) degrees\n change x by (5)\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Spike]> then\n point in direction (90)\n switch costume to (spike v)\n set y to (-142)\n set size to (100) %\n change x by (10)\n show\n repeat until <<(x position) = [-239]> or <[-239] > (x position)>>\n change x by (-5)\n end\n delete this clone\nend\n\ngo to x: (0) y: (53)\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Spike2]> then\n point in direction (90)\n switch costume to (spike v)\n set y to (-142)\n set size to (50) %\n show\n repeat (10)\n change [ghost v] effect by (-5)\n change size by (5)\n end\n repeat (20)\n change size by (-5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Laser]> then\n set y to (-10)\n go to [back v] layer\n start sound [laser shot v]\n point in direction (90)\n switch costume to (laser v)\n set size to (500) %\n show\n change x by (-10)\n wait (3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Canon]> then\n point in direction (90)\n switch costume to (cannon3 v)\n set size to (250) %\n show\n play sound [Panic Code Red Alert Alarm Sound Effect v] until done\n wait (0) seconds\n CLONE [Laser] quantity [1]\n wait (3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Follow]> then\n go to x: (154) y: (147)\n point in direction (90)\n switch costume to (cannon3 v)\n set size to (500) %\n show\n repeat (5)\n repeat (7)\n glide (1) secs to x: ([x position v] of [player v]) y: (y position)\n end\n wait (2) seconds\n CLONE [Laser2] quantity [1]\n wait (3) seconds\n end\n set [part v] to [SAW]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Canon2]> then\n point in direction (90)\n switch costume to (cannon3 v)\n set size to (250) %\n go to x: (12) y: (160)\n show\n wait (3) seconds\n CLONE [Laser] quantity [1]\n wait (3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Canon3]> then\n point in direction (90)\n set size to (250) %\n switch costume to (cannon3 v)\n show\n wait (3.5) seconds\n CLONE [Laser] quantity [1]\n wait (3) seconds\n set [part v] to [Follow]\n delete this clone\nend\n\nglide (1) secs to (player v)\ngo to x: (59) y: (-148)\n\nwhen I start as a clone\nif <(Id \(boss\)) = [SAW]> then\n point in direction (90)\n switch costume to (saw v)\n go to x: (59) y: (-155)\n go to [back v] layer\n set size to (100) %\n show\n set [spin v] to [20]\n repeat until <(part) = [UNSAW]>\n repeat (40)\n turn right (spin) degrees\n change [spin v] by (-1)\n end\n repeat (40)\n turn right (spin) degrees\n change [spin v] by (1)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [SAW]> then\n go to x: (59) y: (-155)\n set [motion s v] to [0]\n repeat until <(part) = [UNSAW]>\n repeat (40)\n change x by (motion s)\n change [motion s v] by (-1)\n end\n set [motion s v] to [0]\n repeat (40)\n change x by (motion s)\n change [motion s v] by (1)\n end\n set [motion s v] to [0]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Laser2]> then\n set y to (-10)\n go to [back v] layer\n start sound [laser shot v]\n point in direction (90)\n switch costume to (laser2 v)\n set size to (500) %\n show\n change x by (-10)\n wait (3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Acid]> then\n point in direction (90)\n switch costume to (laser3 v)\n set size to (100) %\n go to x: (pick random (240) to (-240)) y: (192)\n start sound [laser shot v]\n show\n go to [back v] layer\n repeat until <<(y position) = [-205]> or <[-205] > (y position)>>\n change y by (-5)\n end\n delete this clone\nend\n\nwhen I receive [boss v]\nforever\n if <<(Boss HP) = [15]> or <(Boss HP) < [15]>> then\n stop [other scripts in sprite v]\n set [part v] to [Start]\n go to x: (0) y: (53)\n switch costume to (face4 v)\n set size to (150) %\n show\n set [attack v] to [DANGER]\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\n end\n switch costume to (face5 v)\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (5)\n end\n switch costume to (face5 v)\n wait (1) seconds\n Smooth Glide x [0] y [220] direction [90] size [150] speed [5]\n hide\n broadcast (Boss2 v)\n stop [this script v]\n end\nend\n\nchange [ghost v] effect by (5)\n\ngo to x: (pick random (10) to (-10)) y: (pick random (50) to (40))\nwait (.1) seconds\n\ndefine Attack2\nhide\nset [attack v] to [NO]\nCLONE [CANON4] quantity [1]\nwait (8) seconds\nCLONE [CANON5] quantity [1]\nwait (0) seconds\nCLONE [CANON4] quantity [1]\nwait (8) seconds\nwait (0) seconds\ngo to x: (-150) y: (160)\nCLONE [Canon] quantity [1]\nwait (0) seconds\nCLONE [Canon35] quantity [1]\nwait (0) seconds\nCLONE [CANON6] quantity [1]\nwait (0) seconds\nCLONE [CANON7] quantity [1]\nwait (8) seconds\nset [part v] to [SAW]\nwait (1) seconds\nCLONE [SAW] quantity [1]\nwait (0) seconds\nCLONE [SAW2] quantity [1]\nwait (12) seconds\nset [part v] to [UNSAW]\nswitch costume to (face v)\nset size to (150) %\ngo to x: (0) y: (50)\nset [attack v] to [YES]\nshow\nrepeat (5)\n switch costume to (face v)\n start sound [Blink sound effect \(2\) v]\n repeat until <(costume [number v]) = [7]>\n wait (.06) seconds\n next costume\n end\n repeat until <(costume [number v]) = [3]>\n wait (.06) seconds\n switch costume to ((costume [number v]) - (1))\n end\n wait (2) seconds\nend\nset [attack v] to [DANGER]\nwait (2) seconds\nset [part v] to [0]\nSmooth Glide x [0] y [220] direction [90] size [150] speed [5]\nhide\n\nwhen I start as a clone\nif <(Id \(boss\)) = [CANON4]> then\n go to x: (260) y: (-133)\n point in direction (90)\n switch costume to (canon v)\n set size to (500) %\n show\n Smooth Glide x [201] y [-133] direction [90] size [500] speed [5]\n play sound [Panic Code Red Alert Alarm Sound Effect v] until done\n wait (0) seconds\n CLONE [Laser3] quantity [1]\n wait (3) seconds\n Smooth Glide x [260] y [-133] direction [90] size [500] speed [5]\n delete this clone\nend\n\ngo to x: (201) y: (-133)\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Laser3]> then\n change y by (-12)\n set x to (10)\n go to [back v] layer\n start sound [laser shot v]\n point in direction (90)\n switch costume to (laser4 v)\n set size to (500) %\n show\n change x by (-10)\n wait (3) seconds\n delete this clone\nend\n\nset y to (-10)\n\nwhen I start as a clone\nif <(Id \(boss\)) = [CANON5]> then\n set rotation style [left-right v]\n go to x: (-260) y: (-100)\n point in direction (-90)\n switch costume to (canon v)\n set size to (500) %\n show\n Smooth Glide x [-201] y [-110] direction [-90] size [500] speed [5]\n wait (2.37) seconds\n CLONE [Laser3] quantity [1]\n wait (3) seconds\n Smooth Glide x [-260] y [-110] direction [-90] size [500] speed [5]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [CANON6]> then\n go to x: (260) y: (-45)\n point in direction (90)\n switch costume to (canon v)\n set size to (500) %\n show\n Smooth Glide x [201] y [-45] direction [90] size [500] speed [5]\n wait (2.37) seconds\n CLONE [Laser3] quantity [1]\n wait (3) seconds\n Smooth Glide x [260] y [-45] direction [90] size [500] speed [5]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [CANON7]> then\n set rotation style [left-right v]\n go to x: (-260) y: (-30)\n point in direction (-90)\n switch costume to (canon v)\n set size to (500) %\n show\n Smooth Glide x [-201] y [-30] direction [-90] size [500] speed [5]\n wait (2.37) seconds\n CLONE [Laser3] quantity [1]\n wait (3) seconds\n Smooth Glide x [-260] y [-30] direction [-90] size [500] speed [5]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [SAW2]> then\n point in direction (90)\n switch costume to (saw v)\n go to x: (40) y: (-155)\n go to [back v] layer\n set size to (100) %\n show\n set [spin v] to [20]\n repeat until <(part) = [UNSAW]>\n repeat (40)\n turn right (spin) degrees\n change [spin v] by (-1)\n end\n repeat (40)\n turn right (spin) degrees\n change [spin v] by (1)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [SAW2]> then\n go to x: (40) y: (-155)\n set [motion s v] to [0]\n repeat until <(part) = [UNSAW]>\n repeat (40)\n change x by (motion s)\n change [motion s v] by (1)\n end\n set [motion s v] to [0]\n repeat (40)\n change x by (motion s)\n change [motion s v] by (-1)\n end\n set [motion s v] to [0]\n end\n delete this clone\nend\n\nwhen I receive [boss v]\ndelete this clone\n\nif <(part) = [DELETE]> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(Id \(boss\)) = [Canon35]> then\n point in direction (90)\n set size to (250) %\n go to x: (158) y: (160)\n switch costume to (cannon3 v)\n show\n wait (3.5) seconds\n CLONE [Laser] quantity [1]\n wait (3) seconds\n delete this clone\nend\n\nwhen I receive [boss v]\nset rotation style [all around v]\n\nwhen I receive [boss2 v]\nforever\n if <<(Boss HP) = [0]> or <(Boss HP) < [0]>> then\n stop [other scripts in sprite v]\n set size to (150) %\n clear graphic effects\n switch costume to (><face10 v)\n show\n glide (1) secs to x: (0) y: (0)\n repeat (20)\n go to x: (pick random (20) to (-20)) y: (pick random (10) to (-10))\n change [ghost v] effect by (5)\n wait (.1) seconds\n end\n broadcast (FINAL CUTSCENE v)\n end\nend\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [boss2 v]\nrepeat until <(Boss HP) = [0]>\n set [part v] to [N/A]\n Attack2\n wait (1) seconds\nend\n\n@ATTACK\n\nwhen flag clicked\nswitch costume to (yes v)\nclear graphic effects\nhide\ngo to x: (-118) y: (160)\nset size to (200) %\nset [attack v] to [0]\n\nwhen I receive [boss v]\ngo to [back v] layer\nset [ghost v] effect to (50)\nshow\nforever\n switch costume to (Attack)\nend\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\n\n@HEALTH\n\nwhen flag clicked\nclear graphic effects\nset size to (100) %\ngo to x: (-221) y: (117)\npoint in direction (90)\nhide\nerase all\n\nwhen I receive [boss v]\nset [boss hp v] to [100]\nset [color v] effect to (111)\nclear graphic effects\nshow\nforever\n go to [back v] layer\n erase all\n set pen size to (20)\n set pen color to (#ffffff)\n Health [-100] [100] [117]\n if <(Boss HP) > [0]> then\n set pen size to (10)\n set pen color to (#000000)\n Health [-100] (((Boss HP) - (50)) * (2)) [117]\n end\nend\n\ndefine Health (x) (x2) (y)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y)\npen up\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\nerase all\n\nwhen flag clicked\nset [boss hp v] to [100]\n\nwhen I receive [hp v]\nset [boss hp v] to [100]\n\n@TRAMPOLINE\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (tramp v)\n\nwhen I receive [boss v]\nhide\ngo to x: (17) y: (-140)\n\nwait until <(Boss HP) = [15]>\nwait (3) seconds\nshow\n\nrepeat until <<(Boss HP) = [0]> or <(part) = [SAW]>>\n glide (3) secs to x: ([x position v] of [player v]) y: (y position)\nend\nhide\n\ngo to [front v] layer\n\nwhen I receive [boss v]\nwait until <<<(Boss HP) = [15]> or <(Boss HP) < [15]>> and <<(part) = [N/A]> or <(part) = [Start]>>>\nwait (4) seconds\nshow\nforever\n wait until <(part) = [SAW]>\n stop [other scripts in sprite v]\n hide\n wait until <<<(Boss HP) = [15]> or <(Boss HP) < [15]>> and <<(part) = [N/A]> or <(part) = [0]>>>\n wait (2) seconds\n show\nend\n\nstop [this script v]\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nhide\n\n@END\n\nwhen I receive [end v]\nset size to (200) %\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nswitch backdrop to (backdrop8 v)\nshow\nrepeat (7)\n wait (3.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (-5)\n end\nend\nwait (3.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (5)\nend\nset size to (200) %\ngo to x: (0) y: (-250)\nclear graphic effects\nrepeat until <<(y position) = [550]> or <(y position) > [550]>>\n change y by (2)\n switch costume to (9 v)\nend\nswitch costume to (10 v)\nrepeat (6)\n go to x: (0) y: (0)\n wait (3.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (-5)\n end\nend\nwait (3.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (5)\nend\nset size to (200) %\nclear graphic effects\nhide\nbroadcast (Record v)\nswitch costume to (17 v)\nshow\nforever\n play sound [Generate v] until done\n wait (1) seconds\n play sound [Hook Rush v] until done\n wait (1) seconds\n play sound [ROCKIN' v] until done\n wait (1) seconds\n play sound [NEON v] until done\n wait (1) seconds\nend\n\nwhen flag clicked\nset size to (200) %\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nshow list [boss time \(highscore\) v]\nshow list [pixel time \(highscore\) v]\n\nwhen I receive [record v]\nset [part v] to [0]\nif <(item (1) of [pixel time \(highscore\) v]) > (☁ Time \(Pixel\))> then\n replace item (2) of [pixel time \(highscore\) v] with (item (1) of [pixel time \(highscore\) v])\n replace item (3) of [pixel time \(highscore\) v] with (item (2) of [pixel time \(highscore\) v])\n replace item (4) of [pixel time \(highscore\) v] with (item (3) of [pixel time \(highscore\) v])\n replace item (5) of [pixel time \(highscore\) v] with (item (4) of [pixel time \(highscore\) v])\n replace item (1) of [pixel time \(highscore\) v] with (join (☁ Time \(Pixel\)) (join [-->] (-USERNAME)))\n broadcast (Highscore v)\n stop [this script v]\nelse\n if <(item (2) of [pixel time \(highscore\) v]) > (☁ Time \(Pixel\))> then\n replace item (5) of [pixel time \(highscore\) v] with (item (4) of [pixel time \(highscore\) v])\n replace item (4) of [pixel time \(highscore\) v] with (item (3) of [pixel time \(highscore\) v])\n replace item (3) of [pixel time \(highscore\) v] with (item (2) of [pixel time \(highscore\) v])\n replace item (2) of [pixel time \(highscore\) v] with (join (☁ Time \(Pixel\)) (join [-->] (-USERNAME)))\n broadcast (Highscore v)\n stop [this script v]\n else\n if <(item (3) of [pixel time \(highscore\) v]) > (☁ Time \(Pixel\))> then\n replace item (5) of [pixel time \(highscore\) v] with (item (4) of [pixel time \(highscore\) v])\n replace item (4) of [pixel time \(highscore\) v] with (item (3) of [pixel time \(highscore\) v])\n replace item (3) of [pixel time \(highscore\) v] with (join (☁ Time \(Pixel\)) (join [-->] (-USERNAME)))\n broadcast (Highscore v)\n stop [this script v]\n else\n if <(item (4) of [pixel time \(highscore\) v]) > (☁ Time \(Pixel\))> then\n replace item (5) of [pixel time \(highscore\) v] with (item (4) of [pixel time \(highscore\) v])\n replace item (4) of [pixel time \(highscore\) v] with (join (☁ Time \(Pixel\)) (join [-->] (-USERNAME)))\n broadcast (Highscore v)\n stop [this script v]\n else\n if <(item (5) of [pixel time \(highscore\) v]) > (☁ Time \(Pixel\))> then\n replace item (5) of [pixel time \(highscore\) v] with (join (☁ Time \(Pixel\)) (join [-->] (-USERNAME)))\n broadcast (Highscore v)\n stop [this script v]\n else\n broadcast (Highscore v)\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen I receive [record v]\n\nwhen I receive [highscore v]\nhide list [pixel time \(highscore\) v]\nshow list [boss time \(highscore\) v]\n\nwhen I receive [end v]\nshow list [pixel time \(highscore\) v]\nshow list [boss time \(highscore\) v]\n\nwhen I receive [pixel timer v]\nshow variable [☁ time \(pixel\) v]\nwait (.1) seconds\nreset timer\nforever\n set [☁ time \(pixel\) v] to (timer)\nend\n\nwhen I receive [boss timer v]\nshow variable [☁ boss timer v]\nreset timer\nforever\n set [☁ boss timer v] to (timer)\nend\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [cutscene 3 v]\nstop [other scripts in sprite v]\nstop all sounds\n\nset [☁ time \(pixel\) v] to [5]\n\nif <(item (1) of [boss time \(highscore\) v]) > (☁ Boss Timer)> then\n replace item (2) of [boss time \(highscore\) v] with (item (1) of [boss time \(highscore\) v])\n replace item (3) of [boss time \(highscore\) v] with (item (2) of [boss time \(highscore\) v])\n replace item (4) of [boss time \(highscore\) v] with (item (3) of [boss time \(highscore\) v])\n replace item (5) of [boss time \(highscore\) v] with (item (4) of [boss time \(highscore\) v])\n replace item (1) of [boss time \(highscore\) v] with (☁ Boss Timer)\n broadcast (Highscore v)\n stop [this script v]\nelse\n if <(item (2) of [boss time \(highscore\) v]) > (☁ Boss Timer)> then\n replace item (3) of [boss time \(highscore\) v] with (item (2) of [boss time \(highscore\) v])\n replace item (4) of [boss time \(highscore\) v] with (item (3) of [boss time \(highscore\) v])\n replace item (5) of [boss time \(highscore\) v] with (item (4) of [boss time \(highscore\) v])\n replace item (2) of [boss time \(highscore\) v] with (☁ Boss Timer)\n broadcast (Highscore v)\n stop [this script v]\n else\n if <(item (3) of [boss time \(highscore\) v]) > (☁ Boss Timer)> then\n replace item (4) of [boss time \(highscore\) v] with (item (3) of [boss time \(highscore\) v])\n replace item (5) of [boss time \(highscore\) v] with (item (4) of [boss time \(highscore\) v])\n replace item (3) of [boss time \(highscore\) v] with (☁ Boss Timer)\n broadcast (Highscore v)\n stop [this script v]\n else\n if <(item (4) of [boss time \(highscore\) v]) > (☁ Boss Timer)> then\n replace item (5) of [boss time \(highscore\) v] with (item (4) of [boss time \(highscore\) v])\n replace item (4) of [boss time \(highscore\) v] with (☁ Boss Timer)\n broadcast (Highscore v)\n stop [this script v]\n else\n if <(item (5) of [boss time \(highscore\) v]) > (☁ Boss Timer)> then\n replace item (5) of [boss time \(highscore\) v] with (☁ Boss Timer)\n broadcast (Highscore v)\n stop [this script v]\n else\n broadcast (Highscore v)\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [-username v] to (username)\n\nbroadcast (End v)\n\n@Laser (player)\n\nwhen flag clicked\nswitch costume to (laser v)\nset size to (100) %\nclear graphic effects\nhide\nset rotation style [all around v]\n\nwhen I receive [boss v]\nhide\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n wait until <not <<key (space v) pressed?> or <mouse down?>>>\n create clone of (_myself_ v)\n wait (.5) seconds\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to (player v)\nshow\nset size to (50) %\npoint towards (mouse-pointer v)\nclear sound effects\nchange [pitch v] effect by (15)\nstart sound [laser shot v]\nrepeat (100)\n move (10) steps\n if <touching (boss v)?> then\n if <(Attack) = [YES]> then\n change [boss hp v] by (-0.5)\n delete this clone\n else\n delete this clone\n end\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\nclear sound effects\ndelete this clone\n\nwhen I receive [final cutscene v]\nstop [other scripts in sprite v]\n\n@THUMBNAIL\n\nwhen flag clicked\nswitch costume to (pick random (1) to (4))\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n
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-A REVERSE PLATFORMER-\n [an entry for chipm0nk's contest]\n---------------------------------------------------------------------------------\nThIs ToOk So LoNg To MaKe, UgH My HaNdS! TvT\n---------------------------------------------------------------------------------\n [FULLSCREEN IS HIGHLY RECOMMENDED]\nNO ADS!\n Double Click the flag if you want to skip the intro.\nUp, Left, Right, W, A,D, and mobile to move. R to restart (only occurs in the pixel mode) You can't wall jump in the pixel part. My motivation to make this be like-\n-----------------------------------------------|\nANYWAYS! This is a platformer! YUP! Totally normal! Or...is it? FIND OUT! AND GOOD LUCK!\neverything is possible but it's very hard lol, if someone can make this easier, it'll be greatly appreciated lol XD\n-----------------------------------------------------------------------------|\nCredits:\n@chipm0nk for hosting the contest\n@-FunnyToons- for letting me use his oc in the boss level\n@squig3 for the text engine\nThe person that made the hp tutorial deleted their account\nThe rest is by me (@wiseguy1234)\nThis is my first time doing pixel art by the way, it's pretty cool and fun lol XD\nThere's a lot of music in this project, and 4 of them were made by me using Auxy Studio <3\n5,140+ blocks lol\nI spent more than 2 weeks of working on this.\nMy ALTS:\n@WiseMusics\n@WISETEST\n--------------------------------------------------------------------------------|\nLove and Fave for a sequel...i guess XD\n AND ENJOY!\n------------------------------------------------|\nIf there's any bugs let me know :)\n\nThis marks my 60th project :)\n\n\n\n\n\nTags:\n#animations #art #pixel #games #all #music #stories #platformer #reverse #goodluck #lol\n\n\n\n\n\n\nImagine if this gets popular XD\n\nWOAH, IT KINDA DID?!\nThanks to @ChanseyLoverForever for curating this!\n@alyaelwan2009 also helped this to be curated.\n\nCAN WE REACH 4k and top loved?? (if that happens THERE WILL BE GUARANTEED A SEQUEL)\n\n\n |-Update Log-|\nStarted to work on this. (after a bunch of procrastination) 5/10/2022\nShared! 5/25/2022\nCurated! 6/10/2022\nWoke up with 300+ messages (0_0 ) 6/11/2022\n300+ loves and faves! 6/11/2022\n3k+ views! 6/11/2022\nI think I fixed the boss level, hopefully it works now! :>\nIf it doesn't work for you, then I can't do anything about it (TvT) 6/11/2022\nChanged the thumbnail, i think it's cooler? 6/11/2022\n5k views! 6/12/2022\n400+ loves and faves! 6/12/2022\nWoke up with 2k+ messages :0 >:D 6/13/2022\n700+ loves and faves! 6/13/2022\n10,000 views! :0 6/13/2022\nWait this is top loved?! aksjfdjdgkh XD THANK YOU SO MUCH! 6/13/2022 \n900+ loves! :D 6/14/2022\n30+ remixes :] 6/14/2022\n1k+ loves, and 900+ faves! 6/15/2022\nTOP REMIXED?! 6/16/2022
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City of the Clouds || Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [platformer_;\) v] until done\nend\n\n@HitBox\n\nwhen flag clicked\nforever\n if <(x position) > [238]> then\n go to x: (-220) y: (-70)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\ngo to x: (-220) y: (-70)\nset [ghost v] effect to (0)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#e4e4e4)?> then\n change y by (1)\n if <touching color (#e4e4e4)?> then\n change y by (1)\n if <touching color (#e4e4e4)?> then\n change y by (1)\n if <touching color (#e4e4e4)?> then\n change y by (1)\n if <touching color (#e4e4e4)?> then\n change y by (1)\n if <touching color (#e4e4e4)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#e4e4e4)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#e4e4e4)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nif <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]\nelse\n set [xv v] to [0]\nend\n\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\nend\n\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\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\n\nif <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nset size to (75) %\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (8)\n change [ghost v] effect by (12.5)\nend\ndelete this clone\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(y position) < [-180]> or <<touching color (#ff0000)?> or <touching color (#e60000)?>>> then\n go to x: (-220) y: (-70)\n broadcast (delete v)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen I receive [delete v]\ndelete this clone\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n
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Arrow keys or mobile. If this gets 1000 loves/faves, I will make part 2.\n \nThis game is set in the year 2100.\n
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Mountains: a Platformer #Games #All #Trending #Animations
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@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo.mp3 v] until done\nend\n\n@level\n\nwhen I receive [done with level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (33) y: (-9)\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1) layers\nset size to (125) %\nshow\ngo to x: (-205) y: (-80)\nFall\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n 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 (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (costume1 v)\n set [yv v] to [13]\n end\n end\n if <touching (danger v)?> then\n start sound [Oops v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n set [ghost v] effect to (0)\n go to x: (-205) y: (-80)\n repeat (1)\n Fall\n end\n end\n if <touching (lava v)?> then\n start sound [Oops v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n set [ghost v] effect to (0)\n go to x: (-205) y: (-80)\n Fall\n end\n if <touching (saws v)?> then\n start sound [Oops v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n set [ghost v] effect to (0)\n go to x: (-205) y: (-80)\n Fall\n end\n if <touching (crusher v)?> then\n start sound [Oops v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n set [ghost v] effect to (0)\n go to x: (-205) y: (-80)\n Fall\n end\n if <touching (bad guy v)?> then\n start sound [Oops v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n set [ghost v] effect to (0)\n go to x: (-205) y: (-80)\n Fall\n end\n if <(y position) < [-170]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\n set [ghost v] effect to (0)\n go to x: (-205) y: (-80)\n Fall\n end\n if <touching (trampolines v)?> then\n start sound [Drum Boing v]\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) > [230]> then\n go to x: (-205) y: (-80)\n broadcast (done with level v)\n change [level v] by (1)\n Fall\n end\nend\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>>> then\n switch costume to (straight v)\n end\nend\n\nwhen I receive [game on!!! v]\n\nwhen I receive [game on!!! v]\n\nwhen flag clicked\nswitch costume to (straight v)\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (20)\n change size by (-4)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide variable [level v]\n\nwhen I receive [done with level v]\ngo to x: (-205) y: (-80)\nFall\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n change y by (10)\n end\nend\n\ndefine Fall\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nforever\n switch costume to (level)\nend\n\n@Saws\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n turn right (8) degrees\nend\n\nwhen flag clicked\nforever\n hide\n if <(level) = [5]> then\n go to x: (15) y: (-98)\n show\n end\nend\n\ngo to x: (0) y: (0)\n\n@Blank\n\n@Skip\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (done with level v)\n\nwhen flag clicked\nset [level v] to [1]\nshow\nforever\n go to [front v] layer\n go [forward v] (1) layers\n if <(level) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (88)\nforever\n repeat (10)\n turn right (0.80) degrees\n end\n wait (0.1) seconds\n repeat (10)\n turn left (0.80) degrees\n end\n wait (0.1) seconds\nend\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n go to x: (28) y: (14)\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by (-2)\n end\nend\n\n@Trampolines\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Crusher\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(level) = [10]> then\n go to x: (39) y: (121)\n repeat until <(level) = [11]>\n glide (0.10) secs to x: (50) y: (-64)\n start sound [Slam v]\n wait (1) seconds\n glide (1.10) secs to x: (39) y: (121)\n wait (1) seconds\n end\n if <(level) = [11]> then\n go to x: (39) y: (121)\n repeat until <(level) = [12]>\n glide (0.10) secs to x: (50) y: (-64)\n start sound [Slam v]\n wait (1) seconds\n glide (1.1) secs to x: (39) y: (121)\n wait (1) seconds\n end\n end\n end\nend\n\n@bad guy\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n go to x: (123) y: (-60)\n repeat until <(level) = [7]>\n glide (1) secs to x: (-77) y: (-60)\n glide (1) secs to x: (123) y: (-60)\n end\n end\n if <(level) = [8]> then\n go to x: (123) y: (-60)\n repeat until <(level) = [9]>\n glide (1) secs to x: (-77) y: (-60)\n glide (1) secs to x: (123) y: (-60)\n end\n end\nend\n\n@TB\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (1)\ngo to [front v] layer\nshow\n\n
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⛰ -Welcome to Mountains a Platformer-⛰\narrow,wasd,and mobile.\navoid crushers,spikes,bad guys,lava,saws.\npurple for trampolines. \n50 loves for part two.\nfeel free to remix,comment,love and like.\nI hope you enjoy! (scroll down for credits)\nAll levels are possible.\nMy first platformer.\n(It's generic :l )⛰\n ------------->Credits<----------------\n@bennyfred for the saws art.\n@nafrog for the wall jumping scripts.\n@Piotr_Rutcowski for the music.\ngoogle for the backround.\n@Infinity_F for the rest.\n\n\n\n#Games #Games #Games #Games #Games #Games\n#Animations #Animations #Animations #Animations\n#All #All #All #All #All #All #All #All #All #All #All #All\n#Trending #Trending #Trending #Trending #Trending
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Shadow platformer
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@Stage\n\nwhen flag clicked\nforever\n if <(lvl) = [11]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (lvl)\nend\n\n@Skip\n\nwhen flag clicked\ngo to [front v] layer\nset size to (60) %\ngo to x: (-200) y: (-152)\nforever\n if <(lvl) = [11]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nchange [lvl v] by (1)\nbroadcast (Blabla v)\n\n@Sprite4\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nforever\n switch costume to (lvl)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n show\n switch costume to (lvl)\n set y to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n show\n go to [back v] layer\n switch costume to (lvl)\n if <<(lvl) = [3]> and <not <(username) = [-Morni-]>>> then\n switch costume to (3 v)\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Player\n\nrepeat (5)\n switch costume to (costume 2 v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nStart\nforever\n create clone of (_myself_ v)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n broadcast (shadow v)\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [15]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n change [lvl v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n if <<<touching (lava v)?> or <(y position) < [-170]>> or <touching (spikes v)?>> then\n go to x: (-190) y: (40)\n end\n if <touching (trampoline v)?> then\n set [y v] to [19]\n end\nend\n\ndefine Start\nset [lvl v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset size to (40) %\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\n\nwhen I receive [blabla v]\ngo to x: (-190) y: (40)\n\nwhen flag clicked\nforever\n switch costume to (normal2 v)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (up2 v)\n broadcast (shadow v)\n end\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (left2 v)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right2 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (up-right v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (up-left v)\n end\nend\n\nwhen I start as a clone\nhide\n\nwhen flag clicked\nforever\n play sound [Superboy v] until done\nend\n\nshow\n\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n go to x: (-190) y: (40)\n end\nend\n\n@Player2\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n go to (player v)\n set [brightness v] effect to (-100)\n set [ghost v] effect to (50)\n go to [back v] layer\nend\n\nwhen flag clicked\n\nwhen I receive [shadow v]\n\n@Front Cover \n\nwhen flag clicked\nforever\n show\n go to x: (17) y: (7)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
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Normal platformer controls\nYou can advertise if you ❤️ and ⭐ \n\nIf you liked this check out my other platformer \nhttps://scratch.mit.edu/projects/690998065/\nhttps://scratch.mit.edu/projects/655024392/
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The Platformer 2
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@Stage\n\nwhen flag clicked\nset [ghost health v] to [1]\nhide variable [ghost health v]\nset [go v] to [0]\nset [done v] to [0]\nhide variable [level v]\nwait until <(go) = [1]>\nwait until <key (space v) pressed?>\nshow variable [level v]\nforever\n set [level v] to ((backdrop [number v]) - (1))\nend\n\nwhen flag clicked\nstop all sounds\nforever\n if <(Done) = [0]> then\n play sound [Cycles- AudioNau v] until done\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [enemy health v] to [20]\nset [health v] to [20]\nhide variable [deaths v]\nwait until <(go) = [1]>\nwait until <key (space v) pressed?>\nshow variable [deaths v]\n\nwhen I receive [battle v]\nhide variable [deaths v]\nhide variable [level v]\n\nwhen I receive [begin v]\nstop [other scripts in stage v]\nstop [this script v]\n\nwhen I receive [card game rules v]\nswitch backdrop to (battle 1 v)\nhide variable [deaths v]\nhide variable [level v]\n\nwhen I receive [card game battle v]\nshow variable [deaths v]\nshow variable [level v]\nset [ghost health v] to [5]\nshow variable [ghost health v]\n\nwhen I receive [battle 2 v]\nshow variable [deaths v]\nshow variable [level v]\nset [destroyer health v] to [10]\nshow variable [destroyer health v]\n\nwhen I receive [battle destroyer v]\nswitch backdrop to (battle 2 v)\nhide variable [deaths v]\nhide variable [level v]\n\nwhen I receive [boss v]\nswitch backdrop to (battle 3 v)\nhide variable [deaths v]\nhide variable [level v]\n\nwhen I receive [ultimate boss awesomenss fight v]\nshow variable [deaths v]\nshow variable [level v]\nset [enemy health v] to [50]\nshow variable [enemy health v]\n\n@Player\n\nwhen flag clicked\nerase all\nset [gold v] to [0]\nset [answer v] to [0]\nset [silver v] to [0]\nset [platinum v] to [0]\nset [emerald v] to [0]\nset [lapis v] to [0]\nset [obsidian v] to [0]\nhide\nswitch backdrop to (backdrop 0 v)\nset size to (200) %\nswitch costume to (costume1 v)\ngo to x: (-210) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nwait until <(go) = [1]>\nwait until <key (space v) pressed?>\nswitch backdrop to (next backdrop v)\nshow\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n set [direction fake v] to [-90]\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n set [direction fake v] to [90]\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to ((10) + (Jump higher))\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [8]\n end\n change y by (0.5)\n if <touching color (#ffff00)?> then\n go to x: (-190) y: (-100)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff0000)?> then\n if <not <(costume [number v]) = [6]>> then\n if <not <(backdrop [name v]) = [battle 2]>> then\n broadcast (message1 v)\n else\n change [deaths v] by (1)\n broadcast (ghost restart v)\n end\n end\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-210) y: (-100)\nchange [deaths v] by (1)\n\nwhen flag clicked\nforever\n if <([backdrop # v] of [_stage_ v]) > [4]> then\n set [silver v] to [1]\n end\n if <([backdrop # v] of [_stage_ v]) > [9]> then\n set [gold v] to [1]\n end\n if <([backdrop # v] of [_stage_ v]) > [11]> then\n set [emerald v] to [1]\n end\n if <([backdrop # v] of [_stage_ v]) > [16]> then\n set [lapis v] to [1]\n end\n if <([backdrop # v] of [_stage_ v]) > [37]> then\n set [platinum v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [6]>> then\n if <touching color (#003fff)?> then\n go to x: (96) y: (-101)\n end\n end\nend\n\nwhen flag clicked\nset [jump higher v] to [0]\nforever\n if <key (1 v) pressed?> then\n switch costume to (costume1 v)\n set [jump higher v] to [0]\n end\n if <key (2 v) pressed?> then\n if <(Silver) = [1]> then\n switch costume to (costume2 v)\n set [jump higher v] to [3]\n end\n end\n if <key (3 v) pressed?> then\n if <(Gold) = [1]> then\n switch costume to (costume3 v)\n set [jump higher v] to [0]\n end\n end\n if <key (4 v) pressed?> then\n if <(Emerald) = [1]> then\n switch costume to (costume4 v)\n set [jump higher v] to [0]\n end\n end\n if <key (5 v) pressed?> then\n if <(Lapis) = [1]> then\n switch costume to (costume5 v)\n set [jump higher v] to [0]\n end\n end\n if <key (6 v) pressed?> then\n if <(Platinum) = [1]> then\n switch costume to (costume6 v)\n set [jump higher v] to [3]\n end\n end\nend\n\nwhen I receive [you win v]\nhide\nstop [other scripts in sprite v]\n\nbroadcast (battle v)\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [battle ghost v]\nshow\ngo to [front v] layer\ngo to x: (85) y: (-7)\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n broadcast (battle ghost v)\n stop [this script v]\n end\nend\n\nwhen I receive [card game battle v]\ngo to x: (-155) y: (0)\nshow\n\nwhen I receive [card game rules v]\nhide\n\nwhen flag clicked\nforever\n if <(username) = [flealet]> then\n if <<key (g v) pressed?> and <key (u v) pressed?>> then\n ask [what level] and wait\n switch backdrop to (answer)\n end\n if <<key (g v) pressed?> and <key (h v) pressed?>> then\n set [ghost health v] to [0]\n end\n if <<key (d v) pressed?> and <key (e v) pressed?>> then\n set [destroyer health v] to [0]\n end\n if <<key (h v) pressed?> and <key (i v) pressed?>> then\n broadcast (you win v)\n stop [all v]\n end\n end\nend\n\nwhen I receive [ghost restart v]\ngo to x: (-155) y: (0)\nshow\n\nwhen flag clicked\nset [clonex v] to [0]\nset [cloney v] to [0]\nforever\n if <touching color (#001966)?> then\n if <<(costume [number v]) = [6]> or <(costume [number v]) = [5]>> then\n change [y v] by (12)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#663b00)?> then\n broadcast (battle destroyer v)\n stop [this script v]\n end\nend\n\nwhen I receive [battle 2 v]\ngo to x: (-155) y: (0)\nshow\n\nwhen I receive [battle destroyer v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n broadcast (boss v)\n stop [this script v]\n end\nend\n\nwhen I receive [boss v]\nshow\ngo to [front v] layer\ngo to x: (-155) y: (0)\n\nwhen I receive [ultimate boss awesomenss fight v]\ngo to x: (-155) y: (0)\nshow\n\nset [gold v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <<([costume # v] of [player v]) = [6]> or <([costume # v] of [player v]) = [4]>> then\n broadcast (clone test v)\n wait (0.95) seconds\n end\n end\nend\n\nset [enemy health v] to [1]\n\n@Flealet\n\nwhen flag clicked\nwait until <key (space v) pressed?>\nset [go v] to [1]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [card game rules v]\nshow\nwait (8) seconds\nhide\nbroadcast (Card Game Battle v)\n\n@Emerald Missile\n\nwhen flag clicked\nset [direction fake v] to [90]\nhide\n\nwhen I start as a clone\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nshow\nchange x by (8)\nrepeat until <<<(x position) > [239]> or <touching color (#ff0000)?>> or <<<touching (ghost fight2 v)?> or <touching (ghost fight v)?>> or <touching (nightmare fight v)?>>>\n change x by (8)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching color (#ff9400)?> then\n delete this clone\n end\n if <touching (ghost fight2 v)?> then\n change [destroyer health v] by (-1)\n delete this clone\n end\nend\n\nwhen I receive [clone test v]\ncreate clone of (_myself_ v)\n\n@Ghost \n\nwhen I receive [battle ghost v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nswitch costume to (backdrop 11 v)\nwait (1) seconds\nswitch costume to (backdrop 2 v)\nwait (2) seconds\nswitch costume to (4 v)\nwait (4) seconds\nswitch costume to (2 v)\nwait (2) seconds\nbroadcast (Card Game Rules v)\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Ghost fight\n\nwhen flag clicked\nhide\nset size to (65) %\n\nwhen I receive [card game battle v]\nswitch costume to (2 v)\ngo to x: (265) y: (0)\nshow\nforever\n glide (0.8) secs to x: (x position) y: (pick random (125) to (-125))\nend\n\nwhen I receive [card game battle v]\nforever\n if <touching color (#990000)?> then\n change [ghost health v] by (-1)\n end\nend\n\nwhen I receive [battle v]\n\nwhen I receive [card game battle v]\nforever\n if <(Ghost Health) < [1]> then\n stop [other scripts in sprite v]\n set [ghost health v] to [0]\n say [Argh] for (1) seconds\n switch costume to (3 v)\n go to x: (267) y: (-115)\n wait until <not <(backdrop [name v]) = [Battle 1]>>\n hide\n hide variable [ghost health v]\n stop [this script v]\n end\nend\n\nwhen I receive [card game battle v]\nforever\n if <touching (player v)?> then\n change [deaths v] by (1)\n set [ghost health v] to [5]\n broadcast (ghost restart v)\n end\nend\n\nwhen I receive [card game battle v]\nforever\n wait (pick random (1) to (5)) seconds\n create clone of (emerald missile2 v)\nend\n\n@Emerald Missile2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: ([x position v] of [ghost fight v]) y: ([y position v] of [ghost fight v])\nshow\nif <(([x position v] of [player v]) + (50)) < ([x position v] of [ghost fight v])> then\n repeat (50)\n change x by (-8)\n end\n delete this clone\nelse\n repeat (50)\n change x by (8)\n end\n delete this clone\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change [deaths v] by (1)\n set [ghost health v] to [5]\n broadcast (ghost restart v)\n delete this clone\n end\n if <touching color (#990000)?> then\n delete this clone\n end\n if <touching color (#000000)?> then\n delete this clone\n end\nend\n\n@Enemy\n\nwhen flag clicked\nset size to (250) %\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop 13]> then\n if <(backdrop [name v]) = [backdrop 13]> then\n show\n create clone of (_myself_ v)\n hide\n repeat until <not <(backdrop [name v]) = [backdrop 13]>>\n go to x: (-20) y: (-36)\n glide (1) secs to x: (-80) y: (-36)\n glide (1) secs to x: (-20) y: (-36)\n end\n else\n stop [this script v]\n end\n end\nend\n\nset size to (250) %\n\nwhen I start as a clone\nshow\nforever\n go to x: ([x position v] of [enemy v]) y: ([y position v] of [enemy v])\n if <<touching color (#990000)?> or <not <(backdrop [name v]) = [backdrop 13]>>> then\n hide\n delete this clone\n end\nend\n\n@Enemy2\n\nwhen flag clicked\nset size to (250) %\nhide\n\nset size to (250) %\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop 14]> then\n show\n go to x: (139) y: (67)\n if <touching color (#990000)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [backdrop 14]>> then\n hide\n end\nend\n\n@Enemy3\n\nwhen flag clicked\nset size to (250) %\nhide\n\nset size to (250) %\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop 14]> then\n show\n go to x: (8) y: (46)\n if <touching color (#990000)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [backdrop 14]>> then\n hide\n end\nend\n\n@Enemy4\n\nwhen flag clicked\nset size to (250) %\nhide\n\nset size to (250) %\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop 14]> then\n show\n go to x: (-115) y: (-52)\n if <touching color (#990000)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [backdrop 14]>> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(backdrop [name v]) = [backdrop 18]> then\n switch costume to (costume1 v)\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n next costume\n go to [front v] layer\n stop [all v]\n end\n else\n set [color v] effect to (0)\n end\n else\n hide\n end\nend\n\n@Ghost 2\n\nwhen I receive [battle destroyer v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (backdrop3 v)\nwait (2.5) seconds\nswitch costume to (3 v)\nwait (4) seconds\nswitch costume to (2 v)\nwait (4) seconds\nbroadcast (Battle 2 v)\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Ghost fight2\n\nwhen flag clicked\nset [destroyer health v] to [10]\nhide variable [destroyer health v]\nhide\nset size to (65) %\n\nwhen I receive [battle 2 v]\nshow variable [destroyer health v]\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\ngo to x: (175) y: (0)\nshow\nforever\n glide (0.8) secs to x: (pick random (100) to (175)) y: (pick random (125) to (-125))\nend\n\nwhen I receive [battle 2 v]\nforever\n if <(Destroyer health) < [1]> then\n stop [other scripts in sprite v]\n say [Argh] for (1) seconds\n switch costume to (3 v)\n go to x: (277) y: (-115)\n hide variable [destroyer health v]\n wait until <not <(backdrop [name v]) = [Battle 2]>>\n hide\n hide variable [destroyer health v]\n stop [this script v]\n end\nend\n\nwhen I receive [battle 2 v]\nforever\n wait (pick random (1) to (5)) seconds\n repeat (2)\n create clone of (emerald missile3 v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [battle 2 v]\nforever\n if <touching (player v)?> then\n change [deaths v] by (1)\n set [destroyer health v] to [10]\n broadcast (ghost restart v)\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (hit box v)\n go to x: ([x position v] of [ghost fight2 v]) y: ([y position v] of [ghost fight2 v])\n if <touching color (#990000)?> then\n change [destroyer health v] by (-1)\n loop\n delete this clone\n end\nend\n\ndefine loop\nwait (1) seconds\ncreate clone of (_myself_ v)\n\n@Emerald Missile3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (([x position v] of [ghost fight2 v]) + (75)) y: ([y position v] of [ghost fight2 v])\nshow\nrepeat (50)\n change x by (-10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change [deaths v] by (1)\n set [destroyer health v] to [10]\n broadcast (ghost restart v)\n delete this clone\n end\n if <touching color (#990000)?> then\n delete this clone\n end\n if <touching color (#000000)?> then\n delete this clone\n end\nend\n\n@Nightmare\n\nwhen I receive [boss v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nwait (2) seconds\nswitch costume to (3 v)\nwait (2) seconds\nswitch costume to (4 v)\nwait (2) seconds\nswitch costume to (5 v)\nwait (2) seconds\nswitch costume to (6 v)\nwait (2) seconds\nswitch costume to (7 v)\nwait (2) seconds\nbroadcast (ultimate boss awesomenss fight v)\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Nightmare fight\n\nwhen flag clicked\nset [enemy health v] to [50]\nhide variable [enemy health v]\nhide\nset size to (35) %\n\nwhen I receive [ultimate boss awesomenss fight v]\nshow variable [enemy health v]\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\ngo to x: (175) y: (0)\nshow\nforever\n glide (0.8) secs to x: (pick random (100) to (175)) y: (pick random (125) to (-125))\nend\n\nwhen I receive [ultimate boss awesomenss fight v]\nforever\n if <(Enemy Health) < [1]> then\n stop [other scripts in sprite v]\n say [Argh] for (1) seconds\n broadcast (You win v)\n stop [all v]\n end\nend\n\nwhen I receive [ultimate boss awesomenss fight v]\nforever\n if <touching (player v)?> then\n change [deaths v] by (1)\n set [enemy health v] to [50]\n broadcast (ghost restart v)\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (hit box v)\n go to x: ([x position v] of [nightmare fight v]) y: ([y position v] of [nightmare fight v])\n if <touching color (#990000)?> then\n change [enemy health v] by (-1)\n loop\n delete this clone\n end\nend\n\ndefine loop\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [ultimate boss awesomenss fight v]\nforever\n wait (pick random (1) to (3)) seconds\n repeat (1)\n create clone of (emerald missile4 v)\n wait (0.5) seconds\n end\nend\n\n@Emerald Missile4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (([x position v] of [nightmare fight v]) + (75)) y: ([y position v] of [nightmare fight v])\nshow\nrepeat (50)\n change x by (-10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change [deaths v] by (1)\n set [enemy health v] to [50]\n broadcast (ghost restart v)\n delete this clone\n end\n if <touching color (#cc0000)?> then\n delete this clone\n end\n if <touching color (#000000)?> then\n delete this clone\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\n@You Win\n\nwhen flag clicked\nhide variable [your deaths v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [you win v]\nhide variable [deaths v]\nhide variable [level v]\nshow\nset [your deaths v] to (Deaths)\nshow variable [your deaths v]\n\n
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Instructions\nSpace to start \nArrow keys to move\nMy death record (least amount of deaths in game) 12\n123456 to switch players\n1 turns you into the red normal player\n2 turns you into the grey swift player\n3 turns you into the yellow portal player\n4 turns you into the green laser player (GLITCH FIXED)\n5 turns you into the Dark blue bouncy player\n6 turns you into the into the lava proof diamond player\nNote: Bosses and enemies have shields and you have critical hit\nso a boss might not take damage or you may deal more \ndamage to a boss.
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Adventure - A platformer remix
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@Stage\n\nwhen I receive [finish intro v]\nforever\n play sound [bensound-creativeminds v] until done\nend\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\nbroadcast (Intro v)\nwait (2.2) seconds\nbroadcast (Finish Intro v)\n\nwhen flag clicked\nwait (0.001) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (0)\n\n@Player\n\ndefine Vertical movement\nchange y by (Y Speed)\nVertical Colition\nGravity\n\ndefine Vertical Colition\nif <touching (level v)?> then\n if <[0] > (Y Speed)> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n end\n set [above the platform? v] to [Yes]\n if <(Y Speed) > [0]> then\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\n end\n set [y speed v] to [0]\nend\n\ndefine Gravity\nchange [y speed v] by (-1)\n\nwhen I receive [finish intro v]\nset x to (-196)\nset y to (10)\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nforever\n Horizontal Movement\n Vertical movement\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [ghost v] effect to (100)\n\ndefine Horizontal Movement\nchange x by (X Speed)\nHorizontal Collision\nFriction\n\ndefine Friction\nset [x speed v] to ((X Speed) * (0.8))\n\ndefine Horizontal Collision\nif <touching (level v)?> then\n repeat (3)\n change y by (1)\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change y by (-3)\n if <[0] > (X Speed)> then\n repeat until <not <touching (level v)?>>\n change x by (1)\n end\n end\n if <(X Speed) > [0]> then\n repeat until <not <touching (level v)?>>\n change x by (-1)\n end\n end\n set [x speed v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <<<key (space v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> and <(Above the platform?) = [Yes]>> then\n change [y speed v] by (13)\n set [above the platform? v] to [No]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-196) y: (10)\n\nwhen I receive [death v]\ngo to x: (-196) y: (10)\n\nwhen I receive [death v]\nplay sound [Punch Sound Effect v] until done\n\nwhen I receive [finish intro v]\nset [levels v] to [1]\n\nwhen I receive [play v]\nforever\n if <not <(LEVELS) = [10]>> then\n if <(x position) > [235]> then\n broadcast (Next Level v)\n start sound [Ding Sound Effect v]\n change [levels v] by (1)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n end\nend\n\n@Level\n\nwhen I receive [finish intro v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Words\n\nwhen I receive [intro v]\nset size to (150) %\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (intro v)\nwait (0.01) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (20)\nset size to (130) %\nswitch costume to (level 1 v)\ngo to x: (-69) y: (159)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nforever\n if <(LEVELS) = [2]> then\n switch costume to (level 2 v)\n go to x: (-81) y: (141)\n end\n if <(LEVELS) = [3]> then\n switch costume to (level 3 v)\n go to x: (-56) y: (129)\n end\n if <(LEVELS) = [4]> then\n switch costume to (level 4 v)\n go to x: (-158) y: (160)\n end\n if <(LEVELS) = [5]> then\n switch costume to (level 5 v)\n go to x: (-77) y: (145)\n end\n if <(LEVELS) = [6]> then\n switch costume to (level 6 v)\n go to x: (-193) y: (159)\n end\n if <(LEVELS) = [7]> then\n switch costume to (level 7 v)\n go to x: (-66) y: (160)\n end\n if <(LEVELS) = [8]> then\n switch costume to (level 8 v)\n go to x: (-132) y: (162)\n end\n if <(LEVELS) = [9]> then\n switch costume to (level 9 v)\n go to x: (-139) y: (163)\n end\n if <(LEVELS) = [10]> then\n switch costume to (level 10 v)\n go to x: (0) y: (120)\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (20)\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nswitch costume to (trampoline 1 v)\nwait until <(LEVELS) = [5]>\nset [ghost v] effect to (30)\nshow\n\nwhen flag clicked\nforever\n if <(LEVELS) = [5]> then\n go to x: (-83) y: (-71)\n end\n if <(LEVELS) = [6]> then\n go to x: (-97) y: (-71)\n end\n if <(LEVELS) = [7]> then\n go to x: (-145) y: (-71)\n end\n if <(LEVELS) = [8]> then\n hide\n end\nend\n\nwhen I receive [bounce v]\nswitch costume to (trampoline 2 v)\nwait (0.01) seconds\nswitch costume to (trampoline 3 v)\nwait (0.01) seconds\nswitch costume to (trampoline 2 v)\nwait (0.01) seconds\nswitch costume to (trampoline 1 v)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nwait (0.5) seconds\nforever\n set [ghost v] effect to (pick random (20) to (30))\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nforever\n wait (pick random (2) to (2.5)) seconds\n switch costume to (pick random (1.5) to (2))\n go to x: (240) y: (pick random (65) to (150))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat ((236) / (2.5))\n change x by (-3)\n change x by (-3)\nend\ndelete this clone\n\n@Spike\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\ndefine Create Spike with X: (x) Y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [finish intro v]\nCreate Spike with X: [-105] Y: [-76]\nCreate Spike with X: [84] Y: [-76]\n\nwhen I receive [next level v]\nif <(LEVELS) = [2]> then\n Create Spike with X: [77] Y: [-76]\n Create Spike with X: [-43] Y: [-76]\nend\nif <(LEVELS) = [4]> then\n Create Spike with X: [-125] Y: [-76]\n Create Spike with X: [-86] Y: [-76]\n Create Spike with X: [40] Y: [-76]\n Create Spike with X: [80] Y: [-76]\nend\nif <(LEVELS) = [5]> then\n Create Spike with X: [72] Y: [-76]\n Create Spike with X: [110] Y: [-76]\nend\nif <(LEVELS) = [6]> then\n Create Spike with X: [-20] Y: [95]\n Create Spike with X: [184] Y: [-76]\nend\nif <(LEVELS) = [8]> then\n Create Spike with X: [10] Y: [-76]\nend\nif <(LEVELS) = [9]> then\n Create Spike with X: [-137] Y: [-76]\n Create Spike with X: [-102] Y: [-76]\n Create Spike with X: [-65] Y: [-76]\n Create Spike with X: [65] Y: [-76]\n Create Spike with X: [102] Y: [-76]\n Create Spike with X: [137] Y: [-76]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nshow\nforever\n change [move v] by (5)\n change y by ([sin v] of (Move) )\nend\n\ndefine Create Lava with X: (x) Y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif <(LEVELS) = [3]> then\n Create Lava with X: [82] Y: [-213]\nend\nif <(LEVELS) = [6]> then\n Create Lava with X: [82] Y: [-213]\nend\nif <(LEVELS) = [7]> then\n Create Lava with X: [82] Y: [-214]\nend\nif <(LEVELS) = [8]> then\n Create Lava with X: [0] Y: [-213]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\n@Walk particles\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\nforever\n if <(Y Speed) < [0]> then\n wait until <(Y Speed) = [-1]>\n repeat until <(Y Speed) > [0]>\n repeat (2)\n move (0) steps\n end\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (pick random (130) to (150)) %\nshow\npoint in direction (pick random (-360) to (360))\ngo to (player v)\nchange x by (X Speed)\nchange y by (-15)\nwait (0.075) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Trampoline (Program)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (99)\nwait until <(LEVELS) = [5]>\nset [ghost v] effect to (99)\nshow\n\nwhen flag clicked\nforever\n if <(LEVELS) = [5]> then\n go to x: (-83) y: (-52)\n end\n if <(LEVELS) = [6]> then\n go to x: (-97) y: (-52)\n end\n if <(LEVELS) = [7]> then\n go to x: (-145) y: (-52)\n end\n if <(LEVELS) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <<not <(Y Speed) = [1]>> and <not <(Y Speed) = [6]>>> then\n broadcast (Bounce v)\n set [above the trampoline? v] to [Yes]\n set [y speed v] to [17]\n start sound [Jump v]\n end\n end\nend\n\n@INTRO, DEATH, NEXT LEVEL\n\nwhen I receive [death v]\ngo to x: (0) y: (0)\nswitch costume to (death v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n change [ghost v] effect by (-14)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (14)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nswitch costume to (next v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n change [ghost v] effect by (-14)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (14)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (death v)\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (0.47) seconds\nplay sound [Connect v] until done\nwait (0.47) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\nbroadcast (Play v)\n\n
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==================Adventure================\nYou are an adventurer and you have to survive until the end of this adventure...\n\n\n================ How To Play ===============\n[Arrows - WASD - Movile] - Move\n-Avoid Spikes and sea\n-Jump on trampolines
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Stickman - Platformer
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@Stage\n\nwhen flag clicked\n\nforever\n play sound [Nightime-SoundBible v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset volume to (40) %\nset [stage: hc v] to []\nforever\n play sound [Video Game 1 v] until done\nend\n\nwhen I receive [mute/unmute v]\nif <(volume) = [0]> then\n set volume to (40) %\nelse\n set volume to (0) %\nend\n\nwhen I receive [high contrast v]\nif <(Stage: HC) > []> then\n set [brightness v] effect to (0)\n set [stage: hc v] to []\nelse\n set [brightness v] effect to (100)\n set [stage: hc v] to [1]\nend\n\n@Player\n\nwhen flag clicked\nset volume to (100) %\nset [i v] to [1]\nset [level v] to [1]\nset [win v] to []\nset [hc v] to []\nswitch costume to (stand v)\nbroadcast (Level v) and wait\nbroadcast (Game on v)\n\ndefine Jump\nif <(YC) > [0]> then\n if <(falling) < [3]> then\n set [sy v] to [10]\n end\nend\n\ndefine Slope\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <touching (level v)?> then\n change x by ((-1) * (sx))\n set [sx v] to [0]\n change y by ((0) - (slope))\nend\n\ndefine x\nset [x key v] to (<(XC) > [0]> - <(XC) < [0]>)\nif <(x key) = [0]> then\n if <([abs v] of (sx) ) < [1]> then\n set [sx v] to [0]\n end\n set [frame v] to [0]\nelse\n point in direction ((90) * (x key))\n change [sx v] by ((x key) * (1.7))\n change [frame v] by (0.3)\n if <(timer) > ((sound) + (0.25))> then\n if <not <(falling) > [0]>> then\n start sound [Footsteps2 v]\n set [sound v] to (timer)\n end\n end\nend\nset [sx v] to ((sx) * (0.8))\nchange x by (sx)\nSlope\n\ndefine y\nJump\nchange [falling v] by (1)\nif <<(sy) < [4]> or <(YC) > [0]>> then\n change [sy v] by (-1)\nelse\n change [sy v] by (-2)\nend\nchange y by (sy)\nrepeat until <not <touching (level v)?>>\n if <(sy) > [0]> then\n change y by ((-1) * (sy))\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [sy v] to [0]\nend\n\ndefine Set player costume\nif <(falling) < [3]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (4))) )\n end\nelse\n if <(sy) > [0]> then\n if <(timer) > ((sound) + (0.32))> then\n start sound [Boing v]\n set [sound v] to (timer)\n end\n switch costume to (jump v)\n else\n switch costume to (fall2 v)\n end\nend\n\ndefine Next Level\nif <(x position) < [-239]> then\n change [level v] by (-1)\n set x to (238)\n broadcast (Level v) and wait\n Fix collision [0]\nend\nif <(x position) > [239]> then\n change [level v] by (1)\n set x to (-238)\n broadcast (Level v) and wait\n Fix collision [0]\nend\n\ndefine Fix collision (dir)\nset [dir v] to (direction)\nset [dist v] to [1]\npoint in direction (dir)\nrepeat (128)\n if <not <touching (level v)?>> then\n point in direction (dir)\n stop [this script v]\n end\n move (dist) steps\n turn right (180) degrees\n change [dist v] by (1)\nend\nbroadcast (Death v)\npoint in direction (dir)\n\ndefine Death\nif <<touching (lava/spike v)?> or <(y position) < [-193]>> then\n broadcast (Death v)\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nrepeat (20)\n change size by (5)\n change [ghost v] effect by (5)\nend\nhide\nset size to (50) %\nset [ghost v] effect to (0)\nbroadcast (Level v) and wait\nbroadcast (Game on v)\n\nwhen I receive [game on v]\nReset\ngo to x: (-190) y: (-120)\nshow\nforever\n switch costume to (hitbox v)\n set rotation style [don't rotate v]\n x\n y\n Next Level\n Death\n set rotation style [left-right v]\n Set player costume\n win?\nend\n\ndefine Reset\nset [sy v] to [0]\nset [sx v] to [0]\nset [sound v] to [-99]\nset [falling v] to [99]\nset size to (50) %\nset [ghost v] effect to (0)\nFix collision [0]\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\n\ndefine win?\nif <(WIN) > []> then\n change [color v] effect by (5)\n if <touching color (#ffad00)?> then\n set [sy v] to [30]\n end\nend\n\nwhen I receive [mute/unmute v]\nif <(volume) = [0]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\nwhen [h v] key pressed\nbroadcast (High contrast v)\n\nwhen I receive [high contrast v]\nif <(HC) > []> then\n set [brightness v] effect to (0)\n set [hc v] to []\nelse\n set [brightness v] effect to (-100)\n set [hc v] to [1]\nend\n\nwhen this sprite clicked\nbroadcast (High contrast v)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [level v]\nswitch costume to (LEVEL)\n\nwhen I receive [mute/unmute v]\nif <(volume) = [0]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@Lava/spike\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [level v]\ngo to [back v] layer\nswitch costume to (LEVEL)\n\nwhen I receive [mute/unmute v]\nif <(volume) = [0]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@control\n\nwhen flag clicked\nforever\n set [xc v] to (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ([x position v] of [player v])>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < ([x position v] of [player v])>>>)\n set [yc v] to (<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <<mouse down?> and <(mouse y) > [-20]>>> - ())\nend\n\nwhen I receive [mute/unmute v]\nif <(volume) = [0]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@LEVEL TEXT\n\nwhen I start as a clone\nshow\nforever\n Color text (HC)\n change costume to (letter (index) of (TEXT))\n set x to ((((index) - (0.5)) - ((length of (TEXT)) / (2))) * ((size) / (1.65)))\n change size by ((0.2) * ((size) - (size)))\nend\n\ndefine Setup\nset [index v] to [1]\nrepeat (length of (TEXT))\n create clone of (_myself_ v)\n change x by ((size) / (1))\n change [index v] by (1)\nend\nhide\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to ( v)\n switch costume to (costume)\nend\n\nwhen I receive [clear clones v]\ndelete this clone\n\ndefine Create text: (text) at y: (y) with a size of (size)\nbroadcast (CLEAR CLONES v)\nset [size v] to (size)\nset [text v] to (text)\ngo to x: (x) y: (y)\nSetup\n\nwhen I receive [level v]\nSwitch level\n\nwhen I receive [mute/unmute v]\nif <(volume) = [0]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\ndefine Switch level\nif <(LEVEL) < [23]> then\n Create text: (join [LEVEL:] (LEVEL)) at y: [157] with a size of [30]\n switch backdrop to (backdrop1 v)\nelse\n Create text: [Thanks for PIaying!] at y: [157] with a size of [30]\n switch backdrop to (backdrop2 v)\n set [win v] to [1]\nend\n\nwhen I receive [high contrast v]\nif <(HC) > []> then\n set [hc v] to []\nelse\n set [hc v] to [1]\nend\n\nwhen flag clicked\nset [hc v] to []\n\ndefine Color text (brightness)\nif <(brightness) > []> then\n set [brightness v] effect to (-100)\nelse\n set [brightness v] effect to (100)\nend\n\n@mute/unmute\n\nwhen flag clicked\ngo to x: (-221) y: (161)\nswitch costume to (unmuted v)\n\nwhen this sprite clicked\nbroadcast (Mute/Unmute v)\nnext costume\n\nwhen [m v] key pressed\nbroadcast (Mute/Unmute v)\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
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-- Stickman - Platformer --\n- Use arrow keys/WASD or tap screen to move, (Space \n bar is also for jump).\n- Press M or tap on the sound icon to mute/unmute.\n- Press H or tap on the player to toggle high contrast \n mode. In case it's hard to see.\n- Get to the end. There's currently 22 levels to play.\n- Leave a love, favorite, follow if you like it!\n\nI really hope you guys like it!
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Mountain Platformer!! #Platformer #all
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@Stage\n\n@地面\n\nwhen I receive [レベルアップ v]\nnext costume\n\nwhen I receive [クリア v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [終わり v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nswitch costume to (ステージ)\ngo to [back v] layer\ngo to x: (0) y: (-84)\nshow\n\nwhen flag clicked\nhide\n\n@ポイント\n\nwhen I receive [レベルアップ v]\nrepeat (10)\n change [ghost v] effect by (10)\n set [大きさ v] to ((size) + (10))\nend\nrepeat (10)\n change [ghost v] effect by (-10)\n set [大きさ v] to [10]\nend\n\nwhen I receive [クリア v]\nrepeat (10)\n change [ghost v] effect by (10)\n change [大きさ v] by (-10)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [終わり v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nswitch costume to (コスチューム1 v)\nset [大きさ v] to [100]\ngo to x: (200) y: (-100)\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nforever\n if <(ステージ) = [11]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@ボールくん\n\nwhen flag clicked\nhide\n\nwhen I receive [終わり v]\nhide\n\nwhen flag clicked\n\nwhen I receive [スタート v]\nshow\nreset timer\nset size to (60) %\nswitch costume to (キャラ v)\nset [ステージ v] to [1]\nset [ステージ v] to [1]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (-200) y: (-80)\nset [変数 v] to [0]\nset [重力 v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nshow\nforever\n change [重力 v] by (-1)\n change y by (重力)\n if <touching color (#c6ff98)?> then\n change y by ((0) - (重力))\n set [重力 v] to [0]\n if <key (up arrow v) pressed?> then\n set [重力 v] to [14]\n end\n end\n change x by (変数)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [変数 v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [変数 v] by (-1)\n end\n set [変数 v] to ((変数) / (1.1))\n if <touching color (#cc6600)?> then\n change x by ((0) - (変数))\n if <key (up arrow v) pressed?> then\n set [重力 v] to [12]\n set [変数 v] to [-5]\n end\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n set [変数 v] to [0]\n end\n end\n set [タイム v] to (timer)\n if <touching (ポイント v)?> then\n change [ステージ v] by (1)\n broadcast (レベルアップ v)\n repeat (10)\n change y by (5)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-180)\n repeat (10)\n change y by (8)\n change [ghost v] effect by (-10)\n end\n set [変数 v] to [0]\n set [重力 v] to [0]\n end\n if <<touching color (#ff0000)?> or <touching color (#9a0000)?>> then\n repeat (10)\n change y by (5)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-180)\n repeat (10)\n change y by (8)\n change [ghost v] effect by (-10)\n end\n set [変数 v] to [0]\n set [重力 v] to [0]\n end\n if <touching color (#4c63ff)?> then\n set [重力 v] to [20]\n end\nend\n\nwhen I receive [スタート v]\nforever\n play sound [ゲーム音楽6 冒険 v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo to x: (36) y: (28)\nwait (1) seconds\nbroadcast (スタート v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n
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♦︎日本語の説明は下\n〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜\nEnglish explanation\n♦ ︎ How to play\nArrow key operation!\nNot mobile compatible\n〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜〜\n♦︎遊び方\n矢印キー操作!\nモバイル対応ではないです…(ゴメンね)
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In the mines || a platformer
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@Stage\n\n@character.\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n next backdrop\n go to x: (-159) y: (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#c0c300)?> then\n go to x: (-170) y: (-20)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume motionless v)\n\nwhen backdrop switches to [backdrop 17 v]\nswitch costume to (chip v)\nforever\n clear sound effects\n forever\nend\n\nclear sound effects\n\nforever\n stop all sounds\nend\n\nwhen I receive [message1 v]\nchange [costume v] by (1)\n\nwhen backdrop switches to [backdrop 17 v]\nforever\n stop all sounds\nend\n\nwhen I receive [play v]\nshow\ngo to x: (-159) y: (-20)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume 1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (costume 2 v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (costume 1 v)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([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 (#000000)?> 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 (#000000)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-29) y: (13)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch backdrop to (menu v)\n\nwhen I receive [subtract v]\nchange [costume v] by (-1)\n\nwhen flag clicked\nset [costume v] to [1]\n\nwhen flag clicked\nforever\n switch costume to (costume)\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<(backdrop [number v]) = [1]> and <touching (mouse-pointer v)?>> then\n set size to (175) %\n set [brightness v] effect to (20)\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\n@barrier\n\n@Ceiling\n\n@cool text\n\nwhen flag clicked\nswitch costume to (cool text v)\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (cool text2 v)\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (cool text3 v)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (cool text4 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (cool text5 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (cool text v)\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen flag clicked\nhide\n\n@music button\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n stop all sounds\n end\nend\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [1]> then\n play sound [you've been trolled _ GD \(128 kbps\) v] until done\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n show\n end\nend\n\nwhen flag clicked\nstart sound [Future_Bass_-_Hyper_Potions_Subtact_-_Adventures_Monstercat_Release\[Mp3Converter.net\].mp2 v]\n\nwhen backdrop switches to [backdrop1 v]\nstop all sounds\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n show\n end\nend\n\n@GROUND\n\n@gotta play\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (35)\n set [whirl v] effect to (25)\n set size to (120) %\n else\n clear graphic effects\n set size to (100) %\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (play v)\n hide\n end\nend\n\nwhen flag clicked\nshow\n\n@skin arrow2\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nbroadcast (subtract v)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [color v] effect to (35)\n else\n set size to (100) %\n clear graphic effects\n end\nend\n\n@skin arrow3\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [color v] effect to (35)\n else\n set size to (100) %\n clear graphic effects\n end\nend\n\n
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\nIMPORTANT* click the black arrows at the beginning to change costumes!\nno intro anymore, traded out for menu \n\ntotal stats! 220 blocks 3 variables and 3 messages \nglow numbers are time *keeps being taken down because of hackers :(\n\n\nplay my friend's games @jdabest1234\n\n\n\n\n\n\n\n#44 on games???????? WHOA!!!!!! used to be #32\nTYSM!!!\n@chipm0nk for his OC \nYAY! NEW GAME! arrow keys to move and there is wall jumping.\nPART 2: https://scratch.mit.edu/projects/694432517/ \n@lemonade6234 heart and starred!\n@-FunnyToons- heart and starred! + a comment!\n@Thunder_mate had heart plus comment!\n@holybird3 heart plus comment :O\n@-LegendGaming- heart plus comments :D\n@hmbadger heart star and comment!\n@FireMayro drop heart and nice comment :OOOO go follow him\n@JackPigPro heart+ kind comment\n\n\n\n\nNEW!!! I Added music! Thanks @ANoobLol12345 for the idea\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLook for the easter eggs \n\n\n\n\nNote the plural.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nnot mobile friendly, someone hacked this :( dont use touch screen!\n#Games\n\n\nLook at the last backdrops closely 177 favs!!!! 210 likes LOL
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minecraft - A platformer game
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@Stage\n\nwhen I receive [finish intro v]\nforever\n play sound [LivingMice v] until done\n play sound [WetHands v] until done\n play sound [Death v] until done\n play sound [Sweden v] until done\n play sound [MoogCity v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nbroadcast (Intro v)\nwait (2.2) seconds\nbroadcast (Finish Intro v)\n\nwhen flag clicked\nwait (0.001) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\n\n@Player\n\ndefine Vertical movement\nchange y by (Y Speed)\nVertical Colition\nGravity\n\ndefine Vertical Colition\nif <touching (level v)?> then\n if <[0] > (Y Speed)> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n end\n set [above the platform? v] to [Yes]\n if <(Y Speed) > [0]> then\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\n end\n set [y speed v] to [0]\nend\n\ndefine Gravity\nchange [y speed v] by (-1)\n\nwhen I receive [finish intro v]\nset x to (-196)\nset y to (10)\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nforever\n Horizontal Movement\n Vertical movement\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [ghost v] effect to (100)\n\ndefine Horizontal Movement\nchange x by (X Speed)\nHorizontal Collision\nFriction\n\ndefine Friction\nset [x speed v] to ((X Speed) * (0.8))\n\ndefine Horizontal Collision\nif <touching (level v)?> then\n repeat (3)\n change y by (1)\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change y by (-3)\n if <[0] > (X Speed)> then\n repeat until <not <touching (level v)?>>\n change x by (1)\n end\n end\n if <(X Speed) > [0]> then\n repeat until <not <touching (level v)?>>\n change x by (-1)\n end\n end\n set [x speed v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <<<key (space v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> and <(Above the platform?) = [Yes]>> then\n change [y speed v] by (13)\n set [above the platform? v] to [No]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-196) y: (10)\n\nwhen I receive [death v]\ngo to x: (-196) y: (10)\n\nwhen I receive [death v]\nplay sound [Punch Sound Effect v] until done\n\nwhen I receive [finish intro v]\nset [levels v] to [1]\n\nwhen I receive [play v]\nforever\n if <not <(LEVELS) = [10]>> then\n if <(x position) > [235]> then\n broadcast (Next Level v)\n start sound [Ding Sound Effect v]\n change [levels v] by (1)\n set [x speed v] to [0]\n set [y speed v] to [0]\n end\n end\nend\n\n@Level\n\nwhen I receive [finish intro v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Words\n\nwhen I receive [intro v]\nset size to (150) %\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (intro v)\nwait (0.01) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (20)\nset size to (130) %\nswitch costume to (level 1 v)\ngo to x: (-69) y: (159)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nforever\n if <(LEVELS) = [2]> then\n switch costume to (level 2 v)\n go to x: (-81) y: (141)\n end\n if <(LEVELS) = [3]> then\n switch costume to (level 3 v)\n go to x: (-56) y: (129)\n end\n if <(LEVELS) = [4]> then\n switch costume to (level 4 v)\n go to x: (-158) y: (160)\n end\n if <(LEVELS) = [5]> then\n switch costume to (level 5 v)\n go to x: (-77) y: (145)\n end\n if <(LEVELS) = [6]> then\n switch costume to (level 6 v)\n go to x: (-193) y: (159)\n end\n if <(LEVELS) = [7]> then\n switch costume to (level 7 v)\n go to x: (-66) y: (160)\n end\n if <(LEVELS) = [8]> then\n switch costume to (level 8 v)\n go to x: (-132) y: (162)\n end\n if <(LEVELS) = [9]> then\n switch costume to (level 9 v)\n go to x: (-139) y: (163)\n end\n if <(LEVELS) = [10]> then\n switch costume to (level 10 v)\n go to x: (0) y: (120)\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (20)\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nswitch costume to (slime block v)\nwait until <(LEVELS) = [5]>\nset [ghost v] effect to (30)\nshow\n\nwhen flag clicked\nforever\n if <(LEVELS) = [5]> then\n go to x: (-83) y: (-71)\n end\n if <(LEVELS) = [6]> then\n go to x: (-97) y: (-71)\n end\n if <(LEVELS) = [7]> then\n go to x: (-145) y: (-71)\n end\n if <(LEVELS) = [8]> then\n hide\n end\nend\n\nwhen I receive [bounce v]\nswitch costume to (slime block down v)\nwait (0.01) seconds\nswitch costume to (slime block full v)\nwait (0.01) seconds\nswitch costume to (slime block down v)\nwait (0.01) seconds\nswitch costume to (slime block v)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nwait (0.5) seconds\nforever\n set [ghost v] effect to (pick random (10) to (20))\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nforever\n wait (pick random (1) to (1.5)) seconds\n switch costume to (pick random (1) to (2))\n go to x: (240) y: (pick random (65) to (150))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat ((236) / (2.5))\n change x by (-3)\n change x by (-3)\nend\ndelete this clone\n\n@Spike\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\ndefine Create Spike with X: (x) Y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [finish intro v]\nCreate Spike with X: [-105] Y: [-76]\nCreate Spike with X: [84] Y: [-76]\n\nwhen I receive [next level v]\nif <(LEVELS) = [2]> then\n Create Spike with X: [77] Y: [-76]\n Create Spike with X: [-43] Y: [-76]\nend\nif <(LEVELS) = [4]> then\n Create Spike with X: [-125] Y: [-76]\n Create Spike with X: [-86] Y: [-76]\n Create Spike with X: [40] Y: [-76]\n Create Spike with X: [80] Y: [-76]\nend\nif <(LEVELS) = [5]> then\n Create Spike with X: [72] Y: [-76]\n Create Spike with X: [110] Y: [-76]\nend\nif <(LEVELS) = [6]> then\n Create Spike with X: [-20] Y: [95]\n Create Spike with X: [184] Y: [-76]\nend\nif <(LEVELS) = [8]> then\n Create Spike with X: [10] Y: [-76]\nend\nif <(LEVELS) = [9]> then\n Create Spike with X: [-137] Y: [-76]\n Create Spike with X: [-102] Y: [-76]\n Create Spike with X: [-65] Y: [-76]\n Create Spike with X: [65] Y: [-76]\n Create Spike with X: [102] Y: [-76]\n Create Spike with X: [137] Y: [-76]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I start as a clone\nshow\nforever\n change [move v] by (5)\n change y by ([sin v] of (Move) )\nend\n\ndefine Create Lava with X: (x) Y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif <(LEVELS) = [3]> then\n Create Lava with X: [82] Y: [-213]\nend\nif <(LEVELS) = [6]> then\n Create Lava with X: [82] Y: [-213]\nend\nif <(LEVELS) = [7]> then\n Create Lava with X: [82] Y: [-214]\nend\nif <(LEVELS) = [8]> then\n Create Lava with X: [0] Y: [-213]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\n@Walk particles\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\nforever\n if <(Y Speed) < [0]> then\n wait until <(Y Speed) = [-1]>\n repeat until <(Y Speed) > [0]>\n repeat (2)\n move (0) steps\n end\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (pick random (130) to (150)) %\nshow\npoint in direction (pick random (-360) to (360))\ngo to (player v)\nchange x by (X Speed)\nchange y by (-15)\nwait (0.075) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Trampoline (Program)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (99)\nwait until <(LEVELS) = [5]>\nset [ghost v] effect to (99)\nshow\n\nwhen flag clicked\nforever\n if <(LEVELS) = [5]> then\n go to x: (-83) y: (-52)\n end\n if <(LEVELS) = [6]> then\n go to x: (-97) y: (-52)\n end\n if <(LEVELS) = [7]> then\n go to x: (-145) y: (-52)\n end\n if <(LEVELS) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <<not <(Y Speed) = [1]>> and <not <(Y Speed) = [6]>>> then\n broadcast (Bounce v)\n set [above the trampoline? v] to [Yes]\n set [y speed v] to [17]\n start sound [Jump v]\n end\n end\nend\n\n@INTRO, DEATH, NEXT LEVEL\n\nwhen I receive [death v]\ngo to x: (0) y: (0)\nswitch costume to (death v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n change [ghost v] effect by (-14)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (14)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nswitch costume to (next v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n change [ghost v] effect by (-14)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (14)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (death v)\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (0.47) seconds\nplay sound [Connect v] until done\nwait (0.47) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\nbroadcast (Play v)\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [finish intro v]\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [play v]\nforever\n go to x: (-12) y: (-90)\n if <(LEVELS) = [2]> then\n switch costume to (level 2 v)\n end\n if <(LEVELS) = [3]> then\n switch costume to (level 3 v)\n end\n if <(LEVELS) = [4]> then\n switch costume to (level 4 v)\n end\n if <(LEVELS) = [5]> then\n switch costume to (level 5 v)\n end\n if <(LEVELS) = [6]> then\n switch costume to (level 6 v)\n end\n if <(LEVELS) = [7]> then\n switch costume to (level 7 v)\n end\n if <(LEVELS) = [8]> then\n switch costume to (level 8 v)\n end\n if <(LEVELS) = [9]> then\n switch costume to (level 9 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(LEVELS) = [10]> then\n show\n else\n hide\n end\nend\n\ngo to [back v] layer\n\n
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arrow keys to move \ndoge lava and zombies or else you will die \nuse slime to jump higher
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◀︎ Sunny▶︎ a Platformer
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@Stage\n\nwhen flag clicked\nforever\nend\n\nplay sound [music v] until done\n\n@プレイヤー\n\ndefine 初期位置\ngo to x: (-200) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine 動く\nset rotation style [left-right v]\nif <<<[0] < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\n point in direction (90)\nend\nif <<<(mouse x) < [0]> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nset [x v] to ((x) * (0.89))\nchange x by (x)\nrepeat (6)\n if <touching (地面 v)?> then\n change y by (1)\n end\nend\nif <touching (地面 v)?> then\n change y by (-6)\n change x by ((0) - (x))\n if <<<[50] < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [壁キック v]\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-3)\nif <<touching (地面 v)?> and <<<[50] < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n start sound [Jump v]\n set [y v] to [15]\nend\nchange y by (3)\n\nwhen flag clicked\ngo to [front v] layer\n初期位置\nforever\n 動く\n 障害物とゴール\nend\n\ndefine 障害物とゴール\nif <touching (ゴール v)?> then\n start sound [Coin v]\n 初期位置\n broadcast (次のステージへ v)\nend\nif <touching (障害物 v)?> then\n start sound [Crunch v]\n 初期位置\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait () seconds\n end\nend\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\n@地面\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(costume [number v]) = [12]> then\n broadcast (OUTRO v)\n end\nend\n\nwhen I receive [次のステージへ v]\nnext costume\n\n@太陽\n\nwhen flag clicked\nset size to (70) %\nshow\nswitch costume to (太陽 v)\ncreate clone of (_myself_ v)\nswitch costume to (光 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to x: (220) y: (160)\nif <(costume [number v]) = [1]> then\n go to [front v] layer\nelse\n if <(costume [number v]) = [2]> then\n set [ghost v] effect to (50)\n forever\n turn right (1) degrees\n end\n end\nend\n\n@障害物\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [次のステージへ v]\nnext costume\n\n@ゴール\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [次のステージへ v]\nnext costume\n\n@ゲームオーバー\n\nwhen I receive [outro v]\nshow variable [☁ 世界記録 v]\nshow variable [time v]\nif <(time) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (time)\nend\ngo to [front v] layer\nshow\nstop [other scripts in sprite v]\nplay sound [akaifuusen v] until done\n\nwhen flag clicked\nreset timer\n\nwhen flag clicked\nforever\n set [time v] to (timer)\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [time v]\nhide\n\n@サムネイル\n\nwhen flag clicked\nshow variable [time v]\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [outro v]\n\nwhen flag clicked\nforever\n show variable [time v]\nend\n\n@entry\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n next costume\n set x to (-200)\n wait (1) seconds\n show\n start sound [ポップ v]\n repeat (100)\n change x by (((0) - (x position)) / (10))\n end\n repeat (20)\n change x by (((-200) - (x position)) / (10))\n end\n hide\n wait (5) seconds\nend\n\n@雲\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (0) to (50))\nshow\nforever\n repeat until <(x position) < [-240]>\n change x by (-1)\n end\n go to x: (250) y: (pick random (140) to (155))\n set size to (pick random (30) to (38)) %\nend\n\nwhen flag clicked\nforever\n hide\n repeat (3)\n go to x: (250) y: (pick random (140) to (155))\n set size to (pick random (30) to (38)) %\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (pick random (5) to (8)) seconds\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
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Das habe ich verändert:\n\n-Schatten der Figur\n-Variable Übersetzt \n-Besseres Design\n-Ohne Musik \nmore coming by 20 Likes
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Neon Platformer v1.0 #games #all
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@Stage\n\nwhen flag clicked\nforever\n play sound [Tobu - Candyland \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (LVL)\nend\n\n@player\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\nset [id v] to [Walk]\nset [lvl v] to [1]\ngo to x: (-215) y: (Spawn Y)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nforever\n Move Left/Right [1.5] [3]\n Move Up/Down With Jump Height: [15] <key (w v) pressed?> or <key (up arrow v) pressed?>\n Check Die [-170]\n Check Next LVL [235]\n Make Trail\nend\n\ndefine Move Left/Right (spd) (slope steepness)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <((x position) - (20)) > (mouse x)>>> then\n change [x velocity v] by ((spd) * (-1))\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>> then\n change [x velocity v] by (spd)\nend\nset [x velocity v] to ((X Velocity) * (0.85))\nchange x by (X Velocity)\nset [player x v] to (x position)\nrepeat (slope steepness)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change y by ((slope steepness) * (-1))\n change x by ((X Velocity) * (-1))\n set [player x v] to (x position)\n set [x velocity v] to [0]\nend\n\ndefine Move Up/Down With Jump Height: (jump height) <jump button 1 pressed> or <jump button 2 pressed>\nchange [y velocity v] by (-1)\nchange y by (Y Velocity)\nset [player y v] to (y position)\nif <touching (ground v)?> then\n repeat (7)\n if <touching (ground v)?> then\n change y by (((Y Velocity) * (-1)) / (7))\n end\n end\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<<jump button 1 pressed> or <jump button 2 pressed>> or <<mouse down?> and <(mouse y) > ((y position) + (50))>>> and <touching (ground v)?>> then\n change [y velocity v] by (jump height)\nend\nchange y by (1)\n\ndefine Check Die (fall height)\nif <<touching (spikes v)?> or <(y position) < (fall height)>> then\n set [dx v] to (x position)\n set [dy v] to (y position)\n broadcast (Dead v)\nend\n\nwhen I receive [dead v]\nReset\n\ndefine Check Next LVL (x pos)\nif <(x pos) < (x position)> then\n broadcast (Next Lvl v)\n set x to (0)\n change [lvl v] by (1)\nend\n\ndefine Make Trail\nset [id v] to [Trail]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(ID) = [Trail]> then\n repeat (10)\n change [ghost v] effect by (11)\n end\n delete this clone\n end\nend\n\nwhen I receive [next lvl v]\nReset\n\ndefine Reset\ngo to x: (-215) y: (Spawn Y)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ndelete this clone\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (LVL)\nend\n\nwhen I receive [dead v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@spikes\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nset [clone # v] to [-1]\nrepeat (2)\n create clone of (_myself_ v)\n change [clone # v] by (2)\nend\nforever\n switch costume to (LVL)\nend\n\nwhen I receive [dead v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nswitch costume to (clone v)\nforever\n turn left (3) degrees\n if <(LVL) = [6]> then\n go to x: ((Clone #) * (90)) y: (-20)\n show\n else\n hide\n end\nend\n\n@BG\n\nwhen flag clicked\nset rotation style [left-right v]\ncreate clone of (_myself_ v)\nforever\n switch costume to ((LVL) * (2))\n go to [back v] layer\n go [forward v] (1) layers\n go to x: ((([x position v] of [player v]) * (-1)) / (5)) y: ((([y position v] of [player v]) * (-1)) / (5))\nend\n\nwhen I start as a clone\nforever\n switch costume to (((LVL) * (2)) - (1))\n go to [back v] layer\n go to x: ((([x position v] of [player v]) * (-1)) / (10)) y: ((([y position v] of [player v]) * (-1)) / (10))\nend\n\nwhen I receive [next lvl v]\nif <(pick random (1) to (2)) = [2]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\n\nwhen I receive [dead v]\nset [brightness v] effect to (90)\nrepeat (9)\n change [brightness v] effect by (-10)\nend\n\n@Pixels\n\nwhen flag clicked\nset size to (50) %\nhide\nforever\n set [id v] to [0]\nend\n\nwhen I receive [dead v]\nif <(ID) = [0]> then\n go to x: (DX) y: (DY)\n set [id v] to [Death]\n Make Clones [7]\nend\n\nwhen I start as a clone\nif <(ID) = [Death]> then\n Make Dead Animation\nend\n\ndefine Make Dead Animation\ngo to [front v] layer\nset [y velocity v] to (pick random (10) to (15))\nset [x velocity v] to (pick random (-10) to (10))\nset [ghost v] effect to (5)\nshow\nrepeat (70)\n Move Left/Right [1.5] [3]\n Move Up/Down With Jump Height:\n if <(y position) < [-175]> then\n hide\n end\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine Make Clones (amount)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\ndefine Move Left/Right (spd) (slope steepness)\nset [x velocity v] to ((X Velocity) * (0.95))\nchange x by (X Velocity)\nrepeat (slope steepness)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change y by ((slope steepness) * (-1))\n set [x velocity v] to ((X Velocity) * (-1))\n change x by (X Velocity)\n set [x velocity v] to [0]\nend\n\ndefine Move Up/Down With Jump Height:\nchange [y velocity v] by (-1)\nchange y by (Y Velocity)\nif <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\nend\n\n@Secrets\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nforever\n if <(LVL) = [9]> then\n show\n switch costume to (costume1 v)\n else\n if <(LVL) = [10]> then\n show\n switch costume to (costume2 v)\n else\n hide\n end\n end\n go to [back v] layer\n go [forward v] (2) layers\nend\n\nwhen I receive [dead v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n
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- Arrow keys or WASD to move\n- Also mobile\n- Try to get the the end (every level is possible)\n- Please like, fave and follow me for more fun games\n\n\n Please report any bugs or glitches you find to me (:\n\n\n\n\n Music - Candyland by Tobu\n All code and art by me\n\n\nTags\n#games #platformer #all #art #game #platform #effects #fun #play #physics #neon #rgb #level\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIf for some reason you are reading this go check out this platformer: https://scratch.mit.edu/projects/713694001/
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特殊能力を使って進め!モバイル対応!Massive Multiplayer Platformer
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@Stage\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n set [@player die v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Active Players) = [1]> then\n set [_hito v] to [他の人はいない]\n create clone of (スプライト5 v)\n hide variable [_hito v]\n wait until <not <(Active Players) = [1]>>\n else\n set [_hito v] to (join [現在] (join (Active Players) [人がオンライン]))\n show variable [_hito v]\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n if <[0] < (@Player Die)> then\n reset timer\n wait (2) seconds\n wait until <[] < [50]>\n end\nend\n\nset [____mode v] to [2]\n\nchange [____mode v] by (1)\n\n\n\nwhen flag clicked\nset [____kuria v] to [0]\nset [@player x v] to [0]\nswitch backdrop to (backdrop2 v)\nset [____batoru v] to [0]\nset [__gamenteisi v] to [0]\nset [___pratfommode v] to [L]\nif <<key (k v) pressed?> and <key (l v) pressed?>> then\n set [___pratfommode v] to [K]\n wait until <<(___Pratfommode) = [K]> and <[700] < (@Player X)>>\n switch backdrop to (backdrop3 v) and wait\n change [__gamenteisi v] by (1)\n set [____batoru v] to [1]\n set [@scroll x v] to [913]\n set [@scroll y v] to [57]\n set [@player x v] to [913]\n set [@player y v] to [57]\n repeat until <not <(@Player Die) = [0]>>\n if <(____kuria) = [1]> then\n switch backdrop to (backdrop1 v) and wait\n stop [this script v]\n end\n end\n broadcast (_ru-pa v)\nend\n\nforever\n set [brightness v] effect to (0)\n repeat (2)\n repeat (16)\n change [brightness v] effect by (1.2)\n end\n repeat (16)\n change [brightness v] effect by (-1.2)\n end\n end\n repeat (11)\n change [brightness v] effect by (9)\n end\n wait (1) seconds\nend\n\nwhen I receive [_ru-pa v]\nset [____kuria v] to [0]\nswitch backdrop to (backdrop2 v)\nchange [__gamenteisi v] by (-1)\nset [____batoru v] to [0]\nwait until <<(___Pratfommode) = [1]> and <[700] < (@Player X)>>\nchange [__gamenteisi v] by (1)\nset [____batoru v] to [1]\nset [@scroll x v] to [913]\nset [@scroll y v] to [57]\nset [@player x v] to [913]\nset [@player y v] to [57]\nrepeat until <not <(@Player Die) = [0]>>\n if <(____kuria) = [1]> then\n switch backdrop to (backdrop1 v) and wait\n stop [this script v]\n end\nend\nbroadcast (_ru-pa v)\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nif <(__gamenteisi) = [0]> then\n change [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\n if <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\n end\n change [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\n if <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\n end\nend\n\ndefine Player Tick\nif <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(__mobairukun) = [1]> and <[60] < (mouse y)>>> or <<mouse down?> and <<(__mobairukun) = [2]> and <<(Dir) > [300]> or <(Dir) < [60]>>>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(__mobairukun) = [1]> and <[0] < (mouse x)>>> or <<mouse down?> and <<(__mobairukun) = [2]> and <<(Dir) > [30]> and <(Dir) < [150]>>>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(__mobairukun) = [1]> and <(mouse x) < [0]>>> or <<mouse down?> and <<(__mobairukun) = [2]> and <<(Dir) > [210]> and <(Dir) < [330]>>>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <<<<<touching (lava v)?> or <touching (スプライト6 v)?>> or <touching (スプライト2 v)?>> or <touching (level3 v)?>> or <<touching (スプライト1 v)?> and <(____kuria) = [0]>>> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\nelse\n set [fastest v] to [まだ誰もゴールに辿り着いていない…]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nif <not <(username) = [yuuri623]>> then\n change [mouse inactive v] by (1)\nend\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\nset [@spawn x v] to [-500]\nset [@spawn y v] to [76]\nset [clock v] to [0]\nReset Player\nbroadcast (Reset v)\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<<<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>> or <<(__mobairukun) = [1]> and <(mouse y) < [-60]>>> or <<mouse down?> and <<(__mobairukun) = [2]> and <<(Dir) > [120]> and <(Dir) < [240]>>>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n if <(____mode) = [1]> then\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n if <(____mode) = [2]> then\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [13]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n end\n end\n else\n if <(____mode) = [1]> then\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n else\n if <(____mode) = [2]> then\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n else\n set [@player sy v] to [20]\n set [@player mode v] to [High jump]\n end\n end\n end\n else\n if <(____mode) = [1]> then\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [High jump]\n else\n if <(____mode) = [2]> then\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [ jump]\n else\n set [@crouching v] to [0]\n set [@player sy v] to [17]\n set [@player mode v] to [ jump]\n end\n end\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(____mode) = [2]> then\n if <(@Player SY) < [0]> then\n if <[1] = [1]> then\n if <[0] < (___zyankaisuu)> then\n if <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(__mobairukun) = [1]> and <[60] < (mouse y)>>> or <<mouse down?> and <<(__mobairukun) = [2]> and <<(Dir) > [300]> or <(Dir) < [60]>>>>> then\n change [___zyankaisuu v] by (-1)\n change [jump key v] by (1)\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [ jump]\n else\n set [jump key v] to [0]\n end\n end\n end\n end\nend\nif <(@Falling) = [0]> then\n set [___zyankaisuu v] to (___zyanpusaidai)\nend\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n if <(____mode) = [3]> then\n change [@player sy v] by (-0.5)\n else\n change [@player sy v] by (-0.6)\n end\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<(FLAG COUNT) < [1]> and <<key (space v) pressed?> or <<(__mobairukun) = [1]> and <<[180] < (mouse x)> or <(mouse x) < [-180]>>>>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <<not <key (space v) pressed?>> and <not <<(__mobairukun) = [1]> and <<[180] < (mouse x)> or <(mouse x) < [-180]>>>>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <(@Player Die) > [0]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n reset timer\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n reset timer\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\nchange [@player sy v] by (-0.6)\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nif <(____mode) = [1]> then\n set [@player sy v] to [14]\n set [@player mode v] to [High jump]\n set [@crouching v] to [0]\n set [@on wall v] to [0]\nelse\n if <(____mode) = [2]> then\n set [@player sy v] to [14]\n set [@player mode v] to [wall jump]\n set [@crouching v] to [0]\n set [@on wall v] to [0]\n else\n set [@player sy v] to [17]\n set [@player mode v] to [wall jump]\n set [@crouching v] to [0]\n set [@on wall v] to [0]\n end\nend\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\nwhen flag clicked\nset [_notaka v] to [0]\nif <(username) = []> then\n set [_notaka v] to [1]\n forever\n set [@fastest player v] to [ゲスト\(あなた\)]\n end\nend\n\nreset timer\n\nforever\n set [@player mode v] to [long jump]\nend\n\nwhen flag clicked\nset [___tp v] to [0]\nforever\n if <touching (level2 v)?> then\n if <(___TP) = [1]> then\n set [___tp v] to [0]\n set [@player x v] to [304]\n set [@player y v] to [545]\n set [@scroll x v] to [304]\n set [@scroll y v] to [545]\n wait until <not <touching (level2 v)?>>\n wait (0.6) seconds\n wait until <not <touching (level2 v)?>>\n wait (0.6) seconds\n else\n set [___tp v] to [1]\n set [@player x v] to [2124]\n set [@player y v] to [-119]\n set [@scroll x v] to [2124]\n set [@scroll y v] to [-119]\n wait until <not <touching (level2 v)?>>\n wait (0.6) seconds\n wait until <not <touching (level2 v)?>>\n wait (0.6) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(@Player Die) = [0]>> then\n set [___tp v] to [0]\n end\nend\n\nwhen I receive [_start v]\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [qqqqqqqqqqqqqqqq]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nset [reload v] to [29]\nset [☁ online v] to [29]\n\nset [mouse inactive v] to [84]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\nif <<(costume [number v]) = [23]> and <not <<(@TotalFlags) = [1]> or <(@TotalFlags) = [0]>>>> then\n switch costume to (b1 01 11 v)\nend\nif <<(costume [number v]) = [23]> and <(@TotalFlags) = [0]>> then\n switch costume to (c1 01 2 v)\nend\nif <<(costume [number v]) = [29]> and <(____BATORU) = [1]>> then\n switch costume to (i1 00 2 v)\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = (___Pratfommode)> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\nwhen flag clicked\nchange [brightness v] effect by (10)\nchange [color v] effect by (-5)\n\n@background\n\nwhen I receive [setup level v]\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((@Scroll Y) * (0.75)) mod (192)))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((10) * (0.75)) mod (36))))\n\nset [ghost v] effect to (97)\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (t v) pressed?> or <key (y v) pressed?>>\n set [@player emoji v] to [0]\n if <key (t v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (y v) pressed?> or <key (t v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nif <(___Pratfommode) = [L]> then\n setup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nelse\nend\nset [showing v] to [-1]\n\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\n\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nwhen flag clicked\n\nwhen flag clicked\nchange [brightness v] effect by (10)\nchange [color v] effect by (-5)\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (4)) = [0]> then\n next costume\n if <(flag id) = [1]> then\n change [color v] effect by (9)\n end\nend\nif <<touching (game v)?> or > then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <not <(@TotalFlags) = [1]>>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\nif <<(___Pratfommode) = [K]> and <(____kuria) = [1]>> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nif <(___Pratfommode) = [L]> then\n setup clone at x,y: (5014) (475)\n setup clone at x,y: (1107) (226)\n setup clone at x,y: (2336) (228)\n setup clone at x,y: (3533) (101)\nelse\n setup clone at x,y: (5014) (475)\nend\nset [showing v] to [-1]\n\nwhen I start as a clone\nforever\n if <(@TotalFlags) = [0]> then\n wait (1) seconds\n delete this clone\n end\nend\n\nset [flag count v] to [0]\nif <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\nend\n\nwhen flag clicked\nforever\n if <<(___Pratfommode) = [L]> and <<(FLAG COUNT) = [0]> and <key (h v) pressed?>>> then\n ask [移動したい旗の場所をはんかくで打ってね\(1~4\)] and wait\n if <<(___Pratfommode) = [L]> and <(FLAG COUNT) = [0]>> then\n set [@player x v] to (item (((answer) * (2)) - (1)) of [_ v])\n set [@player y v] to (item ((answer) * (2)) of [_ v])\n set [@scroll x v] to (item (((answer) * (2)) - (1)) of [_ v])\n set [@scroll y v] to (item ((answer) * (2)) of [_ v])\n set [@spawn x v] to (item (((answer) * (2)) - (1)) of [_ v])\n set [@spawn y v] to (item ((answer) * (2)) of [_ v])\n end\n end\nend\n\nset [@player x v] to [5014]\nset [@player y v] to [480]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Lava\n\nwhen flag clicked\nset [__mausukidou v] to [0]\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nshow\nset [x v] to (@Scroll X)\nset [y v] to ((() * (0)) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\nif <(_mgmstop) = [0]> then\n\n@サムネを入れる+音+モバイルのも\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait (1) seconds\nset [sync frames v] to [63]\nforever\n if <(__mgcmt) = [0]> then\n if <(___Pratfommode) = [L]> then\n play sound [MusMus-BGM-125 v] until done\n else\n play sound [025_BPM158 v] until done\n end\n end\nend\n\nwhen flag clicked\nset [__mgcmt v] to [0]\ncreate clone of (_myself_ v)\nrepeat (40)\n change [pan left/right v] effect by (-2.5)\nend\nforever\n repeat (80)\n change [pan left/right v] effect by (2.5)\n if <(____BATORU) = [1]> then\n tukaitakattadake\n end\n end\n repeat (80)\n change [pan left/right v] effect by (-2.5)\n if <(____BATORU) = [1]> then\n tukaitakattadake\n end\n end\nend\n\nswitch costume to (コスチューム3 v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nswitch costume to (コスチューム1 v)\nset [__mobairudotti? v] to [1]\nset [__mobairukun v] to [0]\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [__mobairudotti? v] by (1)\n wait until <not <mouse down?>>\n end\n if <((__mobairudotti?) mod (3)) = [1]> then\n if <mouse down?> then\n set [__mobairukun v] to [1]\n else\n set [__mobairukun v] to [0]\n end\n end\n if <((__mobairudotti?) mod (3)) = [2]> then\n set [__mobairukun v] to [2]\n end\n if <((__mobairudotti?) mod (3)) = [0]> then\n set [__mobairukun v] to [3]\n end\nend\n\nwait until <not <mouse down?>>\n\ndefine tukaitakattadake\nrepeat (10)\n change volume by (-10)\nend\nset [__mgcmt v] to [1]\nstop all sounds\nclear sound effects\nset volume to (100) %\nchange [pan left/right v] effect by (100)\nplay sound [072_BPM3 v] until done\nchange [pan left/right v] effect by (-200)\nplay sound [072_BPM4 v] until done\nchange [pan left/right v] effect by (100)\nstart sound [072_BPM2 v]\nrepeat until <(____kuria) = [1]>\n if <not <(@Player Die) = [0]>> then\n set [__mgcmt v] to [0]\n stop [this script v]\n end\nend\nrepeat (10)\n change [pan left/right v] effect by (10)\nend\nrepeat (3)\n repeat (20)\n change [pan left/right v] effect by (-10)\n end\n repeat (20)\n change [pan left/right v] effect by (10)\n end\nend\nrepeat (10)\n change volume by (-10)\nend\nwait (1) seconds\nset volume to (100) %\nforever\n play sound [212_BPM132 v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(username) = [yuuri623]> then\n change volume by (-10)\n end\nend\n\ngo to [front v] layer\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n if <(username) = [yuuri623]> then\n switch costume to ((costume#) + (21))\n else\n switch costume to (costume#)\n end\n if <<(costume#) = [14]> or <((costume#) + (21)) = [35]>> then\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\npoint in direction (90)\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <<(username) = ([last fastest v] of [game v])> and <not <(username) = []>>> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\nchange [color v] effect by (10)\n\nset rotation style [all around v]\n\nforever\n\nsay [こんにちは!]\n\nwhen flag clicked\nhide\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [yuuri623]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n if <(username) = [yuuri623]> then\n switch costume to ((22) + (costume#))\n else\n switch costume to (costume#)\n end\n if <<(costume#) = [14]> or <((costume#) + (22)) = [36]>> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nswitch costume to ( v)\nif <[] = [14]> then\n point in direction (90)\n set rotation style [all around v]\nelse\n set rotation style [left-right v]\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@YouTube2\n\nwhen flag clicked\nswitch costume to (in v)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nglide (3) secs to x: (0) y: (100)\nglide (2) secs to x: (0) y: (0)\nhide\n\nwhen I receive [_ v]\nswitch costume to (クリア v)\ngo to x: (0) y: (-180)\nset [ghost v] effect to (0)\nchange [ghost v] effect by (7)\nshow\ngo to [front v] layer\nrepeat (100)\n change [color v] effect by (3)\nend\nrepeat (40)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nwait (2) seconds\nforever\n if <(username) = ([last fastest v] of [game v])> then\n set [_2 v] to [1]\n broadcast (_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n repeat until <[20] < (timer)>\n go to [front v] layer\n end\nend\n\nwhen I receive [_ v]\nglide (3) secs to x: (0) y: (0)\n\n@スプライト5\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nswitch costume to (empty game v)\ngo to [front v] layer\nwait until <not <(Active Players) = [1]>>\ndelete this clone\n\n@Joystick Engine\n\ndefine Get Direction From x: (x2) y: (y2) To x: (x) y: (y)\nset [dir v] to (((90) - ([atan v] of (((y) - (y2)) / ((x) - (x2))) )) + (<((x) - (x2)) < [0]> * (180)))\n\ndefine Joystick at x: (x) y: (y) Size: (size)\nbroadcast (Delete Joystick Clones v) and wait\nswitch costume to (joy v)\nset size to (size) %\nshow\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [delete joystick clones v]\nhide\nrepeat (5)\n delete this clone\nend\n\nwhen I start as a clone\nswitch costume to (stick v)\nset size to (([size v] of [joystick engine v]) / (2)) %\nforever\n go to x: ([x position v] of [joystick engine v]) y: ([y position v] of [joystick engine v])\n set [touching? v] to [0]\n wait until <mouse down?>\n if <(GhostEffect) = [20]> then\n set [touching? v] to [1]\n repeat until <not <mouse down?>>\n go to x: (mouse x) y: (mouse y)\n Get Direction From x: ([x position v] of [joystick engine v]) y: ([y position v] of [joystick engine v]) To x: (x position) y: (y position)\n change x by (([sin v] of (Dir) ) * (2))\n change y by (([cos v] of (Dir) ) * (2))\n if <not <touching (joystick engine v)?>> then\n go to x: (([x position v] of [joystick engine v]) + (([sin v] of (Dir) ) * ((size) * (0.3)))) y: (([y position v] of [joystick engine v]) + (([cos v] of (Dir) ) * ((size) * (0.3))))\n end\n change x by ((([sin v] of (Dir) ) * (2)) * (-1))\n change y by ((([cos v] of (Dir) ) * (2)) * (-1))\n end\n end\nend\n\nwhen flag clicked\nJoystick at x: [159] y: [-80] Size: [300]\nforever\n switch costume to (joy v)\n if <<(distance to [mouse-pointer v]) < ((size) / (5))> or <(Touching?) = [1]>> then\n set [ghosteffect v] to [20]\n else\n set [ghosteffect v] to [90]\n end\n set [ghost v] effect to (GhostEffect)\n if <(__mobairukun) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to ((GhostEffect) - (5))\n go to [front v] layer\n if <(__mobairukun) = [2]> then\n show\n else\n hide\n end\nend\n\n@Level2\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\nwhen flag clicked\nchange [brightness v] effect by (10)\nchange [color v] effect by (-5)\n\n@スプライト6\n\nwhen I receive [game loop tick v]\nturn right (2) degrees\nset [x v] to ((130) * ([sin v] of ((timer) * (200)) ))\nset [y v] to ((() * (0)) + ((100) * ([cos v] of ((timer) * (230)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\ndefine position (x) (y)\ngo to x: ((4099) + (x)) y: ((811) + (y))\n\nwhen flag clicked\nwait (1) seconds\nif <(___Pratfommode) = [L]> then\n show\nelse\n hide\nend\n\n@ボタン\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n if <(___クローン識別用番号) = [4]> then\n go to x: (0) y: (0)\n go [backward v] (3) layers\n else\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <(____mode) = [\(゚∀゚\)アヒャ]>> then\n x: (x position) y: (y position) dir: [90] Δθ: [30] power: [20] div; [20]\n repeat until <not <touching (mouse-pointer v)?>>\n if <mouse down?> then\n set [____mode v] to (___クローン識別用番号)\n broadcast (__ v)\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\n end\n end\n end\n end\nend\n\nmove (1) steps\nturn right (pick random (1) to (10)) degrees\n\nchange y by (-30)\ngo to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n\nwhen flag clicked\nset size to (100) %\nset [____mode v] to [\(゚∀゚\)アヒャ]\nset [____f v] to [0]\nhide\nswitch costume to (コスチューム1 v)\npoint in direction (90)\ngo to x: (-170) y: (0)\nset [___クローン識別用番号 v] to [0]\nrepeat (4)\n change [___クローン識別用番号 v] by (1)\n create clone of (_myself_ v)\n next costume\n move (170) steps\nend\n\nif <touching (mouse-pointer v)?> then\n\ngo to [front v] layer\n\nchange [____f v] by (1)\n\ndefine x: (x) y: (y) dir: (dir) Δθ: (δθ) power: (p) div; (div)\ngo to x: (x) y: (y)\nset [power v] to (p)\nset [θ v] to [0]\nrepeat until <<[0.1] > (power)> or <mouse down?>>\n change [power v] by (((0) - (power)) / (div))\n change [θ v] by (δθ)\n point in direction ((((power) * ([sin v] of (θ) )) * (3)) + (dir))\nend\n\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n\nwhen I receive [_start v]\ndelete this clone\n\nwhen I receive [__ v]\nif <not <(___クローン識別用番号) = [4]>> then\n x: (x position) y: (y position) dir: [90] Δθ: [40] power: [35] div; [20]\nend\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\nend\nif <(___クローン識別用番号) = [2]> then\n broadcast (_start v)\nend\n\nwhen [0 v] key pressed\nset [____mode v] to [\(゚∀゚\)アヒャ]\n\n@スプライト1\n\nwhen flag clicked\nhide\nwait (2) seconds\ngo to x: (0) y: (0)\nhide\nswitch costume to (コスチューム4 v)\nif <(___Pratfommode) = [K]> then\n wait until <(____BATORU) = [1]>\n show\n repeat (17)\n switch costume to (pick random (2) to (16))\n create clone of (_myself_ v)\n switch costume to (コスチューム4 v)\n wait (2) seconds\n if <not <(@Player Die) = [0]>> then\n stop [this script v]\n end\n end\n switch costume to (コスチューム15 v)\n create clone of (_myself_ v)\n switch costume to (コスチューム4 v)\n wait (2) seconds\n if <not <(@Player Die) = [0]>> then\n stop [this script v]\n end\n switch costume to (コスチューム16 v)\n create clone of (_myself_ v)\n switch costume to (コスチューム4 v)\n wait (4) seconds\n if <not <(@Player Die) = [0]>> then\n stop [this script v]\n end\n set [____kuria v] to [1]\n switch costume to (コスチューム17 v)\nend\n\nhide\n\nwhen I receive [_ru-pa v]\nhide\nwait (1) seconds\nif <(___Pratfommode) = [K]> then\n wait until <(____BATORU) = [1]>\n show\n repeat (15)\n switch costume to (pick random (2) to (15))\n create clone of (_myself_ v)\n switch costume to (コスチューム4 v)\n wait (2) seconds\n if <not <(@Player Die) = [0]>> then\n stop [this script v]\n end\n end\n switch costume to (コスチューム15 v)\n create clone of (_myself_ v)\n switch costume to (コスチューム4 v)\n wait (2) seconds\n if <not <(@Player Die) = [0]>> then\n stop [this script v]\n end\n set [____kuria v] to [1]\n hide\nend\n\nwhen I start as a clone\nrepeat (120)\n change y by (-3)\nend\ndelete this clone\n\nwhen I receive [_ru-pa v]\ndelete this clone\n\nshow\nrepeat (10)\n\nset [@spawn x v] to [913]\nset [@spawn y v] to [57]\n\ncreate clone of (_myself_ v)\n\n@Level3\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\nif <<(costume [number v]) = [23]> and <not <<(@TotalFlags) = [1]> or <(@TotalFlags) = [0]>>>> then\n switch costume to (b1 01 11 v)\nend\nif <<(costume [number v]) = [23]> and <(@TotalFlags) = [0]>> then\n switch costume to (c1 01 2 v)\nend\nif <<(costume [number v]) = [29]> and <(____BATORU) = [1]>> then\n switch costume to (i1 00 2 v)\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = (___Pratfommode)> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\nwhen flag clicked\nchange [brightness v] effect by (10)\nchange [color v] effect by (-5)\n\n
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傾向載せていただいて誠にありがとうございます。このまま1pまで乗りたいのでぜひ星とハートを押してください!! ステージ2は一度クリアしたらわかります! ステージ1でクリア後hキーでテレポ\n\nモバイルに完全対応!\n特殊能力の説明は下に!\nこの作品の投稿者@yuuri623 はMassive Multiplayer Platformerのrimex作品を毎週投稿しています!\n作品のまとめスタジオはこちら\nhttps://scratch.mit.edu/studios/31116452/\n作品の事前情報や作品内で周りから色が変わって見える\n\n\n特殊能力の説明!\n左から順に\n1つ目の能力は壁キックの代わりに壁のぼりができる。足もちょっと速い。\n2つ目の能力は名前の通り2回まで空中ジャンプができる。\n3つ目の能力は名前の通り。\n\n↑攻略動画\nまとめスタジオ毎週新ステージ追加!\nはいどうもyuuri623です \ngriffpatchさんのプラットフォーマーをリミックス\nしてみました!頑張ってクリアしてみてください!\nonline◎\n難易度 ★★★☆☆\n\n操作\ntyで絵文字\n十字キーで操作\nzとスペースでも可\n下長押しから上で大ジャンプ\n走りながら一瞬下を押して上で横大ジャンプ!\nrでリスポーン\nクリアしたあとはスペースキーでグライダー\n宣伝\n動画投稿垢https://www.youtube.com/channel/UCQtSsRgJOYmDqF_TXtm2wYA\n事前情報などを書いているオープンチャットのリンク\nhttps://www.youtube.com/watch?v=gjoB0CUKmBw\n\n現状最速クリアの方@sei777 39.7\n以下作者記録\n無限クライム 37.7\n空中ジャンプ42.5\n低重力48.0\n\n\nお知らせ\nターボワープの60fpsとターボモードの組み合わせで通常以上のタイムを出す行為はお控えください。
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Night platformer - Part 2
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\nrepeat (2000)\n glide (1) secs to x: (119) y: (-27)\n wait (0.2) seconds\n glide (1) secs to x: (-61) y: (-26)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nwait (5) seconds\nforever\n play sound [INSTRUMENTAL-happr-for-clips7 v] until done\n wait (0.1) seconds\nend\n\n@player2\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [13]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nReset and Begin Level\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\n end\nend\n\ndefine check touching solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n\ndefine Controls - Up and Down\nif <key (left arrow v) pressed?> then\n change [speed x v] by ((0) - (ACCELERATION))\n switch costume to (costume4 v)\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - Left and Right\nif <key (right arrow v) pressed?> then\n change [speed x v] by (ACCELERATION)\n switch costume to (costume2 v)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-213) y: (-55)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - player v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#00c119)?> then\n broadcast (next level v)\n play sound [Connect v] until done\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-213) y: (-98)\n\nwhen flag clicked\nforever\n if <<touching color (#343030)?> or <touching color (#5e5e5e)?>> then\n go to x: (-213) y: (-98)\n play sound [Bonk v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00ad)?> then\n set [jump force v] to [25]\n start sound [Jump v]\n wait (0.8) seconds\n else\n set [jump force v] to [13]\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\nrepeat (2000)\n glide (1) secs to x: (-61) y: (-27)\n wait (0.2) seconds\n glide (1) secs to x: (119) y: (-27)\n wait (0.2) seconds\nend\n\n@Sprite6\n\nwhen flag clicked\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (60)\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n go to [front v] layer\n wait (pick random (10) to (20)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@LEVEL\n\nwhen flag clicked\nswitch costume to (scene1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n
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Join our big family : https://scratch.mit.edu/studios/30718909\n\n Just click flag.(>‿◠)✌\n Part 1 https://scratch.mit.edu/projects/650993710/ \n\n Dᴏɴᴛ ɢɪᴠᴇ ᴜᴘ ʏᴏᴜʀ ᴄᴜʀɪᴏsɪᴛʏ!\n\n----------------------------- Instructions --------------------------:\n ║ Use the arrow keys to move.║\n\n Obstacles are dark in color.\n\n Pink springs for long jump over the obstacle:\n\n Just be in the pink area and use the up arrow key.\n\n Go to the green flag to go to the next level\n\n In some stages, there is more than one flag. Be \n careful not to be fooled!\n\n I hope you like it, if it does not come, there is no \n problem. \n\n■If you remixed this project, please make some \ninteresting changes in it, maybe it would be better that\nmy project!■\n\n\n—–-—▒▒▒▒▒▒▒▒▒▒\n—–-▒███████████▒\n—▒████▒▒▒▒▒▒▒███▒\n-▒████▒▒▒▒▒▒▒▒▒███▒▒▒▒▒▒▒\n-▒███▒▒▒▒▒███▒▒▒███▒▒██████▒\n-▒███▒▒▒▒██████▒▒███▒▒██▒▒▒▒██▒\n▒███▒▒▒███████▒▒██▒▒███▒▒█▒▒██▒\n▒███▒▒████████▒██▒▒███▒▒███▒▒██▒\n ▒██▒▒██████████▒▒███▒▒████▒▒██▒\n ▒██▒▒██████████████▒████▒▒██▒\n——▒██▒▒█████████████████▒▒██▒\n————▒██▒▒██████████████▒▒██▒\n————–▒██▒▒████████████▒▒██▒\n—————-▒██▒▒██████████▒▒██▒\n—————–▒██▒▒████████▒▒██▒\n——————-▒██▒▒██████▒▒██▒\n———————▒██▒▒████▒▒██▒\n———————-▒██▒▒███▒▒█▒\n————————▒██▒▒█▒▒█▒\n————————-▒██▒▒▒█▒\n—————————▒██▒█▒\n—————————♥♥♥♥♥♥\n—————————-♥♥♥♥♥\n——————————♥♥♥\n—————————-—♥♥\n———————————♥\n
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slime jumper + platformer game + walljump
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@Stage\n\nwhen flag clicked\nswitch backdrop to (f204b4cb690db921a42e59a820e84db2 v)\n\nwhen I receive [start v]\nswitch backdrop to (tilesetopengamebackground_1 v)\n\n@Figur3\n\n@Figur1\n\nwhen flag clicked\nswitch costume to (unnamed v)\nset size to (45) %\nshow\ngo to x: (-205) y: (45)\nset [timer v] to [0]\nset [yp v] to [0]\nset [yp v] to [0]\nforever\n change [yp v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xp v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xp v] by (-1)\n end\n set [xp v] to ((xp) * (0.9))\n change x by (xp)\n if <touching (figur2 v)?> then\n change y by (5)\n end\n if <touching (figur2 v)?> then\n change y by (-4)\n change x by ((xp) * (-1))\n if <key (up arrow v) pressed?> then\n set [yp v] to [12]\n if <(xp) > [0]> then\n set [xp v] to [-10]\n else\n set [xp v] to [10]\n end\n else\n set [xp v] to [0]\n end\n end\n change y by (yp)\n if <touching (figur2 v)?> then\n change y by ((yp) - ((yp) * (2)))\n set [yp v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (figur2 v)?>> then\n set [yp v] to [10]\n start sound [High Whoosh v]\n end\n change y by (1)\n if <touching color (#97d4bd)?> then\n broadcast (fertig :D v)\n end\n if <key (r v) pressed?> then\n dies\n end\n if <touching (figur6 v)?> then\n dies\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-205) y: (45)\n\nwhen I receive [fertig :d v]\nshow\ngo to x: (-205) y: (45)\n\ndefine dies\nrepeat (8)\n change size by (-5)\n change [ghost v] effect by (25)\nend\ngo to x: (-205) y: (45)\nstart sound [Disconnect v]\nset size to (45) %\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [☁ best time v]\nset [☁ best time v] to (timer)\nforever\n hide variable [timer v]\n if <(yp) > [0]> then\n switch costume to (up v)\n end\n if <(yp) = [0]> then\n switch costume to (unnamed v)\n end\n if <(timer) < (☁ best time)> then\n set [☁ best time v] to (timer)\n end\nend\n\nwhen I receive [start v]\nforever\n set volume to (60) %\n play sound [Dance Magic v] until done\nend\n\nwhen I receive [hide v]\n\nset [☁ best time v] to [20]\n\nforever\nend\n\n@Figur2\n\nwhen flag clicked\nset [hide v] to [false]\nswitch costume to (120-1209204_ground-pixel-art-ground-png v)\nhide\nforever\n if <(costume [number v]) = [4]> then\n broadcast (enemy v)\n end\n if <<(costume [number v]) > [4]> or <(costume [number v]) < [4]>> then\n broadcast (hide v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (enemy 2 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (enemy 3 v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (enemy 4 v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (enemy5 v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (enemy6 v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (enemy7 v)\n end\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (120-1209204_ground-pixel-art-ground-png v)\n\nwhen I receive [fertig :d v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set [hide v] to [true]\n broadcast (hide v)\n say (timer) for (4) seconds\n stop [all v]\n end\nend\n\nwhen I receive [start v]\nset [timer v] to [0]\nshow variable [timer v]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\n@Figur4\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\nrepeat (48)\n turn right (15) degrees\nend\nwait (1) seconds\npoint in direction (90)\n\nset size to (500) %\n\nwhen I receive [silentlyy v]\nstop all sounds\n\nwhen flag clicked\nplay sound [Trap Beat v] until done\n\nwhen flag clicked\nset size to (10) %\nrepeat until <(size) = [100]>\n change size by (2.5)\nend\n\n@Figur5\n\nwhen this sprite clicked\nbroadcast (start v)\nbroadcast (silentlyy v)\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (70)\nrepeat (48)\n turn right (15) degrees\nend\nwait (1) seconds\npoint in direction (90)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (75) %\n end\nend\n\nwhen flag clicked\nforever\n change [ghost v] effect by (-1)\nend\n\n@Figur6\n\nwhen flag clicked\nhide\n\nwhen I receive [enemy 4 v]\nswitch costume to (kostüm4 v)\ngo to x: (-1) y: (-105)\nshow\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [enemy 2 v]\nswitch costume to (kostüm2 v)\ngo to x: (-1) y: (-105)\nshow\n\nwhen I receive [enemy 3 v]\nswitch costume to (kostüm3 v)\ngo to x: (-1) y: (-105)\nshow\n\nwhen I receive [enemy v]\nswitch costume to (kostüm1 v)\ngo to x: (-1) y: (-105)\nshow\n\nwhen I receive [enemy5 v]\nswitch costume to (kostüm5 v)\ngo to x: (-1) y: (-105)\nshow\n\nwhen I receive [enemy6 v]\nswitch costume to (kostüm6 v)\ngo to x: (-1) y: (-105)\nshow\n\nwhen I receive [enemy7 v]\nswitch costume to (kostüm7 v)\ngo to x: (-1) y: (-105)\nshow\n\n@Figur7\n\nwhen I receive [fertig :d v]\nnext costume\n\nwhen flag clicked\ngo to x: (24) y: (41)\nhide\n\nwhen I receive [start v]\nswitch costume to (kostüm1 v)\nshow\n\nhide\n\nwhen I receive [enemy 4 v]\ngo to x: (14) y: (-60)\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (5) seconds\n switch costume to (costume1 v)\n go to x: (-75) y: (80)\n show\n go to [front v] layer\n start sound [Pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (5) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n
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Hello :)\n\nyou move with the arrows and press r button to reset\nmore levels will come soon\nye thats all lol\npls like and fav this game ;)\n
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Shadows - A Story Platformer (New Levels!)
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@Stage\n\nwhen flag clicked\nwait (1) seconds\nwait (1) seconds\nforever\n play sound [Rain_Loud v] until done\nend\n\n@Shadow Man\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop0 v)\nReset Player Position\nset [force walk v] to [3]\nset [force gravity v] to [-1.5]\nset [force jump v] to [17]\nset [player speed x v] to [0]\nforever\n Check Player Gravity\n Check Player Walk\n Check Player Touching\nend\n\ndefine move out (dx) (dy)\nrepeat until <not <touching color (#808080)?>>\n change x by (dx)\n change y by (dy)\nend\n\ndefine Check Player Gravity\nchange [player speed y v] by (FORCE GRAVITY)\nchange y by (Player Speed Y)\nif <touching color (#808080)?> then\n if <(Player Speed Y) > [0]> then\n move out [0] [-1]\n set [player speed y v] to [0]\n else\n move out [0] [1]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [player speed y v] to (FORCE JUMP)\n else\n set [player speed y v] to [0]\n end\n end\nend\n\ndefine Check Player Walk\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [player speed x v] by ((-1) * (FORCE WALK))\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [player speed x v] by ((1) * (FORCE WALK))\nend\nset [player speed x v] to ((Player Speed X) * (0.7))\nchange x by (Player Speed X)\nif <(Player Speed X) > [0]> then\n move out [-1] [0]\nelse\n move out [1] [0]\nend\n\ndefine Check Player Touching\nif <touching color (#ffe600)?> then\n broadcast (Complete level v) and wait\n Reset Player Position\n next backdrop\nend\nif <touching color (#7971ff)?> then\n set [player speed y v] to [24]\nend\nif <<touching color (#5500ff)?> or <touching color (#c30000)?>> then\n repeat (20)\n change [ghost v] effect by (5)\n change [whirl v] effect by (-5)\n end\n Reset Player Position\nend\n\ndefine Reset Player Position\nclear graphic effects\ngo to x: (-200) y: (-10)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n repeat until <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n create clone of (_myself_ v)\n end\n end\n wait until <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n switch costume to (idle v)\nend\n\nwhen I receive [show v]\nshow\n\nwhen I start as a clone\nswitch costume to (idle2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(y position) = [-185]> then\n Reset Player Position\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n Reset Player Position\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nwait (2) seconds\nswitch costume to (costume1 v)\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = [4]> then\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n broadcast (Show v)\n else\n next costume\n wait (0.5) seconds\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\nwait (2) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Enimies\n\n
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Meet Shadow Man, an adventurous shadow who is seeking the Gem of Light. Dodge spikes, Lava, and reach the yellow portal to finish each level. Press "r" to reset.\n----------------------------------------------------------------------------\nThis is now my best project in terms of hearts, stars, and views!\nPropose this project here if you want: https://scratch.mit.edu/studios/28715018/
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BERT! | #All #Games #Platformer #Trending
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@Stage\n\nwhen flag clicked\nforever\n if <(Life) < [1]> then\n broadcast (f v)\n wait (1000000000000000) seconds\n end\nend\n\nwhen flag clicked\nplay sound [168734_Jumper v] until done\n\nwhen I receive [lose life v]\nstart sound [Rip v]\n\n@Player\n\nwhen [any v] key pressed\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n repeat until <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>\n set [costume v] to [1]\n wait (0.05) seconds\n set [costume v] to [0]\n wait (0.05) seconds\n set [costume v] to [2]\n wait (0.05) seconds\n set [costume v] to [0]\n end\n end\nend\n\nwhen [any v] key pressed\nforever\n if <not <key (any v) pressed?>> then\n set [costume v] to [0]\n set [sus v] to [0]\n end\nend\n\nwhen flag clicked\nset [gravity v] to [-1]\nset [jump duration v] to [6]\nhide variable [scene # v]\nbroadcast (Setup v) and wait\nReset and Begin Level\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed x) / (steps))\n Check touching solid\n if <(Touching) > [0]> then\n Colide X - Slope or Wall\n end\n set [last value v] to (y position)\n change y by ((Speed y) / (steps))\n Check touching solid\n if <(Touching) > [0]> then\n set y to (Last value)\n set [speed y v] to [0]\n set [falling v] to [0]\n end\nend\n\ndefine Check touching solid\nif <<touching (sprite1 v)?> or <touching (level v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nControls Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (Speed x) ) + ([abs v] of (Speed y) ))\nSet Costume\n\ndefine Controls Up and Down\nif <<<key (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> then\n if <<(Wall slide) > [0]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n end\n if <<(Falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to [12]\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(Wall slide) > [0]> then\n Check can wall Slide\n if <(Speed y) < [0]> then\n set [speed y v] to ((Speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <<(Falling) > [2]> and <(Wall slide) < [1]>> then\n broadcast (Change Scene v)\n set [speed x v] to ((Speed x) * (0.98))\n stop [this script v]\n end\n change [speed x v] by (-1.5)\n point in direction (-90)\n change [frame v] by (1)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\n point in direction (90)\n change [frame v] by (1)\nend\nset [speed x v] to ((Speed x) * (0.9))\n\ndefine Reset and Begin Level\nset [scene # v] to [1]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-85) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game loop v)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x, y: [] [-180]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) go to x, y: [] [180]\nend\nif <touching (d ad v)?> then\n broadcast (Lose life v)\nend\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [life v] by (-1)\nReset and Begin Level\n\nwhen I receive [start v]\nshow variable [scene # v]\n\nwhen flag clicked\nshow\n\nwhen flag clicked\n\nwhen I receive [tick - first v]\nswitch costume to (big hitbox v)\nset rotation style [don't rotate v]\n\ndefine Set Costume\nswitch costume to (costume2 v)\nset rotation style [left-right v]\nif <(Costume) = [1]> then\n switch costume to (costume2 v)\n set rotation style [left-right v]\nend\nif <(Costume) = [2]> then\n switch costume to (pixil-frame-0 \(44\) v)\n set rotation style [left-right v]\nend\nif <(Costume) = [0]> then\n switch costume to (costume1 v)\n set rotation style [left-right v]\nend\n\ndefine Colide X - Slope or Wall\nCheck can wall Slide\nchange y by (1)\nCheck touching solid\nif <(Touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(Touching) > [0]> then\n change y by (-2)\n set x to (Last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((Speed x) * (0.8))\nend\nset [speed x v] to ((Speed x) * (0.95))\n\nwhen flag clicked\nshow variable [scene # v]\n\ndefine Check can wall Slide\nif <(Falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck touching solid\nset [wall slide v] to (Touching)\n\nwhen flag clicked\n\nwhen [r v] key pressed\n\nwhen flag clicked\nshow\n\nhide\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nif <(x) > []> then\n Fix collisions in direction [0]\nelse\n Fix collisions in direction [90]\nend\nbroadcast (Game loop v)\n\ndefine Fix collisions in direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check touching solid\n if <(Touching) < [1]> then\n point in direction (Temp)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen [r v] key pressed\nReset and Begin Level\n\nwhen [e v] key pressed\ncreate clone of (sprite1 v)\nwait (0.3) seconds\n\nwait (0.5) seconds\n\ndefine Reset 2\nset [scene # v] to [12]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-85) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game loop v)\n\nwhen flag clicked\nswitch backdrop to (false v)\n\nwhen [2 v] key pressed\nforever\n if <(SCENE #) = [1]> then\nend\n\ndefine Reset 3\nset [scene # v] to [14]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-85) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game loop v)\n\nset [coins v] to [0]\n\nwhen I receive [lose v]\nstop [other scripts in sprite v]\nstart sound [Disconnect v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [life v] by (-1)\nReset 2\n\nwhen I receive [loser!!! v]\nstop [other scripts in sprite v]\nstart sound [Disconnect v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [life v] by (-1)\nReset 3\n\nif <touching (d ad v)?> then\n broadcast (Lose life v)\n play sound [Rip v] until done\nend\n\nwhen I receive [your trash v]\nstop [other scripts in sprite v]\nstart sound [Disconnect v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [life v] by (-1)\nReset 4\n\ndefine Reset 4\nset [scene # v] to [23]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-85) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game loop v)\n\nset [life v] to [10000000000]\n\nset [life v] to [15]\n\nset [life v] to [15]\n\nwhen flag clicked\n\ngo to [back v] layer\n\nwhen flag clicked\nhide variable [coins v]\nhide variable [scene # v]\n\nwait (0.05) seconds\nset [costume v] to [4]\nwait (0.05) seconds\nset [costume v] to [5]\n\nwhen [any v] key pressed\nforever\n if <key (d v) pressed?> then\n repeat until <not <key (d v) pressed?>>\n set [costume v] to [1]\n wait (0.05) seconds\n set [costume v] to [0]\n wait (0.05) seconds\n set [costume v] to [2]\n wait (0.05) seconds\n set [costume v] to [0]\n end\n end\nend\n\nset [life v] to [1]\n\nhide\n\nwhen flag clicked\nset [life v] to [5]\n\nwhen [any v] key pressed\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n repeat until <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>\n set [costume v] to [1]\n wait (0.05) seconds\n set [costume v] to [0]\n wait (0.05) seconds\n set [costume v] to [2]\n wait (0.05) seconds\n set [costume v] to [0]\n end\n end\nend\n\nset [coins v] to [3]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nshow\n\nwhen flag clicked\n\nhide\n\n@d ad\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\nif <(SCENE #) = [5]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nhide\n\nwhen flag clicked\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\n\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(SCENE #) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Coins) = [3]> and <touching (player v)?>> then\n hide\n end\nend\n\nset [coins v] to [3]\n\nset [coins v] to [1]\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen I receive [playyyy v]\nrepeat (50)\n change [brightness v] effect by (-3)\nend\nset [brightness v] effect to (0)\nbroadcast (play acctually v)\nshow variable [life v]\n\nwhen I receive [play acctually v]\nhide\n\n@pixil-frame-0 (51)\n\nwhen flag clicked\nshow\nforever\n go to x: (56) y: (-17)\n glide (3) secs to x: (49) y: (-62)\n glide (3) secs to x: (56) y: (-17)\nend\n\nwhen I receive [playyyy v]\nrepeat (50)\n change [brightness v] effect by (-3)\nend\nset [brightness v] effect to (0)\nbroadcast (play acctually v)\n\nwhen I receive [play acctually v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nswitch costume to (costume1 v)\n\n@Sprite4\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (playyyy v)\nstart sound [Coin v]\n\nwhen I receive [how to play v]\nhide\n\nwhen I receive [end new v]\nshow\n\nwhen I receive [playyyy v]\nrepeat (50)\n change [brightness v] effect by (-3)\nend\nset [brightness v] effect to (0)\nbroadcast (play acctually v)\n\nwhen I receive [play acctually v]\nhide\n\nrepeat (50)\n change [brightness v] effect by (-3)\nend\nset [brightness v] effect to (0)\n\n@Sprite5\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) < [3]> then\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n if <(costume [number v]) < [3]> then\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume3 v)\nbroadcast (how to play v)\nstart sound [Coin v]\n\nwhen I receive [end new v]\nswitch costume to (costume1 v)\n\nwhen I receive [playyyy v]\nrepeat (50)\n change [brightness v] effect by (-3)\nend\nset [brightness v] effect to (0)\nbroadcast (play acctually v)\n\nwhen I receive [play acctually v]\nhide\n\nwhen flag clicked\nhide variable [life v]\n\n@Sprite6\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [how to play v]\nshow\n\nwhen this sprite clicked\nbroadcast (End new v)\nstart sound [Coin v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\n@Sprite21\n\nwhen flag clicked\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [f v]\nshow\nswitch costume to (pick random (1) to (10))\nstop all sounds\nstart sound [Lose v]\nrepeat (2)\n repeat (10)\n wait (0.05) seconds\n change [brightness v] effect by (-8)\n end\n repeat (10)\n wait (0.05) seconds\n change [brightness v] effect by (8)\n end\nend\nstop [all v]\n\nplay sound [pop v] until done\n\n@Sprite22\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (Frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nstart sound [Collect v]\nchange [coins v] by (1)\nhide\n\nwhen I receive [setup v]\nset [frame v] to [0]\nhide\nPlace [coin] scene [109] xy [165] [56]\nPlace [coin2] scene [216] xy [53] [58]\nPlace [coin3] scene [323] xy [166] [61]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen flag clicked\nset [coins v] to [0]\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <(Coins) = [1]> then\n switch costume to (costume3 v)\n end\n if <(Coins) = [2]> then\n switch costume to (costume4 v)\n end\n if <(Coins) = [3]> then\n switch costume to (costume5 v)\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(SCENE #) = [2]> then\n show\n go to [front v] layer\n hide variable [life v]\n stop all sounds\n wait (1) seconds\n switch costume to (costume2 v)\n broadcast (You win! v)\n wait (10000000000000000000000000) seconds\n else\n hide\n end\nend\n\nwhen I receive [you win! v]\nforever\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\ngo to x: (41) y: (27)\n\nwhen I receive [you win! v]\nshow\ngo to [front v] layer\nforever\n wait (1) seconds\n repeat (10)\n change y by (10)\n end\n repeat (10)\n change y by (-10)\n end\nend\n\nwhen I receive [you win! v]\nplay sound [Win v] until done\n\n
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Bert.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n #game #all #Platformer #all #trending #stories #fantastiiq #animation #funny #zany #wacky #server #beluga #winning #an #argument #be #like #trending #all #animations #animations #animation #story #music #music #hilarious #how #to #win #any #argument #animations #animations #trending #all #all #all #all #animations #trending #all #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #tags #idk #all #all #all #games #stories #art #Cool #popular #trending #Fun #animation
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